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valvorik

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  1. Like
    valvorik got a reaction from Moon-beast King in A Short Review   
    I agree it's a better book than the Ghouls of Miskatonic.
    I enjoyed both but the GoM was more obviously "work in every character from boardgame you can, in a fun ride" whereas this was more "a novel using some of those characters when appropriate, in a good story".  It was more interesting to read and the plot has more "character-driven" stuff etc.
    Rob
  2. Like
    valvorik got a reaction from Luthbel in Is something broken?   
    My group has been playing it for years now and still enjoys it.
     
    All the initial haters "it's FFG it's a boardgame" were completely off base.  It uses card mechanics to speed play and give some elegant solutions to things like "critical hits with interesting game effects without rolling on tables etc.".
     
    As said, lots of games get houserules, gamers are addicted to that stuff and the system easily allows for it.
     
    There are a couple of things that are "sticky" or don't work so well but they are not core mechanics, those are very solid and reflect modern game theory.
     
    I think your biggest issue getting into it is the "on the boat" status of reprints and in particular dice.  The dice mechanic is part of what rocks, its variability in "success with pain", "failure with boon" etc., and having to hack solutions to not having the official dice, while possible, is definitely suboptimal.
  3. Like
    valvorik got a reaction from Luthbel in How to Fix "the WFRP mess"   
    As said above.
     
    Far from being the "boardgame" some hysterical pre-release criticism was rumouring, WFRP3 implements a number of roleplaying design concepts pretty well.
     
    The two best things are the dice system and the use of cards.
     
    Its dice system allows non-binary outcomes. Instead of failure/success or same but add critical failure and critical success, it has variable outcomes so you can fail but accomplish something, succeed but lose something. Much more interesting.  And integrated into the WFRP world in ways such as "you channeled the winds of magic and cast that spell magnificently with spectacular results but also suffered the twisting taint that is the corruption of Chaos", all at once.  Imaginative players can just use these to "tell a story".
     
    From a physical design perspective, the cards for chaos manifestations from spellcasting, for criticals, for insanities combine "variability" (draw card) with efficiency (all key rule information on card).  Compare to Rolemaster for a system that had elaborate criticals, "oh I did a critical, roll on table, make a note of the effect" - instead it's "oh I did a critical, draw card - there's the effect, put card on table to keep track, keep playing".
     
    The action cards are indeed great.  And so many other games have moved in this direction as well now.  It's a 'your mileage may vary thing' but I like the interpretation of "one of each non-basic card" being "only one PC can have that action" as it makes PC's unique and cuts down on min-maxing/killer combos.  There is the problem that "with actions in front of them" Players can become "prisoners of their cards" in terms of imagination, forgetting that all-mighty "Perform a Stunt" card which is the game designers' way of saying "it's a live-moderated roleplaying game - you can actually try to do anything you can describe as being appropriate to the fiction".
     
    I credit the designers on both these fronts.  They never bragged about it to my knowledge but they used the design theory developed at places like the Forge and also recognized that roleplaying is not just "pen and paper tabletop" stuff, it's "physical tabletop stuff" and made the best of that too.
  4. Like
    valvorik got a reaction from robjohn in Playing a 1 player game   
    Lots of folks play solo, including me.  It may  well be the best solo boardgame there is.  It's a cooperative game so PC's are a team (unless that "Join the Winning Team" card comes up from Dunwich expansion).
    A key thing is that it doesn't mean you have to only play 1 character (as that's very tough), you can plan 2, 3, 4 (I think going over that it becomes too difficult to manage).  I play solo with 4 lots of the time, use a cthulhu marker (same as from LCG or the "bag of cthulhu") to keep track of 1st player as you can lose track (actually use it when playing with friends too for same reason).
    Rob
     
     
  5. Like
    valvorik got a reaction from HuwBacca in A thought on the stop of third edition   
    The 3rd edition move to cards and tokens to replace having to look up actions and keep track of things on paper was for me a good step forward in game design.  Its use of decks of effects to draw from combine random generation with a means to set out the effect for a player or GM to reference (crit, insanity etc) an elegant approach.  Overall it supports play without having to look up things in books as often and narrative play (e.g., only one PC at a time will have a given permanent critical wound - though simulationist play would say sure everyone could have same one, narrative play says this is a character feature and should be unique).
     
    At times the physical components were not as good as they could have been (e.g., the tracking chits could have been differentiated more, stress/fatigue similar to the Arkham Horror brains/blood trackers for example) but those are physical execution not rules design issues.  The rules incorporated indie thinking about more complex resolution systems (less pass fail, more "yes but, no but, yes and, no and", "yes and but", "no and but" options).
     
