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madpoet

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About madpoet

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    crespellano, bologna, Italy
  1. I love the new psy system because with the old one increasing the chance of a psy power and also its effect was too much. it was easier for a psyker to hit with a power than for a fighter to hit with a weapon. Now is more balanced and to increase the chance the psyker must draw less power from the warp. Fair. As many said the problem now is the push rule. Hot to solve it? simple. Push add +2 (or more) to the psyker psy power not to the power level. so pushing rise the chance of "casting a spell" (sorry I'v been rised with bread and D&D) instead of decreasing it but at the increased risk of Psychic Phenomena or worse....
  2. I love the new psy system because with the old one increasing the chance of a psy power and also it s effect was too much. it was easier for a psyker to hit with a power than for a fighter to hit with a weapon. Now is more balanced and to increase the chance the psyker must draw less power from the warp. Fair. As many said the problem now is the push rule. Hot to solve it? simple. Push add +2 (or more) to the psyker psy power not to the power level. so pushing rise the chance of "casting a spell" (sorry I'v been rised with bread and D&D) instead of decreasing it but at the increased risk of Psychic Phenomena or worse....
  3. I really loved both Nurgle and Tzench supplements but also the wonderful adventure The witch song.
  4. They could change the system but I think they should try to incorporate the materials created for WFRP3. First of all dice and action cards (obviously stand up can be kept too). I don't think they should try to keep producing tokens because every body can use whatever he want (for European gamers 1 cent coin is perfect and cheaper than tokens). With my house rules I shown that is possible to change a lot from the original system keeping the expensive items we paid for buying WFRP3 supplements.
  5. did you read WH40k manuals?Are you aware of the mess they did with Dark Heresy beta? Honestly I don t think their skill in creating boardgame is matched by their ability in managing a complex rpg. So I stopped to ask question to my self and I started to fix the issues I find.
  6. I be you pardon Bergstrom,. I dind t explain my thought well enough because I always try to reduce the text I write in english. The main problem was realism. At the end of an encounter or using a talent or s basic card (is it Assess the situation?) you could recover from fatigue and stress points. They were also recovered during the night's rest. I kept RAW rules for fatigue and stress but I was unsatisied. my characters didn t fear them because they could endure a few points without any kind of effect. At the same time the risked to pass out if they become too much so it felt to me a On/OFF effect. So recently I overcome my reluctance and I changed completely the way fatigue and stress work. Now players are scared and they doesn t need to keep track at the end of the scene. Consider that an scene could be quite long if it s not a combat. for example it could even be a 3 days horse race through a forest trying to reach asap a keep before it is assaulted by hidden enemies.
  7. I've already 'absorbed' the spell/blessing limit. Regarding First aid it has Always been a problem in many different rpg systems. If the skill heal normal wounds the players should track how many wounds the got from a single encounter. I didn t like it. I m aware I nearly rewrote the system. I changed many thing (more than the ones I posted but the others are minor ruls) but I did it because it didn t sound realistic to me or because it was too slow to manage during a game session. Before WFRP3 I NEVER changed any rules and I was reluctant even to use fan's materials. I immediately felt that WFRP3 hid something good but it was buried under tons of tokens and burdensome rules.
  8. good rule Emirikol! unfortunately I like to appear a really fair Game Master. Every time I suggest a new rule (75% is against the characters) my players just accept it without complaining (too much )
  9. I really like the rule but at the same time there are cards that need 3 hammers or a couple of eagle just to get +2 damage or less.
  10. why they never heal all their wounds? too many fights? I tend to reduce the number of fight but to increase the lethality of the gaming system. We play just 2 or 3 times every month so I want to save time for role playing. Also there ar not dungeons or rolled casual encounters if not needed to the adventure so players usually can rest at least a couple of days before fighting again. usually but not always. the should be scared of fighting so they're forced to find more clever approaches to solve an encounter.
  11. 1/discussing initiative was a waste of time in both groups I had. As for many others RPGs if you want to wait for a slower character you have to decrease your initiative. Also is absurd that characters can switch initiative
  12. nice idea about armor damage. A little bit time consuming perhaps because players would need to keep track of every damage and to spend money and time to fix it. I Always try to add more realism to a game system without adding too many rules. ex: Red dice are quite dangerous when used and is silly that a character can pass out because he was unlucky in a few rolls. By RAW with just a few red dice he can roll a Drop and get 1 fatigue and 2 Banes and takes another fatigue.... Also I really hate effects that can be used per gaming session. Near the end of it every players know he can afford to use everythings. Better to use chapters since players is not aware when a new will begin. try it.
  13. Thank you for sharing your thoughts. I'm not a fan of Toughness/Constitution soaking but to change the rule will change too much the game system. I think that TO should not give both extra wounds and soak. This is redundant , wrong and unbalancing. TO is too important. Also allowing extra successes to deal extra damage will change the balance of many attack action cards.
  14. I never liked assist or similar rules in rpg I played. The rule was often abused by players. For combat there are many action cards which can be considered a kind of assist and for others situations I prefer to judge case by case what kind of help can be given.
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