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Congzilla

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Everything posted by Congzilla

  1. The priest material is going to be the most needed.
  2. I agree with mcv's interpretation. Allowing any skill would break the system, or at least lead to many situations that make no sense in the context that the skill is being used like the afore mentioned first aid check. - LOL "afore" is flagged as misspelled. FFG please teach your forum application proper English, it is bad enough it does not allow right clicking for spelling suggestions.
  3. I really feel this comes more from the group playing than the system being played. Some players are min maxers and want the most optimized character possible. Some players like myself would rather pick powers based on our concept for the character rather than what is most effective. The group dynamic is the main thing driving the roleplaying. Some groups like to skip over the travel and investigation aspects and get straight to hacking things up. Other groups will spend an entire session roleplaying out how they got from one city to another. Neither group is wrong, it is just a different style and either style could be played just as effectivly using most any system. What the actual system effects mostly is once the fight breaks out how detailed do you want the combat to be. D&D 4e obviously has much more detailed combat, that is it's strength. WFRP 3e has much deadlier combat and more detailed ongoing effects of combat (stress / fatigue & insanities). But the detail or deadliness do not effect how you as a player roleplay your characters actions. I think I have a decent point of reference since my wife modeled her WFRP character off of her D&D 4e character (Eldrin Ranger = High Elf Envoy with a bow). I am not saying one is better than the other, I own both and enjoy playing both (heck I own probably two dozen systems from playing rpg's for almost 20 years and I enjoy them all). This debate does remind me of one of my favorite quotes. And fyi no I am not implying anyone here sucks "Life is 99% what you make of it, so if your life sucks, you suck."
  4. superklaus said: Congzilla said: I just finished GMing a year and a half long 4e campaign and I simply do not agree. But this is not the 4e forums so we can leave it at that. I do believe this WFRP 3e system makes much more of an effort to be roleplaying focused than most systems, and I think it succeeds in that regard. My point was simply that a game system is what you make of it. Roleplaying is done by the players not the rules. You could easily create a campaign of high powered heroes in WFRP 3e and you can easily create a low power campaign in 4e. I am pretty sure neither system has rules for what your player says when he encounters the guard he needs to get passed or the noble he needs to sway. Both have rules for combat, very different styles of combat, and each will fit different play styles. Some people will prefer tactical combat, some will prefer it abstract, butto say one play style can offer better roleplaying than the other is nonsense. Well nonsense maybe for you, but believe it or not in the moment you dabble around with 4e "healing surges" or encounter powers which let suddenly pop up a "cloud of daggers" from thin air and still pretend to play a low-powered campaign, each roleplayer worth his salt gives you roll-eyes. A healing surge is different than a rally step how? They serve the same function. Roleplayer worth their salt? Got to love nerd snobbery. A roleplayer "worth their salt" would flavor the power in a fashion that fits the setting. That is what roleplaying is.
  5. I just finished GMing a year and a half long 4e campaign and I simply do not agree. But this is not the 4e forums so we can leave it at that. I do believe this WFRP 3e system makes much more of an effort to be roleplaying focused than most systems, and I think it succeeds in that regard. My point was simply that a game system is what you make of it. Roleplaying is done by the players not the rules. You could easily create a campaign of high powered heroes in WFRP 3e and you can easily create a low power campaign in 4e. I am pretty sure neither system has rules for what your player says when he encounters the guard he needs to get passed or the noble he needs to sway. Both have rules for combat, very different styles of combat, and each will fit different play styles. Some people will prefer tactical combat, some will prefer it abstract, butto say one play style can offer better roleplaying than the other is nonsense.
  6. Emirikol said: I think people say it's like a boardgame because we really have no other frame of reference to compare it to. Although D&D 4e (the miniatures non-roleplaying wargame from hell) started using the "cards" in the mainstream, WFRP3 has simplified the multiple level-based modifiers that went with the un-evolved system of power cards that D&D started with. The difference is that D&D has it in BOTH the book and on a card. Boardgames of course have a board. If anything, it's a roleplaying card-game..but it's not that simple Instead, they should be saying, "It's like WFRP3." jh I have the same problem with people saying this is a board game as I do people saying D&D 4e is "non-roleplaying". D&D 4e offers just as much roleplaying ability as any other version of D&D, any version of WFRP, or Pathfinder. These are all just rules system for resolving actions, roleplaying comes from the players not the system.
