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WuumHammer

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About WuumHammer

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  1. I was lucky enough to order mine from TheWarstore.com a couple of weeks ago and it rocked up yesterday!!! I was going to hold off but I'm glad I didnt. Dont know how long it would be if I waited for it to actually appear on the shelves here in Oz.
  2. Dont know if its everywhere but I just ordered the GM Toolkit from TheWarStore.com who has it in stock! Noble Knight Games (nobleknight.com) also have it listed as in stock. Go boys and girls GO!!!!
  3. Just pre-ordered The Gathering Storm from Amazon uk (shipping to Oz). WOOHOO! Unfortunately the estimated delivery date is after the 14th of May. woohoo! This storm will have gathered more dust than moisture by the time I get my hands on it.
  4. I was curious as to how long this Dwarf hold has been around. When was it established? As far as the 3rd Ed. timeline I got the impression it was only a matter of a few years at the most. ???
  5. Thanks guys. I also found a repeat of the speal from page 31 on page 51 in a pretty obvious graphic explaining stance meters. Mystery solved!
  6. Guys/Gals, I havent played yet (will be running tomorrow for first time!) and I had a quick query that I havnt been able to resolve yet by looking through the books. What is the effect of a character being in the neutral space on the stance meter? I assume this will happen when a character who is in a conservative stance moves one space at a time over a couple of rounds towards the reckless stance. The essence of my question would be what side of an action card gets used? Its easy enough to assume that the character will perform checks with just blue stat dice (no red or green stance dice) but some cards have different outcomes depending on the PC's current stance(conservative or reckless) so how do you resolve successes/boons/banes/chaos/comet results etc? At the moment I would have to go with jumping straight from the 1st green space to the red and vice versa essentially ignoring the neutral space) but I seem to recall somewhere in the rules referring to characters being in a neutral stance......ideas???
  7. Anyone out there who has played a session or two of this willing to produce an exert from there session? Just wondering (like many others...especially those waiting for their sets to arrive) how it all fits together. Ideally I would love to listen to an mp3 of a session (video would be awesome but maybe a bit of an ask) to hear the players put their dice pools together and the fortune and misfortune dice are added depending on the situation. I guess i would just like to see a nice fluid example of play to demonstrate the system. It will be a little while before I get to play or run this game so I think it would be invaluable as prep for a new group. Jay and FFG did a fantastic job with the videos prior to release demonstrating the components and the new system. Any chance that the powers that be might drop a short vid ot series of vids of a session. Just want to see how this system plays out when you have a table of people who have already wrapped their heads around the rules. Would probably clear up heaps of questions that players have been asking on the forums. My group are pretty die hard D&D (4th ed and Pathfinder) but I have only really been playing with them because Im desperate to get round a table. I think it will be a challenge to even get them to try WFRP but I know once they do they will be hooked. Im guessing the biggest shock for them will be the abstract distances. No grids etc. will really take them out of there comfort zone. Exactly the kind of play that encourages free-form 'out of the box' roleplay that I have enjoyed with other systems over the years. -I bring you Peace. And a 20lb sledgehammer. Take your pick.- Good gaming all. (I imagine the more people that get behind this kind of request, the more likely it is to happen.)
  8. Howdy all, Just wondering how people are handling the situation when during an encounter (combat or social) opposing sides tie for initiative (roll the same number of successes). Im not too far into the books but I didnt see anything mentioned in the combat section about this. Obviously when players or NPCs tie is not an issue as the players and GM just choose the order (as explained in the book) but what happens if a player and his opponent tie for initiative? My first thought is that you could compare the relevant stat (combat or social) and the one with the higher stat goes first (still having them both act on that same initiative) but what happens if the relevant stat is the same (Eg. the PC and the Orc have the same Agility)? I guess that they could just both roll again and the order on that spot would be determined by who got the most successes. I could also just always rule in favour of the Players I guess. Would be faster but that doesnt seem to fit with the Warhammer style to me. Seems too nice. The above solution (here is me thinking out loud) seems ok so i just want to know how others are handling this or planning to handle this when it happens. Thanks.
  9. Quick and largely irrelevant question but were there halflings in the first edition of WFRP?
  10. Im not positive because I dont have the ruleset yet but I think there was some discussion in some other threads related to this. I think if you complete a career (all 10 advances...?) before moving to another then you retain the career ability(s) as a reward. Again, Im working from the memory of something I 'think' I read on these forums. Theory is that if you stick at the career till you complete all available advances then you take that experience with you. The analogy was someone who works in a partciular job for a short time is less likely to retain those job skills than someone who works in a particular profession for an extended period of time. I might be off base and I dont know if there is a difference between 'talents' and 'class abilities'. Im pretty sure the discussion Im thinking of was referring to these retained skills as class abilities.
  11. Guys, Posted this response on an another thread about encumbrance. Thought it might be relevant seeing some of the above discussion: Just a thought, but if you feel that the encumberance rules are a bit heavy (no pun intended) you could try doing something similar to the Riddle of Steel system. I think (its been a while) that with Riddle, the encumbrance values for armour that you are actually wearing is half what is listed. There is apparently a big difference between wearing a chain shirt (that has been made to fit you) and carrying one rolled up in a backpack. Its supposedly all about weight distribution. I have never actually wandered around in armour and tested this theory (as some previous posters may have) but at face value it makes sense to me. I know Riddle tries to be more of a simulation type of game than WFRP (dont have the rules yet so Im only going off general consensus here) but they are both similar in the respect that they work on dice pools and your encumbrance has a direct effect on your dice pools when in combat. Thoughts???