    I find the the "board game" critique misplaced and part of an 'edition war' debate I don't see very useful.  Nothing I say about my liking of 3rd should be taken as a "3rd better/worse than 2nd or 1st" etc. point.   For itself, 3rd's use of physical components doesn't make it a board game any more than the use of dice makes D&D a craps game or use of cards makes Monopoly a card game.  TSR/WOTC experimented with rules on cards on and off for years and it and Paizo have since gone that way big time, even an indie game like Mouseguard moved in that direction with its boxed set.
     
    I like, as GM, being able to scan table and seeing cards and counters know who's "fresh as daisy", who's tired, stressed, bleeding badly etc. because these things are tracked visibly instead of written down on PC sheets.
     
    I see WFRP3rd an attempt to really incorporate these various features into itself from the ground up.  As a first adopter/innovator its take on this would never be the best iteration of the concept but was still groundbreaking and refreshing.
     
    Yes WFRP 2 had more fluff, WFRP3 uses the same timeline and setting (just before Storm of Chaos) so all WFRP 2 fluff can be used with it (unlike the timeline and setting differences between WFRP 1 and 2).
  6. Like
    valvorik got a reaction from k7e9 in Do various effects stack?   
    Oh that's a good point about Berserker Rage only being checks - doesn't change damage or toughness soak/when Fatigue (likely if you're rolling lots of Reckless dice) overtakes you.
  7. Like
    valvorik reacted to k7e9 in Do various effects stack?   
    Yes, in your example it would be like:
    Option 1: (as you described)
    Turn 1: Berzerker Rage + Reckless
    Turn 2: 17 damage as per your count above.
    Total damage after soak after turn 2 = 17 (or 19 with bonuses from Sigmar's Strength)
    Option 2:
    Turn 1: Reckless Cleave: 4+7+3+4-5 = 13 damage
    Turn 2: Melee strike (or another better attack): at least 4+7+2-5=8 damage
    Total damage after soak after turn 2 = 13+8=21
    In option 2 I'm assuming that a character with 2 trainings in WS, a strenght of 4 and probably a shift into reckless stance he'll probably hit the improved success and boon lines on Reckless Cleave and Melee Strike without the strength boost.
    Again, it's highly dependant on enemy soak. Against a high soak + high toughness monster would be much better to attack with Berzerker Rage and Sigmar's Strenght as you want to do high damage to negate their soak. But while fighting humans, goblins or even orcs, with lower toughness and soak it might be better to attack without. My example guy (T4 and 12 wounds) would be dead in the first turn with option 2, and would leave the mercenary open to do damage on another enemy in turn 2. Not to mention that the priest of Sigmar would also have an attack in the first turn instead of using a buff. 
    With a recharge of 4 (Berzerker rage) a longer fight forces you to use the action again if you want to keep the bonus. Which costs another turn.
    Lastly, the Berzerker Rage boon line actually says: "While this card is recharging, your Strength and Toughness characteristics are treated as 1 higher for any checks you make using them."
    Sigmar's Strenght wording is: "You and all your allies within close range gain 1 Strength and 1 Toughness."
    So it could be that Berzerker Rage wouldn't increase strength for damage calculation with the boon line, meaning you'd "only" do 16 damage in your example. The same goes for the increase from toughness, soak is not a check.  
  8. Like
    valvorik got a reaction from k7e9 in Range difficulties in 3rd edition   
    Yup, to keep it simple things are "in range or not", except for that longbow special action.
    Now I add misfortune dice range modifiers in terrain or conditions that suggest it - in heavy fog, forests etc.   I use the same penalty as a bonus to hiding/penalty to spotting things in those conditions.
  9. Like
    valvorik got a reaction from k7e9 in Range difficulties in 3rd edition   
    It's like poor light modifiers, which also are misfortune dice- though at some point a challenge die can be thrown in.  I only do that if the conditions are bad enough some "chaos star-worthy" mischances are feasible as opposed to just missing.
    I also impose misfortune dice if shooting into melee, and a chance of friendly fire if not using the action designed for that purpose, see:
    https://the-awkward-companions.obsidianportal.com/wikis/common-rule-and-houserule-reminders
    I use "weather cards" (random deck to pull from) and they often have modifiers, such as Winter Storm, Ballistic Ranged attacks suffer one misfortune per range category (wind) - if not a blackpowder weapon.
     
