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gruntl

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About gruntl

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  • Birthday 01/26/1977

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  1. Having access to cheaper WS would have made way more sense (through the Offence aptitude I think) given that once a Force weapon connects the target is in for a world of hurt. But I guess just that might be why it's the way it is. With cheap(er) access to WS the Psyker might be too good. But I would rather have seen them skipping that aptitude totally instead. Having Strength there is just confusing, in particular to someone not used to the 40k games. Isn't that what the Grey Knight psy-cannons are? Not that a Sanctioned Psyker could ever get his hands on one of those...
  2. Still, Strength is the only aptitude that is even remotely connected to melee fighting in the Psyker list. Buying Weapon Skill or any melee talents will be extraordinarily expensive for the Psyker. The Force weapon might hit for a truckload (although the part of this damage coming from Strength will be more or less negligible anyway), but the psyker won't hit anything unless he spends loads of XP to raise his WS. And the Psyker won't last long in melee either without easy access to Toughness/Dodge/Parry. Sure, there's Iron arm, maybe that's enough defense. I guess my point is that it's surely possible to make a psyker into a melee monster, but it will be terribly XP expensive. In the OW rules the psyker just does not fit into this type of character, maybe it worked better in DH. I really think that most players playing a psyker in OW will never use that aptitude, which means that it was bad design to put it there in the first place.
  3. Why does Psykers have the Strength aptitude? Am I missing some kind of build where this could be good for the psyker? A melee Psyker seems impossible to run in Only war, given that there are very few powers that work with that and that Force weapons are more or less impossible to get hold of. Or is it just lazy designing, and giving the psyker a pointless aptitude to avoid making him overpowered by actually giving him a meaningful aptitude? If I were to houserule this what would be a reasonable aptitude to give the psyker? The talent Resistance (Psychic technique) is more or less a must for the Psyker to buy, since it's required to get most of the useful psyker talents. But the psyker has no matching attributes and the talent is thus quite expensive (ok, it's only a tier 1 talent so it's not that bad). Toughness should not be one of the aptitudes for that particular sub-talent in my opinion, instead replaced by Psyker or Willpower.
  4. Thanks for making these. I think they're absolutely beautiful!
  5. RPGGeek has the Edge dice roller images built-in. I'm playing in a game there now and it works fine (here). You can also create a wiki there which could be very useful. To build a persistent world I also think it would be useful to create a guild at RPGGeek to group up the players and get a dedicated forum. I would be very interested in joining if you decide to host it at RPGGeek. About players owning the core rules. Why would you need to check this? You're not required to own the book when playing face-to-face. One of the players in a given group needs to own it, but that will easily be the case in a 20 person group.
  6. I've started to look at this and have a skeleton extension for Strange Eons with template backgrounds (without text) setup in the extension. It's going slow though, due to me not having programmed in JavaScript at all before. I'm using the WFRP3e extension as a starting point. But I think it would be a lot quicker if someone who actually knew how to code JavaScript did it . thedearth2, I'm using your card templates in my Strange Eons extension. I hope that's ok? If I ever give it to someone else, or put it up for download. I'll make sure to attribute you (and mfluder) as the source of the backgrounds. The only thing to look out for is that we may have to do away with all official design elements (possibly excepting the dice symbols) at some point. I know that the WFRP Strange Eons extension had to do away with the real card backgrounds after a FFG asked for them to be removed. But it could very well be less of an issue for EotE given that FFG do not produce any cards themselves for this game (apart from the talent decks). That said, there is not that much more you can do with Strange Eons that cannot be done in Photoshop/Gimp I think.
  7. Thanks for making them available, but are the psd files available at your deviant profile? I can only see png files there. And the pngs do not seem to have more than one layer (apart from transparency).
  8. There are no rules that say that the Psyker has to carry the staff at all. Maybe it's bound to his back, maybe he just left it the ship. As far as I've understood the rules the specialists get the same basic gear as the guardsmen so the Psyker will have both armor and laspistol (or lasgun if upgraded).
  9. As Emperor Norton says, it's not really a problem when you have few groups that you need to keep track of, it's when you have 5+ groups that are all at different ranges (at ranges further than medium) from each other that things start to get really messy. For those situations I've never gotten range bands to work really, which is why I'm now using the method with dice as markers of the maneuvers needed placed between each of the groups. For the complicated battles this results in a lot of dice being placed, but once you have them out it's quite easy to track things. Also, it's only about 1 in 10 battles or so that will really require a full setup of this type. The other battles will either have few groups or be at closer distances only.
