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sinister6

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Posts posted by sinister6


  1. pumpkin said:

    plus remember unreliable 2 means two chaos stars have to be rolled.

    As default ranged attacks are 1 <P>, you'd have to be doing something a bit special with the handgun to have it go off in your face.

     

     

     

    Yeah rolling two chaos symbols on 2 challenge dice is what, 1 in 64 rolls?  How many times are you really going to roll 2 challenge dice on a ranged weapon shot?  One time in 64 shots (not including just the one challenge die shots) isn't unreliable at all to me. I think unreliable 2 won't happen enough to even make the rule worth designing in the first place.

     


  2. Mal Reynolds said:

    ffgfan said:

     

    Now this a grat opinion. A player that had many not so good thoughts about the new edition and then when He has they all don't count. He is a satysfied player.  :)

     

     

     

    ...or maybe they put an enchantment spell in all the warhammer boxesgran_risa.gif, which makes us go "oh shiny and pretty, my preciousbabeo.gif"

    Now have you ever thought about that? have you? preocupado.gif

     

    when I am opening mine I will wave my rod of dispelling first, just to be suregui%C3%B1o.gif

     

    My box come with Lord Borak the Despolier in it waiting to ambush me, let me tell you, that was one hell of a fight. 


  3.  

     

    Overall it's just an easier system than many RPGS on the market at the moment. I might use the word elegant too.

    There's places in the books where I kept reading a paragraph then had to go back through the book to find information that was a corollary to the paragraph. 

    The book is just unorganized to me.  It's sort of subjective how a book is laid out, not everyone's thought processes grok it the same. 

    Indexes can help mitigate that.


  4. Mal Reynolds said:

    Is Warhammer ”narrative”, ”simulationist” or “gamist”?
    I don`t have the box yet. But from what I have read the game takes a “narrative” inclination or perspective. And lacks totally a “simulationist” view of the rules. But it has some elements of “gamist” in the rules, like the re-charge time of card abilities (is that term right?). So what does warhammer feel for you? And how would you rate it according to how the system is? Is there other rules that you can think of that have other elements in them?


    Example: Me Mal
    1)Narrative
    2)Gamist
    3) simulationist
     

     

    I wouldn't argue with your eval.  I think the intent is to tell the best story possible.   While I enjoy some simulationist games, I can totally appreciate the narrative take this game offers.  That said I don't think it's the most narrative RPG I've ever played and has many gamist elements, but I don't think that's a bad thing either.


  5. Another example of "could be better" editing. It should just say what the rate is in both examples.  I hunted forever to find it in the preist book.  The PERFECT place for it is where you are discussing Equalibrium. 

     


  6. Nezzir or Emirikol, you guys are pretty on the ball.  One of you want to tackle and FAQ and one the errata?  I can contribute but I don't think I can take on the full project.

     

    Specifically, it's the very last page of the book for the Priest specialty card rule, in the Tome of Blessings. 

     

    i'll post more when I get time.


  7. FFG,

     

    Love the game but some criticisms on your rulebooks:

    1.  Proofing, for instance your sidebar on your Tome of Blessings book on page 4 is missing Taal.  While not the end of the world these kind of mistakes run through the book.

    2. You tuck a big important rule on the Tome of Blessings books about the specialty card being free after pages and pages of fluff. It took me forever to find this. It has NO buisness where it resides in a chapter of fluff, as if an afterthought.

    It would be wise instead of just saying priest characters get" basics" to write THE exact cards, (that should go for every type of character) if nothing else to help players who might have missing cards.

    3. An index would go along way in organizing your information.

    4.  Your mechanics section explains things well but you don't explain everything, for instance trying to find what cards a priest starts with is the hunt from hell.

     

    I hope other player will chime in where they see room for improvement with editing and layout to help your future projects and reprints.

     

    Thanks! 

     


  8. monkeylite said:

     I'd (personally) increase the difficulty on a long range shot by <P> generally. Also, if the target knows he's being targeted and is doing something about it, I'd use an opposed check which can often bring several <P>s to the pool. (Although you shouldn't really <P> in the pool; it's unhygienic.)

