sinister6
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Everything posted by sinister6
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UniversalHead said: For some reason this limitation just hit home with me, and frankly it strikes me as crap. Why shouldn't players be able to choose the same action or talent? And why should I have to buy multiple core sets to cater for it? It's just crazy. To be honest, this limitation hit me WAY before even buying the core set. It's not a big deal for my group. Sure I bought a second core set, but that was because I wanted more of everything.
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How are you handling pools and counters?
sinister6 replied to Shadowspawn2's topic in Warhammer Fantasy Roleplay
I use the monster page in protective binder sheets. I write on them with wet erase markers and wipe it off after the adventure. Works Great. -
looks good but I can't tell if the screen is like wotc's or paizos. That think boadstock is really nice and I'm hoping that it isn't a flimsy cardstock screen for 30 bucks. I also hope it's more than 1 punchout of each creature. I need like 3-5
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Well that's a matter of debate and really a GM call. Technically speaking players are allowed to "share cards" because this is the way that you deal with having more than 3 players with a core set box. That said, many GM like the fact that cards are limited and force characters to take other options. In my group I have two cards of everything. I allow duplication once, then they have to choose something else.
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mac40k said: Sinister said: Deltabob said: I know that the recharge tokens are placed on an action right after it is successfully achieved. If one of the side effects allows for a recharge token to be removed from one of the player's cards, can it be removed from the card that triggered the effect? Basically, do the recharge tokens go on the Action card immediately after it is determined to be a successful action, or do they not go on until after all effects associated with that card are resolved? Althought I have no rule to back it up, my gut tells me you resolve all the lines of the card THEN add the tokens. The action card has to be successful so I would say all lines have to be resolved as part of the action completetion, then it's successful, then you add tokens. I'm going the other way. The tokens get placed if the action is successful. If you have boon effects to a combat attack that add damage or cause criticals, you probably want to resolve those right away. All other effects can be resolved in step 7 of the combat sequence, which includes "other boon or bane effects that still need to be resolved." I would include an effect that allowed you to remove a recharge token from one of your cards in that list. Given that fortune can remove recharges, etc, it hardly matters when it is done except for the sake of being consistant with your group. I don't agree with Mac, but I hardly see myself complaining doing it his way as a player or GM.
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nub5 said: Whyllwyst said: So I'm reading my Wardancer card and under the Typical trappings it says that wardancers don't wear armor. However, after reading the FAQ it denotes that Typical Trappings are by no means rules and are simple guidelines with which to enhance your character thematically. Also after "They wear no armor" it says that some wear leather strapping. Is that then leather armor or not. To get to the point even though it sounds silly could a wardancer wear and use plate mail according to the rules? I agree I don't remember any prohibition of the war dancer armor. That said, if the wardancer is using a very "wardancerish" talent and wearing heavy plate, I will fully add misfortune dice to the check (as my GM perogitive) to represent the diffcult of doing elven acrobatics in full plate. In addition to any of his kin folk making fun of him and claiming he has no honor for wardancing.
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Changing talents socketed to the party sheet
sinister6 replied to pumpkin's topic in WFRP Rules Questions
I agree with active player. -
Deltabob said: I know that the recharge tokens are placed on an action right after it is successfully achieved. If one of the side effects allows for a recharge token to be removed from one of the player's cards, can it be removed from the card that triggered the effect? Basically, do the recharge tokens go on the Action card immediately after it is determined to be a successful action, or do they not go on until after all effects associated with that card are resolved? Althought I have no rule to back it up, my gut tells me you resolve all the lines of the card THEN add the tokens. The action card has to be successful so I would say all lines have to be resolved as part of the action completetion, then it's successful, then you add tokens.
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Just got done reading this. I really like it. I making a few changes for my group but the basic story is really well done! Thanks!
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I'm two hours north of indy. Does anyone live in southern michigan or northern Indiana?
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Heretek said: 2nd edition AD&D Birthright had something like this range system WAY before 3:16... yes when using the warcards and conducting army battles. In fact it's very possible the terrian cards are the perfect size for the birthright map. If I didn't love using a dry erase board I'd probably use the birthright map.
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Tell us how your "eye for an eye " scenario went (spoliers)
sinister6 replied to drallcome's topic in WFRP Gamemasters
5 players. They explored about 1/2 of the house before they found the cellar entrance to the temple. At that point I had have the cultists (the ones that really didn't matter) attack. After defeating them they were beat up from the beastman attack and this attack so feeling that they got the cultists they went to sleep. They knew the dinner was drugged and elected to skip it. So, being the nice GM I am, I gave them just enough time to rest and get back a few wounds before the second beastman attack. The managed to stop the demon summoning. However one character died in the struggle. -
FFG normally runs games during the con. In fact they have several tables in the dealer area that are always full of people playing their games. I might get down there for a day.
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I'm contemplating running some warhammer at the Origins Game Fair in June. Is anyone going?
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I know this isn't for everyone as it leads an element to goofyness to the game but I thought I would share. My group is a group that really appreciates a strong story over fighting so I decided to take a risk by having a tavern broadcast via a crystal ball a bloodbowl match. My thought was that the players had just gone through a really grim adventure (eye for an eye) and this might provide a stark contrast. It went amazingly well as not only did my players find the game fascinating (5 of the 6 players know nothing about warhammer) but they went so far as to make bets on who would win the game. Then of course the inevitable question came up. Why are orcs getting along with humans enough to play an organized sport? I knew that question had to be answered to make any sense or realism out of the situation. So I told my players that everyone is paid an incredible amount of gold to play. That pretty much was believed by my group and made sense, but had an unexpected result. The players briefly considered career changes to blood bowl players. LOL So to stop that, I had about 5 players die during the course of the game which made them rethink their carreer change. In the end I'm glad I added this element as a brief diversion from the seriousness of the runious powers and the grim world. I know it may be to goofy for some but I thought I'd share.
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DonXIII said: we use 2 piles- players choice which you draw from. This solves our problem too.
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I'd love to see this haunted adventure.
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Even if you dislike 4E, the big thing this game and 4E have in common is the cards holding information that in previous verisons of the games you would have to look up. For instance in 3.5 DnD you had a character sheet where you wrote the name of the feat but there wasn't enough room to write the whole text of the feat or special ability. RPGs designers have learned that cards can provide information that just a couple of years ago would have to be referenced by a book every game.
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Why do we need these silly recharge tokens?
sinister6 replied to Lord_Daxl's topic in Warhammer Fantasy Roleplay
I think the whole point is to force tactical options. If you have a good attack, why would you not use it over and over and over? Its one of the reason I like this game (and 4E) because the combat enviornment becomes so much more than "I attack", I can understand some the frustration with turn maintenance, If you wanted to ditch the recharge system I'd just turn your cards (ie tap) sideways in a battle once you use them. To use the card again costs a point of fatigue. During the rally step turn the cards back. Anything with recharge of 0 never gets turned. This is a far from perfect system, but you'd never have to use recharge tokens and it would still provide the tactical options. -
Would FFG sell the cardboard cutouts seperate?
sinister6 replied to sinister6's topic in Warhammer Fantasy Roleplay
maybe if enough people ask they make them available. -
Emirikol said: Dang right it is. That thing's a masterpiece jh Actually I took the idea of the dark elf being a with elf, and that's what those cards are I made for dark elves. I will be running it in about a month.
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Emirikol said: Try my wfrp3 adventure False Pretenses. No cults there. jh It's already in the queued list.
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I'd just let FFG know, I'm betting if you paid for postage they might send you the card.
