plimpington2
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Posts posted by plimpington2
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For what it's worth, I've been very impressed with the Warhammer "canon", and not so much so with Living Realms. For one, I think both the Warhammer fantasy universe and the 40k universe are more interesting (and fleshed out) that Living Realms. And the Black Library seems to have a more diverse stable of novels (ie., supporting canon) to their world than Wizards does. I KNOW that Living Realms has more STUFF available - but it seems less fleshed out to me. Maybe I need to try something other than RA Salvatore . . .I don't know.
In any event, there is NO CONTEST as far as I am concerned regarding the quality of the core product stuff - the art and general look and feel of the WHFRP and Dark Heresy stuff is TONS better than anything WOTC is doing right now. I just had to buy the player's handbooks for my upcoming games on 4e, and boy was I underwhelmed when comparing that book to the Dark Heresy rule book. I mean, in 250 pages, Dark Heresy has to cover BOTH players stuff AND GM stuff, and WOTC only has to cover player stuff in THREE F-ing volumes. AND STILL, the DH stuff seemed better developed and fleshed out. Maybe I'm crazy.
P2
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Thanks guys,
I'm going to off some cards at the my FLGS with my email on it and see if I get any bites. Certainly worth a try. I've also signed up for the local D&D LFR group at one of the shops. So, at the very least I'll get some RPG time in and plant some Warhammer seeds while I'm at it.
Plimpington2
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I wonder if any of you are having this problem:
We have at least three major gaming shops in my area that sell Dark Heresy, Rogue Trader and WHFRP3rd Ed. And there is gaming at these shops weekly. But EVERYBODY seems to play D&D LFR, and just about nothing else. I know these shops are selling these GW/BL/FFG RPG products, but I can't find anybody to play them with. None of the in-store gaming is with these products. What is going on?
This is frusterating to me because I'm more interested in running/playing these sorts of games rather than D&D hack and slash (though I will take what I can get).
Are all you guys finding local gaming groups to run these sessions, or are you doing this stuff over skype?
Plimpington2
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HedgeWizard said:
I was referencing the call by some to break the monster actions out into separate cards.
Oh yea. I am in full agreement with you on that count.
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HedgeWizard said:
I think mutations are a PERFECT candidate for cardification. Still, I think having all of the relevant monster/NPC details on a single sheet (instead of having to compose a deck for the specific monster/NPC) is the way to go.
I'm not sure what you mean by "compose a deck for the specific monster/NPC". The way I envision it there would be a single card for each monster/NPC. Each card would include stats and relevant actions. The only deck that would need composing would be the one which includes each monster/npc the GM anticipates will appear during that specific session. If my four hour session will include, say, 8 encounters with a total of 12 monsters/NPC's, I could gather all 12 cards out of my box O' monsters before the session have them ready to go.
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Yea, I think these are great ideas. I agree that the cards should be larger (say career sized cards) so the stats AND the applicable actions can be included on each card. Nice artwork to accompany each monster as well (say on the reverse) would be very nice.
Judd
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Ah, yes, I see. That makes sense. The rules seem to have a lot of wiggle room.
I'm working on converting Thousand Thrones for play in this new system. So far the adventure looks very very good. But I am struck by how much more detailed the rules must be in the second edition to use the Thousand Thrones adventure. The adventure seems to assume (and call for) a level of detail in the rules that the new system simply does not provied for. Am I wrong on this? Have these rules been streamlined from 2nd Ed?
Justin
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1) Can talents be used by a PC when it is not his turn? I'm unclear about this. Suppose he wants to exhaust a talent to get refresh tockens off his action card. Does he need to wait his turn in the turn order before he can use the talent?
2) When are defense actions supposed to be used? Do you have to use of you turn during the round to use a defense action, or do you use them during an opponent's turn (such as a monster)? Some of them say things like "when you are made a target of a melee attack . . .", suggesting they are used even when it is not your turn to go.
3) The example of combat in the rulebookd figures potential damage from a strike by adding damage from weapon + strength (if used in melee) + bonuses. Would you also figure damage this way with a range weapons (such a long bow).
Thanks
Justin
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Given the general Gestalt of this product, why hasn't the bestiary been card-ified? Boy would that be helpfull to new GM (like me). I could put all my monsters/NPC's in a stack at the beginning of session and avoid having to flip back and forth. And I don't know much - but I know that Fantasy Flight knows how to cardify monsters.
Judd
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Oops, was able to find the answer to the stance questions.
judd
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I'm new to RPGs and am having some trouble with some of the rules. I feel like they are not as explicit as they could be, particularly for beginners. I could REALLY benefit from an example of play.
Anyway, just a few basic questions which I'm sure are obvious, but not set forth in the rulenbooks as far as I can tell:
1) How do you check initiative? The rulebook says that initiative based on combat encounters uses Agility checks. Those based on social encouneters are based on fellowship. But unless I have missed something, the rulebook just seems to assume that I know how to conduct these checks. I know what the dice do, but how do I set up a dice pool for this? Are there explicit instructions on how do do this?
2) ASSUMING that a character's agility number is translated into an equal number of character dice for the initiative check (assuming a combat encounter, for instance), should I convert some of them based on stance? If so, why? Why should an initaitive check give rise to the possibility of unpleasant results?
3) Do we ignore boons and banes when checking for initiative?
4) Just how and under what circumstances does a character adjust his stance? I know certain effects can adjust it for him, but how does he adjust it himself? It's not listed as a Manoeuvre. Is it free? Can he just select any stance he wants to? Can he move more than once increment on the stance meter per round? The rules are hazy on this.
Judd
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I am new to RPG's. My experience is just with the D&D started sets, which had nice turn-key adventures. I just getting into the rules for the new Warhammer core set and note that there is an adventure in the back of the ToA. My question is this: after we complete that, are there other adventures available? If not, are some on the horizon for the system? Are adventures written for the old system (or another system) convertable to this new 3rd Ed?
Thanks
plimpington2

Has anyone read Golem yet?
in The Identity Trilogy
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I have read both Freefall and Golem and thought both were worthwhile, though I was surprised to find that I liked Golem better. Both books are written in a sort of workman-like style, but Freefall consisted largely of a noire detective novel that happened to have taken place many years in the future. Technology here was just a backdrop to what what otherwise a conventional story. Odem weaves the technology found in Golem into the main narrative as he takes the reader through what I gather will be an emergence of consciousness for the android (not a spoiler, as I think you reasonably gather as much from he blurb on the back cover). As above, I agree that Golem is essentially a Robocop, though done a bit better. Some of the conversations the android has (with other bots, for instance) are revelatory. There is more to do here and I am looking forward to where Odem takes the series.
Judd