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Everything posted by arscott

  1. I don't think this is something you need to create hard rules for. When I'm running I simply tell my players "Even though you can spend lots of points on actions and talents, you should really focus on your character's attribute scores. You can always buy more actions or talents with advancement, but if your attributes are low, then you're not going to be very good with the ones you've bought. And this game can get pretty complex, so starting with a limited number of fiddly bits and working your way up can makes for an easier learning curve." Once I started doing that, I haven't had any problems (at least not for players creating starting characters. I still need a solution for players who jump in when the party's already got 15 advances)
  2. The GM is not a chaos god. You don't get to hand out corruption because players do something you don't like. It's unfair to the players and it's unfair to the setting. If your players are robbing stagecoaches, cool. That happens all the time in the warhammer world. And WFRP is not a game where players play sinless heroes. It's a game where they make dark messy choices. The only choices that should be leading to corruption are ones that actually deal with the actual corruptive influences. If your players are doing something that you don't want to handle, that's a conversation that needs to be had in an out-of-character space. Maybe you're not comfortable GMing for characters that rob and murder innocents. Maybe you just don't have the ability to on-the-fly handle a horse-back chase of a stagecoach and want more time to prepare. Maybe you're just upset that you spent 35 dollars on an adventure and now the characters aren't participating in it. Whatever. Each of these circumstances is best solved by talking as GM to player, not by talking as god to character. Do the latter and you're just making the game more frustrating to everyone.
  3. The ability to put recharge on a card is HUGE in the right circumstances. In the wrong circumstances? Just mess with initiative. That's why you have a choice. I'm not sure losing a maneuver is the right way to go--since that often just translates to a loss of fatigue anyways, it's not doing enough to distinguish itself from the red die penalty. R B Bergstrom, Which stance die is better really depends on the difficulty and the action taken. If anything, reds tend to be better than greens, by default. On an easier check, the green dice often net you two successes, while the reds will net you one or three--since many cards don't have a two-success line, the green dice aren't giving you anything extra. Emirikol, IIRC, you play with house rules that eliminate active defenses. Since one of the most powerful ways of using the recharge tokens is to put them on recharging active defense cards, you might try to come up with an alternative that's aligned to your house rules.
  4. It's the politics that make the adventure work. If you players aren't interested in affecting political events, then they're not going to have a fun time at the ball unless you modify the adventure heavily.
  5. Basically, you get some success in a social situation. Sometimes, that means you get what you want, sometimes, it means you get to move up on a tracker and when you get to the top you get what you want, etc. It's left intentionally vague in the core rules so that players and/or gms to decide what "influence" means in a specific scene, though several adventures have specific definitions of what a success means in the adventure's scenes..
  6. Yeah, that's really the way to go. The only reason to use henchmen is in those corner cases where they're meant to represent something special (such as the blue horrors, which are simply henchmen versions of pink horrors). When making that switch, though, consider applying critical hit severity to damage, per the henchmen rules, to any large and not powerful group of foes.
  7. I don't think they're planing to release support for the other faiths/orders. The POD that they've released so far can be added to the core set, but other orders and faiths will require the use of Winds of Magic or Signs of Faith. If they release more POD products, I expect them to further support core set options.
  8. Dark Elves appear as the third-act twist in Witch's Song. I like the adventure, but the dark elves are actually the weakest part of it. The adventure included in Omens of War features Norscan Raiders who worship Khorne, but if you have enough elves in the party, you could probably swap in Dark Elf Corsairs who worship Kaine Do you have the monster guide or monster vault*? That added elves that weren't in the core box. And Hero's call has Lokhir Fellheart. Both of which should help you write a dark-elf inclusive adventure of your own. *Also, check the resources section of FFG's website if you're using the vault dark elves. They cut a card for space, but have posted it online.
  9. I'm considering a rule that NPCs die when their crits suffered exceed their difficulty (skulls). It makes crits more powerful without just being a source of extra damage or requiring me to tweak the deck.
  10. I think the core set was a pretty solid release at a good price point for what it contained, especially given that the adventurer's kit was right on its tail. 4e D&D shot itself in the foot by releasing a book that didn't contain the races and classes that players expected from previous edition. It looks like 5e is trying to cover more bases, and is fitting the material in by increasing the price-point. Frankly, I don't think that's going to work.
  11. Three or Four, certainly. The game is somewhat complicated and fiddly, and with more than four the fiddliness gets out of hand. Also this game has less implied cohesion than the Star Wars and 40k rpgs. In Edge of the Empire, you know you're playing a band of outcasts and smugglers trying to get by. If you were playing Rebels, You'd be using Age of Rebellion. Likewise, If you're playing Dark Heresy, it says something different about the characters than if you were playing Rogue Trader or Only War. In WFRP, all you know is that you're playing citizens and allies of the Empire. You could have a Wizard, and Noble, and a Ratcatcher in the same party, drawing it in three different directions. This is something you can deal with when you have three players, but will become overwhelming if you have six.
  12. That the penalty hasn't come up is a feature, not a bug. People are choosing to spend fatigue or skip their actions because of the penalty, which means it's working.