  7. Bindlespin said: maybe he is just saying that adding challenge and misfortune dice is not a house rule, it's just a RAW suggested judgement call. This.
  8. Yeah, I am not allowing the transition until we complete an Eye for an Eye.
  9. The only down side I have found so far is that my dog ate a stress / fatigue token . So, Jay if you see this, if ya wanna, you know .
  10. I am actually getting ready to do this in my own game for the same reasons and my solution was simple. Keep your character name, keep your treasure, keep your xp and advances, and pick a new career. No need to get bogged down in it or let it effect your campaign, it is a brand new game system, just let them have fun and switch them out.
  11. No nerve to be touched actually, I'm having a blast running this system. I think you should have bothered playing it before criticizing it as your criticisms are simply unfounded. This system puts so much more flexibility into the hands of both the player and the GM than any other system I know of. Honestly the "Perform A Stunt" card kinda says that on it's own.
  12. My wife plays a High Elf Envoy, which is fairly useless in combat being a socially oriented career. Not so really, her long bow has seriously helped the party by whittling down the incoming enemies before they are in range of the other characters weapons. So it is perfectly effective in combat and exceeds at social encounters. There are also situations where you are running a large scale battle with the progress tracker and only doing encounter mode for the combatants actually engaged with the PC, in this case that socially oriented PC could yell out an inspiring rally call that advances the token on the tracker for her allies. The key is using the tools available to let everyone shine. Maybe someone playing a commoner is always going to know where to look in town to find that seedy person who gives the clue to help push the story forward, or that rat catchers' knowledge of sewers helps the PC's navigate their daring escape. Now put that commoner into combat, maybe the Roadwarden he has been traveling with has a soft spot for someone trying to better their station and helps train him with firearms, roleplaying this well would motivate a good gm to throw and extra fortune die in there now and again to show that, and it would also set the perfect back drop for the commoners career transition to a Roadwarden. Sometimes it just seems to me people try way harder to find problems than they do finding solutions.
  13. I would use the Nemesis character rules in the GMTK for an npc I cared that much about keeping alive.
  14. The game seems more like a board game or a card game rather than an RPG. I have seen this statement a couple of times now and I simply don't get it. It is a game system, it is a tool to tell a group story with rules to give actions fair random results. If you play it and it feels like a board game then your running the game wrong. Having run the system a couple times now I can say beyond a shadow of a doubt this system is a pure rpg, and more so it encourages role playing over roll playing more than most systems. It plays fast and the dice add a lot to the narrative. As far as rules go this game is simple and rules lite, there really aren't many rules at all and they all use the same underlying systems. The rules also give the GM amazing flexibility to assign a difficulty to anything the PC's can think of trying on the fly and gives the PCs the perform a stunt card so they can feel free to try anything. In all honesty without having even played the game why would you bother commenting on how it "seems" especially since you have already stated that you are biased to a previous edition?
  15. High Elf Envoy Human Mercenary Human Roadwarden This is what we used for our first two adventures. The first adventure was the demo and was just more of a learning experience so no advances were given. Our next session will be capping off the last adventure and begining The Gathering Storm. I will be letting my players make new characters if they want now that everyone has a better feel for the system but I will be allowing the new character to gain the xp, advance and money of the previous character. I let the player choose from all of the careers. I also use the rule that besides the basic actions only one player can use any of the other powers.
  16. Our group did our first session last week going threw the demo adventure, we messed up just about every rule we could but it was still fun enough that everyone wanted to try another. Last Night we ran the adventure out of the GM manual. This time things went off without a hitch, the system was very smooth and there was more role playing than roll playing for once. The players finally got into the abstraction and stopped trying to play it like a tactical war game. Two of the people in this group did a year and a half long D&D 4e campaign with me and I had never seen either of them jump into the story narrative so much. The large investigation portion of the adventure was just as exciting as most of the combat. We started at 3pm and I think I was the only one who noticed it was after 11 when the final combat ended. Next week we tie up loose ends then straight into The Gathering Storm, can't wait.
