MRoxs
Members-
Content Count
44 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Calendar
Everything posted by MRoxs
-
Jay, it sounds like a great idea! It seems that Tabletop RPGs grow old by a whole lot of fan support and I would like to sacrifice myself to function in some kind of capacity for the fanzine if it takes off. I'll have to let you know that English isn't my native tongue but I do have aspirations of someday becoming an author/editor for an English publishing house and I could use all the practice I can get. I'm familiar with the Warhammer Fantasy setting, but mostly Warhammer Fantasy Battles and WFRP3 is my first ever foray in the Roleplaying world of Warhammer. As a question though, is this only for issue #7? Perhaps it would be possible to contact FantasyFlightgames with inquiries about the setting of WFRP 3 because I think Games Workshop is changing the Lore with their 8th edition and I think WFRP3 is sharing the new lore.
-
mcv said: greenlantern92 said: Are you sure about that? As far as I recall, my core set had only a single beastman. Possibly two, but not more than that. I had to use other types of monster standups during 'A Day Late'. The thing is, beastmen are not supposed to be weak. An average beastman should be much stronger than an average human. Using henchmen rules can lead to players underestimating beastmen, and I don't want that. I want them to fear beastmen. I want them to **** their pants when they encounter a lot of beastmen, but now they'll think: Oh, they're just henchmen mostly. We can handle them. A group of 5 inexperienced humans/dwarfs beating a group of 10 beastmen is very un-Warhammer. I don't like the henchmen rules, and I'd rather not use them. The problem is that replacing a group of with even two regular beastmen makes the encounter a lot harder. It's easy to accidentally kill everybody. I currently only got one beastman stand-up as well. Now I might have misplaced one (or more) so I'll have to check it out. The list on the support page doesn't really list what kind of stand-ups there are. Just how much of a certain kind so I'll be counting.
-
greenlantern92 said: If you have the core game, it should have come with a couple Gor standups and one Wargor standup. If you get the GM's toolkit it comes with more Gor standups with a different picture, and actual Ungor standups. Also, henchmen are supposed to be weak, that is the point. They travel in groups that work together to do the same amount as a Villain type character. It is very much paying respects to the Brute squad in 7th Sea, if you have ever played that game. Having these lackeys that can put up a decent fight in a group, but die relatively quickly increases the pacing of the game, keeping players focused on the action rather than dice rolls. I'd better do an inventory check soon then... And yes, the henchmen are supposed to be weak, I was just implying that I didn't understand why the henchmen rules come into play the first battle a player might ever enact. But it makes sense, we had a few trial combat runs to get in touch with the system and when I didn't use the henchmen rules the battles became a whole lot more deadlier. Thanks for replying.
-
Thanks for the replies. I had overlooked the fact that the cultists were also a part of the tracker part. This requires another re-read on my part. By the way, I only have one Beastman stand-up, is this correct? And when the Tome of adventure mentions the henchmen beastmen, does it imply that I have to use the Henchmen rules for them? To me that seems like relatively weak beastmen.
-
A question for you guys. I have been reading the intro adventure of Eye for an Eye but I have a question about the dinner... It's a bit unclear to me when the dinner actually starts, there doesn't seem to be a transition. You just get an explanation about the investigation, then there's a few pages about areas and NPCs and then they mention the dinner again. So I was wondering what any of you would advice me as to when to hold the dinner?
-
Rolling opinion thread of WHFRP 3.