     

    I was thinking of something along these lines.


  9. The initative pool doesn't have a challenge die, unless the heroes are ambushed.  It's a fellowship for social encounters, otherwise agility.

     

    For number two, lets say you rolled 6 successes, you could spend 3 to trigger the 3 success effect, 2 to trigger the 2 success effect, and 1 to trigger the one success effect. You can't trigger the same effect twice however.

     

    To my knowledge it is not possible to pump spells. It the cost of casting the spell. 


  10. Mal Reynolds said:

    Sinister said:

     

     

    Well for sure the whole von drak thing happened in 1797 not 1999, I fuged the hell out of that. But I liked the idea.  I also liked the idea of having political and social tension in the world. I have some 1ed material for WFRP but I'd admit most of the stuff I pulled off a wikipedia and my old various army books.  I do suspect at some point I'll add an adventure around a blood bowl game. Mostly because I'm a fan, and the guy that  writes the blood bowl novels is a friend of mine. Could be goofy fun.

    I respect some may want to be purists but my group only has 1 warhammer player or fan in it,  so it's really a bunch of people that won't even give the official cannon a second notice. It's the perfect group to fudge some events with.

     

     

     

     

     

    yes indeed that seems like fun, and the best part of any rpg is that you can do with it as you please. And yes I  am kind of a purist when it comes to warhammer.

    My previous advice was for any that are new to the warhammer world, to avoid confussion, and to point out that the are differences between the wfrp and wfb.

    A better advice would be: take what you want for your campaign and leave the rest out.

     

    it didn`t occur to me that you were fudging gran_risa.gif, but fudging seems fun. alternative history can be quite fun to play.

     

    If you don't mind mal, I'll might send you a private message when I have a timeline question. Seems you are pretty much all over it, which means you could be a vauable resource, since this is my first time running in the warhammer world.


  11. Mal Reynolds said:

     

    oh a very interesting idea.

    I think the information found in WFRP and WFB have a different view on Mordheim.  In any case you`re unsure what to do or what setting you want to follow I would recommend going with WFRP and not WFB.

     

    but as Sinister pointed out you can create a blast of a Mordheim campaign having the WBF army books available as well. 

     

    I wonder what else is different from the wfrp setting and wfb? Do you guys have an opinion on it?

     

     

     

     

    Well for sure the whole von drak thing happened in 1797 not 1999, I fuged the hell out of that. But I liked the idea.  I also liked the idea of having political and social tension in the world. I have some 1ed material for WFRP but I'd admit most of the stuff I pulled off a wikipedia and my old various army books.  I do suspect at some point I'll add an adventure around a blood bowl game. Mostly because I'm a fan, and the guy that  writes the blood bowl novels is a friend of mine. Could be goofy fun.

    I respect some may want to be purists but my group only has 1 warhammer player or fan in it,  so it's really a bunch of people that won't even give the official cannon a second notice. It's the perfect group to fudge some events with.

     

     


  12. One of my players wants to play a sister of sigmar. I'm fudging quit a few events (as far as when they happen) but bascially my campaign outline is.

     

    1. Players are hired to take some astromony equipment to a professor in a backwater town. He's contsrtucted an observatory there.

    2. He discovers the twin tailed coment and it's relation to mordheim

    3. The players are asked to take the news to atdorf, then mordheim.

    4. Bunches of religious zealots travel with the heroes (making the heroes uncomfortable) to Mordheim.

    5. The road to morheim becomes ripe for bandits, the heroes are hired for Mordheim to make the road safe for travelors.

    6. There are too many people attending services as the sister's of sigmar temple, they decide to build a bigger church.  The want to import stone from Slyvannia.  (Here's the part I fudged)  Otto Van Drak is still in charge. The heroes go to meet with him.

    7. The count's madness sets in while the heroes visit.

    8. Undead break out othe family crypts of the Von Drak. The hero's have to rescure Isabella from there clutches.

    9. With the count mad, and the undead coming back to life, the witch hunter claims that a great darkness has falled on the Von Draks. His investigation leads him to the conclusion that it was the heroe's arrival that caused these events. He wants to put one or more of the heroe's on trial.