     
     
  10. Like
    valvorik got a reaction from k7e9 in Range difficulties in 3rd edition   
    I made them in word, using another's home-made weather effects and tinkering.  
    I print off multiples so that "Fair and Sunny, like the day Taal met Rhya, fortune die to social actions" may come up more often then "Hot and Humid, feels like being in an ogre's armpit, [bunch of effects such as harder to get restful sleep, trooping around in heavy armour may cause negative consequences, inverse of fair and sunny in terms of social actions may not work as well].
    I also have done "Sewer encounter/event" cards and "Cursed Marsh cards" (for 1000 Thrones/Marienburg) adapted from various earlier edition adventures.  I use Pathfinder's chase/forest cards as well at times.
    PM me an email address and I'll send them to anyone interested.
  11. Like
    valvorik got a reaction from Hjarti in Range difficulties in 3rd edition   
    Yup, to keep it simple things are "in range or not", except for that longbow special action.
    Now I add misfortune dice range modifiers in terrain or conditions that suggest it - in heavy fog, forests etc.   I use the same penalty as a bonus to hiding/penalty to spotting things in those conditions.
  12. Like
    valvorik got a reaction from k7e9 in Do monster attacks add a purple challenge die to their attack dice pool?   
    Re defense cards, I believe all creatures are assumed to have all basic defences they qualify for (e.g., animals are usually dodge only as they are not parrying or blocking)
    The ACE budget can be spent representing fancier defensive moves etc., though I often also do things like goblins attack at night with lighting penalties etc.
  13. Like
    valvorik reacted to dertarr in WFRP 3ed web toolkit startup   
    Hi everyone,
    This is to announce about startup for WFRP 3ed web toolkit - a handy tool for Game Masters in WFRP 3ed to track conditions of NPC and monsters.
    I do only have 1 year of experience in WFRP 3ed (only as a GM). During that time I noticed what a pain is for a GM to track the combat. Every creature has wounds, A/C/E pool, actions that are recharging, sometimes stance and a free-flow initiative chart. It is more or less OK when there are only a couple of adversaries, with with larger opposing armies things get more complicated. The fact is that I love the ideas brought with the system, especially the A/C/E pools. And I decided to create a tool that would free the GM from this token-management task.

    The toolkit itself would be free-ware and open-source. But the database of cards and materials will not be included by default (to avoid possible legal issues).
    Here is a link to track the development progress.
    Currently the "toolkit" is in version v0.01. It is able to render action cards out of source json files.
    Here is a link to example json action card Troll Feller Strike that demonstrates how the data is encoded.
    And finally here is a link to bitbucket repository (which is something like the github) with the project. So if you would like to participate just let me know then! I have vacations until mid of March, so my response during that time might be laggy.
    And yes I know that the stars are not right for anything with WFRP 3ed. But I do love this edition, its ideas and quality of its materials. And I do want to practice myself in some technologies that are new to me.
    I've started the topic here since StS forums don't feel to me like something being alive. At least in WFRP 3ed section. But if this forum gets closed, the topic will be moved here.
  14. Like
    valvorik got a reaction from k7e9 in Soak of henchmen groups   
    Henchmen are great for snotlings, goblins at a certain point, mobs of easily discouraged peasants, zombies, skeletons etc.
    When I ran the game at 5th+ rank, expanding that to mercenaries and others was logical.
    I use henchman at mid-rank+ really as additional soak for primary foes.  The 'bodyguards' that block direct line of sight, use Guarded Position to improve main target's survivability etc.
  15. Like
    valvorik got a reaction from GRAAK in Did anyone played WInds of Change? Bobo + witchsight = WT*?   
    You could also rule that "Bobo" as the bird isn't really a spell or supernatural (winds of magic) effect.  Bobo really is a parakeet, just with a daemon inside (when he comes out it's feathers everywhere).  Daemons are extradimensional - so size isn't really an issue.
     
    Bobo just being a transformed daemon has a bit of a problem in that instability is supposed to make daemons just hanging around indefinitely not workable (if it was that easy why all the rigamarole of the adventure).
     
    Bobo inside the parakeet is "detecting magic through a barrier" so difficult and hard to do unless you are trying.
     
    Once Bobo is not in a parakeet, he should be affected by instability.
  16. Like
    valvorik got a reaction from k7e9 in Did anyone played WInds of Change? Bobo + witchsight = WT*?   
    You could also rule that "Bobo" as the bird isn't really a spell or supernatural (winds of magic) effect.  Bobo really is a parakeet, just with a daemon inside (when he comes out it's feathers everywhere).  Daemons are extradimensional - so size isn't really an issue.
     
    Bobo just being a transformed daemon has a bit of a problem in that instability is supposed to make daemons just hanging around indefinitely not workable (if it was that easy why all the rigamarole of the adventure).
     
    Bobo inside the parakeet is "detecting magic through a barrier" so difficult and hard to do unless you are trying.
     
    Once Bobo is not in a parakeet, he should be affected by instability.
  17. Like
    valvorik got a reaction from Noelyuk in Do monster attacks add a purple challenge die to their attack dice pool?   
    Correct.  Monsters can also spend out of their Aggression budget to add black dice representing maneuvers and other actions, and may have basic Dodge.
     