MRoxs replied to Crazy Aido's topic in Warhammer Fantasy Roleplay
As a new GM and leading a group of virgin PnP Roleplayers I can understand why the tokens can be a bit unwieldy at first, but they are just there to make it easier on the GM and the players and technically you could still track all of it with Pen and Paper. (Some are contemplating to do this because it will free up some more table space.) The cards work great for us and that's all there is I can say about them. We practiced combat a few times to become familiar with the dice mechanics and all the other stuff and today I'll be running the Day Late, a Shilling Short demo as one last practice run before I delve into the intro adventure in ToA. One of the practice combat rounds was a tavern fight with a bunch of 'neutral' patrons and a trigger-happy tavern-keeper and I must say; winging-it went as a blast. The dice really support a narrative and my players had a blast even though one was almost knocked unconscious by a burly and angry dwarf. -
Gruntl, Just want to say thanks for the support
-
Thanks for your time to write down an example, it made things a bit more clear although I reckon that I'll have to mull over it a few more times before I fully grasp it. (I suppose I overrated my ability to understand English a 100%) A Wizard with a stat of 5 would recieve 2 stress if his channeled power would be at 10 and he rolled a Chaos Star? (Just checking if I understand the excess by 2 clearly)
-
Perhaps there's a difference between rising up as a zombie in terms of magical occuring in that setting and rising up as one due to the Necromancer, apt at that particular use of magic that somehow circumvents the Rites of Morr?
-
RenoDM said: Just for clarification, the yellow die is an "expertise" die; you put that in the pool for being trained. If the character's specialization comes into play on a check then he will also add a white (fortune) die to the check; in addition to the expertise die. Thank you. Edited the post accordingly. It clears it up, I had the silly idea of having to replace the expertise die with a fortune one, but it all just keeps adding to the player's dicepool. A second issue was the Channeling Power action for Wizards. When a chaos star is rolled, it states that the wizard should lose all generated power with excess of 2 above his WP. Am I correct in assuming that when he hasn't gotten any power in his first turn yet, that the Chaos Star doesn't do anything other than keep him from generating power?
-
Hello everyone, Happy to share that I am now a proud owner of the Warhammer Fantasy set. It's a lot to absorb though and after a few combat with friends we have remained a bit confused on a few things: namely the skill and specialisation bit. If a character is trained in a skill his is allowed to use a expertise die, but what if the said character also invested a specialisation into that skill. Does he recieve a fortune for the roll or does the expertise die become a fortune one? There were still some issues with maneuvres but I am confident I can get the hang of that after a bit more reading.
-
Adam France said: Peacekeeper_b said: Adam France said: Peacekeeper_b said: Adam France said: Though I don't actually play it, I am over the moon that despite considerable obstacles in it's way (not the least of which has been constant 4venger black propaganda painting anyone who plays it as some kind of hopeless grognard) Pathfinder is at Number 2. That is great news! It proves to me that old school rpg books and good customer service such as Paizo consistently provides, and rpg books that give plenty of setting detail are still popular and do still sell. I knew it, but it's nice to see it in black and white. I look forward to games companies moving back to that model. Wait, did you just say 3E was Old School? 3E almost caused me to quit RPGs for how shclocky and lame it was. Fortunately DC Heroes kept me playing and WFRP 2E came along and resparked my interest in the hobby. Oh I don't like the 3e system particularly either, and don't use it. However Pathfinder is what I'd describe as a 'real' rpg, it doesn't require a board, cards, minis, etc etc, and Paizo have an old school love of and focus on setting detail which you just don't see with the new wave games. That's what I mean when I say 'old school'; a traditional rpg, with loads of focus on setting and fluff, where the word vague in relation to setting/fluff is nowhere to be seen. Again, what? Old Shool, to me, is more like the classic OD&D Moldvey Era of games. (Red, Blue, Green, Black, Gold box sets) which were essenially ules heavy (but simple rules for the most part) fluff light. You wanted fluff you had to go out and buy supplements for the setting or make your own. I actually in geneal dislike systems that come with thier own inbuilt fluff unless I am buying a game based on a pre-existing setting (Star Wars, WFRP, 40K, TMNT and so forth). Campaign specific settings began to become more popular in the mid 1980s following a wave of licensed game titles. Having bought Pathfinder, the worst part of it was them thrusting their own setting on the buyer. Pathfinder is more a reminder of games from the1990s to me. Which may seem old school, but I see it more as Middle School (as opposed to many games today which feel like Pre-School to me, oooooh shiny). Each to their own. Personally I'm very glad Pathfinder is doing so well, as imo each sale of Pathfinder is a sale deprived from 4e, which is an abomination imo. I hope this will disuade other companies for going the 4e (new wave) route; ie a near-tabletop game with minor non-combat rules and an aversion to detailed fluff. I'm glad a traditional rpg is doing so well. Long live the Rebels! Have you played DnD 4th? The only tabletop influences it uses is during combat and that isn't even necessary. Didn't 3.5 incorporate a battlegrid which was easier to do combat with but not necessary?