  12. Just a thought, but if you feel that the encumberance rules are a bit heavy (no pun intended) you could try doing something similar to the Riddle of Steel system. I think (its been a while) that with Riddle, the encumbrance values for armour that you are actually wearing is half what is listed. There is apparently a big difference between wearing a chain shirt (that has been made to fit you) and carrying one rolled up in a backpack. Its supposedly all about weight distribution. I have never actually wandered around in armour and tested this theory (as some previous posters may have) but at face value it makes sense to me. I know Riddle tries to be more of a simulation type of game than WFRP (dont have the rules yet so Im only going off general consensus here) but they are both similar in the respect that they work on dice pools and your encumbrance has a direct effect on your dice pools when in combat. Thoughts???
  13. Hi all, Just wanted to get a few things on paper(as it were) that have been rattling around in my head for the last week or so. Prior to the release of the latest WFRP edition I, like most others on this forum was feverishly trawling the net for any little details on the new system. I accidentally stumbled across the impending release of the new edition about 10 or so days ago when I decided to go looking on the net to see if what I could find for 2nd ed. on fansites etc. Until that point I was blissfully unaware that a new edition was even coming out!! You can imagine my excitement (as a fan of the Warhammer slant on Fantasy) to discover this new edition was impending. As a dutiful fan I lapped up everything I could find about the upcoming system, finding Jays videos and this forum in the process. I found the comments posted regarding the demo sessions really helpful and informative. What I found interesting was the whole 'RPG or Boardgame' debate. I dont have a copy of the core set yet (Im down in Oz so I guess I have to wait for the next tornado to fling a few copies this way) so I am only speaking from what other people have said regarding the new rules. It kind of felt like people were freaking out because there seems to be a pretty large departure from the 2nd ed. ruleset which is understandable. New mechanics in the 3rd ed. that I am excited about are: Dice pools. (This mechanic works really well in systems like L5R, The Riddle of Steel, Any WoD games and West End games D6 Star Wars- my first experience with a dice-pool mechanic. Aaahhh the memories...) - This mechanic does not make an RPG into a boardgame. Stances - (The stance meter itself is just a visual aid -this has been discussed ad nauseum) The mechanic of a characters stance affecting their dice pools etc. is also something that has featured in plenty of other systems and doesnt bring an RPG into the realm of boardgames or computer game tabletop clones. Again L5R, TROS are games(among many others) that use these ideas. I see no fundamental difference between acting in a reckless stance in WFRP 3rd ed.(giving potential for more damaging strikes while at the same time opening up the characters defenses making them vulnerable to counterattacks etc.) and using a 'Full attack' option in L5R which gives the character extra dice for attack but lowers there Target number to be hit. This is just one example that comes to mind. Plenty of other RPG's use similar mechanics in some fashion or another. Abstract Distances/Range - Praise be to FFG for releasing a game that moves away from requiring a grid map and minutures to 'roleplay' combat. I dont really have anything against grids but I find it a breath of fresh air that the new edition doesnt have a ruleset that requires you to know exactly where your character is in relation to an opponent on a grid in order to perform particular actions. For me, grids and minutures were always more in the realm of tactical gaming like Battletech, Warhammer Fantasy Battle and 40K etc. than part of an RPG experience. (I have been playing RPGs for 25+ years -starting with homemade DnD rules prior to my older brother coming home one day with a glorious Bright red box that started a fire in my mind which still burns today) I dont remember when the grids and minis became standard fare with RPG's but its intersting to see the discussion being generated by a new game swinging back the other way. My only real experience with a tactical/RPG grid system is with a Pathfinder group I am currently playing with. It was a bit different for me at first but I have gotten used to it. For me I find the reliance on the grids and minis a little stifling to the flow of events and seem to take some of the dynamism from encounters. During one of our first encounters I wanted my cleric to leap up onto a table (primarily with a view to getting a height advantage over an opponent on the other side but secondarily to swiftly engage said opponent to take focus from our mage). I no longer remember the specifics (and it may have been more that the DM was unimaginative or a rules stickler etc.) but basically what happened in the end was much more sedate and unexciting. I think I walked around the table because that way i could 'flank' my opponent and avoid an 'attack of opportunity' or something like that. It may be because I had recently been playing a little of The Riddle of Steel (which I think is great but can be a bit overwhelming at first) with an old RPing buddy but I felt really restricted by the rules. I felt that it stifled imaginative and creative actions in combat. Again, perhaps it wasnt purely the rules but I digress. Most of my RPG experiences have been with 'abstract' distances. Across many genres (Star wars, Top secret, L5R and other fantasy settings) my groups have always narrated the scenes and just used our imaginations. Of course we werent adverse to the odd sketch of a barroom etc to help clear up LOS issues and various other disputes: Player: " I leap behind the bar for cover." GM: "The bar is on the opposite side of the room from you. You wont be able to make in one round." Player:"No. Im next to the bar......" GM: (Reaches for a piece of Graph paper and a pencil...) While minis and grids remove a lot of the ambiguity that can occur, (as above) I've always found it easier to think 'outside the box' when just using narratives to play out encounters. Anyway, If you have gotten this far i thank you for your indulgence. Bottom line is I'm pretty excited about giving this new edition a good hard nudge. I've tried to be objective about both the positive and negative things that have come out of the many discussions that I have been following. I feel that I can now make an informed decision about purchasing this game and I think that it is worth a shot. I think the debate generated by this new edition has given the RPG community a fresh 'shot in the arm' and if that gets people thinking then its a good thing. I welcome constructive discussion and debate about new and existing game mechanics and think think that it is necessary for the continuing development and evolution of what is after all is said and done, our passion for a shared hobby. Good gaming.
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