  13. The Enemy Within suggests Coordination in its overland travel rules. The boatman has the following skills: Athletics, Coordination, Nature Lore, Observation, and Resilience. I'd definitely use one of those.
  14. oh, right. Stand-ups & Dice. I snagged like five sets from a gaming store that was going under, so I sometimes forget that not everybody has plenty of dice.
  15. Unless you have more than 4 players, I'd recommend getting rid of the extra core sets and adventurer's toolkit. You have enough Basic action cards for 4 players, and I think it adds to the game when you make the remaining components excluslive (only one player can take each talent, advanced action, etc. Remember, players can share talents with the party card). You only need one set of miscast cards, wound cards, and insanity cards from the core game, too. The only think it's really worth having extra of is the monster stand-ups.
  16. I recommend not running through all of them, but instead, picking and choosing based on what kind of player characters you have. An Eye for an Eye is a solid starting scenario for most parties, and leads directly into several other adventures, but Winds of Change might be a better starting scenario if you have a Wizard character. The Enemy Within is a great self-contained path from starting character through rank 3. Here's a suggested ordering for the Ubersreik-centered scenarios: 1) Eye for an Eye 2) <the Lure of Power Adventure--I forget the name> 3) The Gathering Storm 4) Edge of night (First Half) 5) Horror at Hugeldal 6) Harrower of Thanes (Karak Azgaraz portion) 7) Edge of night (Second Half) 8) Harrower of Thanes (Averland Portion) 9) Art of Waaagh! No, but the only one not listed in the core book is "Dwarven Engineering", introduced in Black Fire Pass Nope. Likewise, fortune dice don't increase damage or thresholds of any sort. They only help with rolls (and encumbrance).
  17. Yeah. Folks who use bows can get away with it, but most ranged characters have other things to be spending their maneuvers on, such as channeling & maintaining power, reloading, etc. I don't know that I've ever seen anyone take the purple die, but I've certainly seen players choose to straight up not take the shot, or to burn fatigue for extra maneuvers.
  18. Keep in mind, there are plenty of folks who are just discovering this system because of FFG's Star Wars games. It's no good telling them "just be satisfied with what you have", because the core box is out of print.
  19. For the record: Red/Green dice are better than yellow dice if you want successes. Yellow dice are better than Red/Green dice if you want boons or comets.
  20. I think the default system is just about the best system that a game like Warhammer could have. When I used to play D&D, there was so much delaying and held actions that it really bogged down the first few rounds of combat. Warhammer put a stop to that while still giving players a level of tactical control over when their characters acted. I found it to be time saving, rather than time wasting.
  21. The vaults, by themselves, won't do it. The vaults contain the components (cards and tokens) that were originally released in the core set, but they don't have the rules. For those, you'll also need to buy the player's guide, the GM's guide, and the Monster Guide. Technically, the guides are all you need to play. Information from the cards is re-printed on tables in the respective guides. But it's a lousy way to play. So in order to replace the core set, you'll need: The Player's Guide The Player's Vault* The GM's Guide The GM's Vault* The Creature Guide The Creature Vault* *Technically optional, but extremely impractical to go without Honestly, I'd try to find the game used for a decent price, or just wait for a re-print.
  22. I disagree somewhat with Emirikol. It's true that the action cards provided with Winds and Signs are all spells and blessings respectively. But the action cards in Omens are just as hyper-specialized. Sure, there's not a rule preventing your halfling chef from taking Zweihander cards in the way that he's prevented from taking bright order spells, but they're still just as alien to a huge chunk of characters. Lure of Power is the only one of the four with cards that are broadly useful--as it really expand social actions for all character types. In the mean time, Winds and Signs still have careers and talents that aren't specific to wizards and priests. If you don't have a wizard or priest in the party, you still probably have an academic character and a healer, and Winds and Signs really flesh out the career options for those character types. In the mean time, Winds and Signs win hands down on added rules. If you have the GM's guide, you can use the corruption and disease rules there. But if you bought the core box, having corruption and disease are invaluable.
  23. I don't see anything on their website, either. I thought they sold sleeves in that size as well, but they may have discontinued them, or I may just be crazy
  24. Err, keep in mind he wants to run The Enemy Within. Which means corruption is going to matter, and even beyond that there are reasons to pick up WoM specifically.
  25. Winds of Magic is a definite. You'll need the corruption/mutation rules from that. Beyond that, it's really a question of what kinds of characters your players want to play. If you have enough money, I'd suggest buying the whole ruinous power series (winds of magic, signs of faith, omens of war, lure of power)--they really flesh out the character options, and magic, religion, war, and intrigue are all major themes in TEW. Of the remaining supplements: Black Fire Pass really expands on the options available for dwarf characters, but doesn't offer much beyond that to a TEW game. If you have players who want to play runesmiths or dwarven engineers, or are playing trollslayers or ironbreakers, it's not a priority. Likewise, Hero's call has rules for Halflings, Ogres. If your players want to play these races, it's a buy, but otherwise hold off until they're approaching rank 4. Witch's Song is primarily an adventure, but it has rules for witches, which might come up depending on what decisions you make about the Black Cowl. Or, of course, if PC takes up witchcraft. That's about it. Everything else is adventures that don't have anything to add or GM support that's more helpful when you're running your own adventures.
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