-
MSpookshow said: Just speaking from my view at my FLGS in Orlando, Florida, it would certainly appear that WFRP3 is doing well. When I was last there a little over a month ago they barely had any product for the game on their shelves (in fact it was just tucked away on a counter near the register far from the other rpgs). Now, they have a whole shelf full of WFRP3 products and DHRT, complete with a huge Warhammer banner. I can only assume that means the products are selling quite well in the area, especially considering said shelf is right in the front of the store, and is usually almost always full of the new D&D supplement instead. Or there's a cultist of Warhammer that infiltrated the store . Nice to read it is doing great though. As a recent Roleplayer starting with 4th DnD I can't wait to buy the new Warhammer Edition and be a GM myself.
-
Top 5 reasons why WFRP (any edition) is better than D&D
MRoxs replied to Tydirium's topic in Warhammer Fantasy Roleplay
Unfortunately I can't comment on which of the two is better because my only Roleplay Experience is D&D 4th edition so far and I have been enjoying it immensely. Why I am so intrigued by WFRP though is the setting, the down to earth grittiness it has, and I'm not a big fan of the divinity levels you can reach in D&D. Also, WFRP appears to be more focused on intrigue instead of combat. Last few sessions of D&D has been all combat and I think this because the game is more like a tactical miniature game included with the Roleplay stuff. All the combat just made me miss the venturing into town harassing NPCs with questions part. -
Emirikrol, I have been gazing through your scenario today, it appears to be a fun scenario. It could use a bit of touching up in the language department (and I mostly mean just add a bit more descriptive text) and I'd reckon you can get rid of a few text blocks, some of oneliners give the idea of the information that is supposed to go there being redundant because you described the gist of it below the text blocks at some points. You can fill them up with possible 'prose' the GM could read aloud to his/her players though. Maybe an idea would be to make it a bit more horrorish in terms of description. The setting seems to really lend itself to a nerve-wracking experience. About the diseases. I am not sure what the B notation means in terms of dice (Im not that familiar with the Roleplaying Game yet) but they don't seem to be sorted by severity. (To my limited understanding of the rules; Scurvy madness appears to be the most deadly of the diseases and it is somewhere in the middle.) And considering this is a draft I'm sure you've already thought about this, but the remaining thing I wanted to add was to flesh out the Captain Ludwig parts a bit more. He is integral to the overall plot and adding some more possible reactions that NPC might have towards the PCs would be relatively helpful, I think. Don't listen to any of my advice though. There should be more experienced people commenting soon.
-
Many of you have inspired that when and if I'll ever have the opportunity to GM this game to TPK the players against Tau forces . Tyranids are a big favourite of mine to fight, but Chaos and Eldar (both versions) shall meet their end at the holy bolts.
-
Long term play for this edition...
MRoxs replied to Magnus the Pious's topic in Warhammer Fantasy Roleplay
Necrozius said: Since PCs in this system start off far more capable than in other or previous editions, my friends and I have agreed to slow down the rate of advancement. By that I mean we won't be handing out 4-5 exp points per story. We'll instead grant other rewards, like boosts in reputation and material wealth. That should hold us over until more material comes out. As person waiting to get enough money to buy the Box (and also Adveturer's Tool Set, GM Toolset and then Stromdrof) should I be overly worried about this? My only - unfortunately- PnP Roleplay experience at the moment is DnD 4th Edition and I would like to try GMing myself but in the Warhammer Setting. -
Hedgewizard, I signed up just to ask you this: Is it possible for you to upload a Word Document version of your Draft for the purpose of using it as a template? The layout is great and it should be used by everyone who's into writing fan-scenarios. If you don't want to upload a Word version due to copying stuff or whatever I understand, but could you either upload a template or share your word settings?