    I find it's easy to forget this and have monsters/NPCs be defeated before they get to use those dice defensively or offensively.
  18. Like
    valvorik reacted to k7e9 in Curry Favour action card is broken?   
    I believe the designers of the game was 'inspired' by the channeling action and did not do the math regarding, factoring in the rules. Probably a design error where they aimed to make divine blessings a lot less dangerous than arcane magic, but ended up making bane and chaos star effects almost impossible to suffer from.
     
    An easy tweak:
    Bane effect: generate 1 less favour.
    Chaos star effect: generate 1 less favour, gain 1 stress.
     
    Still not major drawbacks, but blessings should be quite safe to cast so it feels appropriate.
  19. Like
    valvorik got a reaction from k7e9 in Player becoming Elector Count of Averland? (The Enemy Within) [spoilers]   
    Giving each major family an "influence factor", starting with the wealth rating of the holding they control (Sigmar's Heir's style), is a good starting point.  A few can be modified up/down to reflect other factors.  Part of the outcome of adventures can not just be "switching votes" but "increasing or decreasing the influence value of a voter".  I was going to do something like this in my own game before it tanked.
     
    I like the choices you suggest.  It depends on players and what they find fun but I myself like putting out choices that aren't just about risk/benefit options but about "who you are" - this only really works with players who are into roleplaying their character a bit more.
  20. Like
    valvorik got a reaction from k7e9 in Player becoming Elector Count of Averland? (The Enemy Within) [spoilers]   
    Sorry, it's Power Behind the Throne adventure that has the point system for swaying events - well swaying the Graf (which you could make influencing a council, a Plenipotentiary etc.)
  21. Like
    valvorik got a reaction from Gurkhal in Player becoming Elector Count of Averland? (The Enemy Within) [spoilers]   
    A prior thread discussing this which has a link to my Averland Electoral Crisis document.
     
    https://community.fantasyflightgames.com/topic/98290-resolving-the-averland-electoral-crisis/page-2
     
    If you have access to the Middenheim City of the White Wolf earlier edition supplement (scribd is your friend) it has an example of "points system" for resolving a political question.
     
    A major rival has to emerge at some point, but it's more interesting if there are two.
     
    A rival contender for Captain Baerfaust's heart would also make an interesting feature, particularly if it was a noblewoman from one of the main houses.
     
    Having to contend with an "out-flanking move" to combine Averland and Wissenland with one vote under the Toppenheimer family, in order to keep the total Electoral Votes equal when Nuln is given one of its own separating from Wissenland (the Emmanuele v. Leibwitz plot mentioned in Sigmar's Heirs) is another possibility - it's no good becoming a leading contender for a role that's about to be abolished.
  22. Like
    valvorik got a reaction from k7e9 in Player becoming Elector Count of Averland? (The Enemy Within) [spoilers]   
    A prior thread discussing this which has a link to my Averland Electoral Crisis document.
     
    https://community.fantasyflightgames.com/topic/98290-resolving-the-averland-electoral-crisis/page-2
     
    If you have access to the Middenheim City of the White Wolf earlier edition supplement (scribd is your friend) it has an example of "points system" for resolving a political question.
     
    A major rival has to emerge at some point, but it's more interesting if there are two.
     
    A rival contender for Captain Baerfaust's heart would also make an interesting feature, particularly if it was a noblewoman from one of the main houses.
     
    Having to contend with an "out-flanking move" to combine Averland and Wissenland with one vote under the Toppenheimer family, in order to keep the total Electoral Votes equal when Nuln is given one of its own separating from Wissenland (the Emmanuele v. Leibwitz plot mentioned in Sigmar's Heirs) is another possibility - it's no good becoming a leading contender for a role that's about to be abolished.
  23. Like
    valvorik got a reaction from Richardbuxton in Forum being closed   
    I emailed ffg to ask about forum when they stated they were stopping publications of WFRP3 and they replied they intended to keep the forum going for the fans to use.
  24. Like
    valvorik got a reaction from HashKey64 in Another A/C/E question   
    Yes, but under same restrictions in terms of C for mental only, but an NPC can't spend more than one cunning die per roll.
     
    So use them or lose them - an NPC going down with those unspent is weak sauce.  On Observation etc. (them goblins with their cunning hear your coming because they sprinkled twigs you step on etc.). Remember to use them defensively too.  Cunning for spellcasters or NPC's resisting a PC's mental skills of Intuition or other.
  25. Like
    valvorik got a reaction from HashKey64 in Acquire advanced defence cards?   
    The game is designed with a "minimalist" approach to expressing rules.
     
    I would take the "replaces" language as meaning yes you need to have learned the improved before the advanced.  Narratively that makes sense too - walk before run.
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