    10. A heavy fog sets in on Castle Drankenof.

    11. Otto makes his deathbed statement, he would rather see his daughter marry a demon of chaos, than his brother Leapold inheirt the kingdom. No sooner has he said that, then a black coach arrives through the fog.  Out steps Vlad Von Carstien.

    12. Carstien asks for Isabella's hand, Otto Agrees, but leapod challenges the count to a duel.

    13. During the duel the peasants, arned with torches and pitchforks lead by the Witch Hunter demand the heroes be turned over to them for a trial.

    14. Vlad kills Leapold, marries Isabelle, Otto passes.  Vlad tells the heroes that they are his wedding guests and while here, they are under his protection.  He then steps out on the balconey and explains to the peasants that he will comply with their wishes but he has recently be made count and wishes them to return in the morning.

    15. The next morning the heroes are given a letter by isabella written by Vlad, explaining he was called away and can not attend breakfast.  He offers them the stone  for their chapel at a low rate and says they will have no more trouble with the peasants.

    16. As they leave they are eyed by the peasants like they are a great evil. they learn that the witch hunter and the village elders have gone missing.  A few miles on their return trip home they are attacked by giant wolves. There are other bodies here. Those of the village elders, mauled by wolves, and the witch hunter, drained of blood with two puncture marks.

    17.. When the heroes return there's been a notcible difference in the people in Mordheim. More and more taverns are being buiilt, the crime rate goes up, less and less religion. The heroes are asked to become deputies.

    18. The grand theogonist arrives, making sure his "brand" of simgar gets worshiped over thoses "whores" the sisters of sigmar.

    19. The heroes witness public drunkeness, Sex in the streets, drugs, etc... This is all tied to a cult of pleasure (slannesh) growing in Mordheim. They heroes have to stop the cult.  Even once they manage to do so, it does little to bring back the religion in the town.

    20.The grand theogonist is stoned (not killed though) while making a passionate plea to attend services. He and his men cut a path of blood on their way out of the city. He declares the city "Damned" and says it is beyond hope.

    20. The city is hit by the comet. The heroes are saved by being in the Sister's of Sigmar chapel when it happens.

    21. The heroes discover Wyrdstone. The sisters beg them to help in the holy quest to gather it and keep it from the evil of others. 

    22. The Grand Theogonist proclaims it is the "whores" the sisters of sigmar that allowed this to happen, he sends his witch hunters to eradicate them. In truth, this is just a cover story. He wants the wrydstone and needs a public reason to send people to the "city of the damned"

    23. Magaritta of Marrienburg arrives, once allied with the sisters, her warband demands their cache of wrydstone, they sisters refuse and bloodshed erupts in the temple.

    24. The skaven arrive.

    25. Vlad arrives.

    26. The heroes must contend with all these factions, keeping the wrydstone from them.

     

    Of course this is a basic outline of my plot, there are many details still to be figured out. 

     


  13. This is where I'm setting my campaign.  The year is 1999 spring, one year before the comet hits.

     

    I think the current year in warhammer is 2532.

     

    Mordhiem isn't far from the van carstiens which will be a subplot as well.

     

    My wife wants to play a sister of sigmar. The other players haven't decided yet.


  14. Nostromo said:

    This is a great question...one i wanted answered as well...my concern is that all the area cards are all 'big' areas "forest glade", 'crumbling ruin', 'wizard tower'...etc etc.

    My feel is that this system has killed the classic dungeon crawl experience.  I am a FFG fanboi so i picked up a copy today and look forward to reading the core book tonight so hopefully i can answer soon.  Hopefully, they have not killed the classic dungeon crawl...

     

     

    In some ways I wish they did kill it.  I'm so over dungeon crawls.  I'm looking for more political intrigue and investgation adventures.  Still I think a dungeon crawl is quite possible if that's what you want.  I mean there will need to be more terrian cards at some point.

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