  17. I can't find it in the book, I am assuming the fortune dice symbol next to the creatures ability scores work the same as an expertise dice of a player and are added to any pool using that attribute. is this correct?
  18. I can't find it in the book, I am assuming the fortune dice symbol next to the creatures ability scores work the same as an expertise dice of a player and are added to any pool using that attribute. is this correct?
  19. In the demo adventure the other 3 are henchmen so they only need a single stand-up for the group, but the adventure included with the core set also needs multiple beastmen so ya they should have had another one or two in there. And as i stated I don't have an issue switching them with different stand-ups, but that doesn't change the fact that I would still at least like to know which one is supposed to be what. Having cards for the monsters with stats on one side and an image on the other does make perfect sense, I thought you were referring to having the stats on the back of the stand-ups. I think the system is great, I think the products out for it so far are great, and I think the art is great. Like the thread title states, these were minor gripes. Besides the missing index in the core set books FFG has done a great job with this edition so far, the new GM book has an index so thats the only major issue solved (as long as all future releases also have them). If they can now gradually smooth off some of the minor things in future sets this could easily be the greatest rpg of the current crop.
  20. Problem with stats on the back is it could be easy for players to see. I just want to at least know what the monster token I'm looking for even looks like. Between 4 sets I have two beastmen token types, no idea which monsters they are actually supposed to be, are they an Ungor, a Gor, or a Wargor. With how streamlined and component based they are making this game, having images in the book matching to the image on the monster token just seems to make much more sense. And yes I know I can just say a whatever is supposed to be a whatever, and I don't mind doing that, it just seems with how linked everything is in this edition to the components that this would have been a no brainer.
  21. mcv said: I'm leaning towards using 2 purple dice as base difficulty for everything. Beyond that, 1 misfortune for each range increase. Block works against all missile attacks, but I don't think dodging arrows and bullets makes much sense. Dodging thrown weapons will work. Cover would probably also add some misfortune. Hm... would it make sense to have crossbows reload slower but give them easy difficulty? Dodging arrows or musket balls makes perfect sense. Arrows at long range arc thew the air and could be avoided, and I don't know about you but if someone pointed a gun at me the first thing I would do is dodge to the side or prone to get out of the line of fire. Allow your players to roleplay their dodge attempts instead of just cutting it out of the game.
  22. I just don't understand why your trying to house rule things before ever trying to play the game as written. The base challenge of any action can be altered with additional challenge or misfortune die based on the situation. I really don't see the need to house rule something that is already super flexible.
  23. I just got my GM Toolkit and TGS campaign last night and while overall I love the products and can't wait to use them I have a couple minor gripes. First the packaging. It is flimsy and not at all what I was expecting after the core set and Adventurer's Toolkit. Especially with the amount of components that come in each box I would expect the sets to come in something that isn't going to fall apart quick, and top / bottom opening boxes like these make it much easier for components to fall out. A bigger gripe is that art is already being recycled. Seriously with all the Warhammer Fantasy art out there why is art already being recycled in an edition that only has four products out so far? I don't have an issue with art from previous editions getting reused but to already be reusing art within a brand new edition just seems kinda lazy. With that said the stuff in the boxes has me excited to play, the GM kit especially helped clerify a lot of minor questions I had on how to properly and effectively utilize the components without letting them become a distraction. The Gathering Storm seems like a solid group of four adventures that help showcase the system. Yes the maps could have been half sheet size at least instead of career sheet size but with the amount of table space the system already takes up I do not consider it an issue at all. I have one minor recommendation for the layout of mmonster entries in future products. Currently there are usually three or more entries for a creature type (ie. Ungor, Gor Wargor) but only one image. For people like myself who are new to the Warhammer universe this makes it a bit harder to flavor the scene not knowing whats visually different between the creatures. I would recommend having at least a small image of each next to the entry and have that image match that of the punch board token of the monster.
  24. It just seems like some people (not necessarily aimed at you willmanx) has to house rule every single little thing without considering that the game is actually designed in a certain way (and has been tested). Because some of us don't care at all about this part if it hampers our groups' fun.
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