  10. I would rule this as an improvised weapon (no extra damage) with a "Poison coated" quality. The quality can be activated by using 2 advantages. The quality itself could be treated as Burn (but with a Resilience check to get rid of) or Stun (if the poison is paralytic).
  11. I keep track of the maneuvers needed to close the distance. Easiest way of doing this is to place a d6 between each of the groups. But I only really do this if it's needed (i.e. if long and extreme ranges are in play). The first example in the original post with two groups moving one maneuver apart each is a bit of a paradox I agree, but that's the price you have to pay for using an abstract (and quite approximate) range system. The player groups would be at medium distance from each other but each at short range from the respective stormtrooper group.
  12. Welcome to the dark side! First thing you should have in mind as a new GM is to take it slow. Don't go for the most advanced options in the beginning. The first scenario you run should be something pretty simple. Just a few story mode checks and then a simple combat encounter. Use only one type of enemies, normal monsters without any special actions (and no spellcasters). The first scenario could be as "railroad" (not sure you're familiar with the term, but it essentially means that the GM has a set idea on how the story will go, with little to none opportunities for the players to change the major plot) as you want. If you're playing with others who are experienced roleplayers, discuss this before so that you don't have to deal with players wanting to head off in directions you haven't planned for. The players should be ok with this to let you as GM learn the system. Then, after a session or two you can start to add the more complicated stuff. List of advice, in no particular order: - Make preparations for different choices made by the players. You can't cover everything they may come up with, but if you have 3 different prepared paths for each major decision (and ways to get sidetracks joined with the main story) you'll probably be fine. - Before each session, sort out what creatures, actions, event tracks, and locations you need. Also try to set aside stuff for unexpected decisions by the players. - Make enemies stand out, by givving them different characteristics and special actions. - Use the ACE pool as you see fit. Not using it at all means the players will have a quite easy time. But you may also elect not to use it all if you misjudged the challenge posed to the players or if they are unlucky and you feel they deserve a break. - Try and make up a list of stuff that can happen when the players or NPCs roll boons/banes, comets/chaos stars. It will come in handy during play if you feel uncreative when the roll is resolved. - Add fortune to the party fortune pool often. Whenever you feel the players (or you) did something fun, memorable or well roleplayed add one fortune. It doesn't matter if the actions was a failure or success or whether it was stupid or smart. - Try and make combat encounters a bit more exciting. Work with multiple types of enemies, add nice location effects (doesn't have to be on a card), use waves of monsters combined with Rally phases. Try and make combats last a longer than a few turns by using ACE defensively or by having NPC use defensive actions (Guarded position and active defenses). - Use the event track to play track success of players in complicated story mode situations. Perhaps they need to find a beggar in the slum before the main villain, then have an event track that moves ahead a step if they succeed on a skill check and track the villain's progress on the same track. - If you feel you have too much things to track, quit tracking recharge for your NPCs, just let them use actions as you see fit. This requires players who trust you to do the right thing though. - Use insanities and diseases to get combat focused PCs worried. - Challenge the PCs in areas of expertise where they don't shine. Get the players to see the fun in failure and how it drives the story - And well, most importantly, make sure to have fun together! After another 5-10 sessions you may want to start using even more advanced concepts: - Let the players move the story. Don't say no, just let them try and see where the story goes. This requires some ability to make up stuff on the spot, but is really fun if you can pull it off. The WFRP3e system is very well suited for this in my opinion. - Make advanced encounters, for example social encounters where the players can use social actions in encounter mode. Make encounters that are a mixture of event tracking and combat. - Make your own actions, locations for your NPCs. - Start using house rules for things that you think need them.
  13. Yepesnopes said: Delwyn said: Something to keep in mind is that you can only spend one Fortune Point on adding a Fortune Die to your roll. I don't think this limitation exist in the raw rules of the game. Are you sure this is not some kind of house rule put out by the GM? Cheers, Yepes I have not seen this rule either, I allow my players to spend as many fortune points they want on checks. I haven't actually looked at the probabilities before, always assumed that there would be a slight edge to converting an additional dice compared to an additional white die. But you're right, for straight success it's seems to always be better to just add a fortune die. It would be interesting to look at the chance of getting boons though. That may be better with the conversion perhaps. Using the talent as an exhaust talent seems like a good fix. That, or allow them to spend stress to use it (no real point in encounter mode but see below). I actually used Ambitious on my very first character, I mainly used it in story mode to be able to use stance dice for those checks. Turns out I should just have added fortune dice…
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