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Theredcrosss

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  1. Just want to add my two cents: Cent the First: One of my favorite parts of about 3E is the dice system, and what I like about it most of all is that it is player centric. I never roll for NPCs if I can arrange it so that the player assembles their dice pool and challenges me. It really helps, I think, keep the focus off of the GM as a player and and enemy which can be destructive to certain kinds of attitudes. Its also more fun for the PCs which is always good. In that vein I never hide checks or results or anything like that, my players have learned how to mitigate metagaming so there isn't much of an issue. Cent the Second: Having the players ask for observation and intuition checks on their own is probably the best choice, and the one I prefer. But there is something they added to D&D4E that I think is really quite useful in this situation; passive perception. Passive perception is a static number, based on the perception skill, that says "this guy is always this perceptive when he is not actively using the skill." It allows you to set DCs and compare them to your player's passive perception without bringing the topic up to them, or rolling any dice and giving away that 'something is happening'. I think this could be easily replicated in WFRP, their "Passive Observation/Insight" is their Int plus their respective skill levels and maybe an additional point for relevant specializations. You get a small number, lets say 5, and you say "Ok there is a secret door under this rug and if they have at least a 6 I will it into the narrative for whichever player meets that requirement." Its fluid, its simple, and you can prepare it ahead of time. If the players know you are using this mechanic they will act accordingly I think, given how bad the consequences for botching a roll in the game can be, I think they will be relieved to know that they are still considered to be aware of their surroundings without having to stick their neck out all the time.
  2. 25mph sounds pretty quick for a horse too. I understand they can move quickly and sustain it but a lot of fiction mentions the need for additional horses so that while you are traveling long distance quickly you can switch mounts and keep them fairly rested. In addition to having pack animals that is. At 25mph I'd think you would be itching to tire your horse out pretty quickly. On another note weather effects change your speed quite often as well. Snow and excessive heat slow you down a lot, while I found rain actually got me hiking faster so I could get to a shelter or set up my tent sooner. On the plus side I like that chart, apparently I'm a "Heroic Mortal" for having done more than 24 miles in a day. Not at 4mph granted, but when you've got nothing else to do but hike and eat, you tend to spend more than 6 hours a day working at it.
  3. This is a topic of particular interest for me; I just finished hiking the AT (2178 mile footpath) on Saturday and I think I have a handle on foot travel. The other methods of travel are of interest to me, I don't know anything about horses and only a bit about water travel. What I do know is just how big a factor weight is. If I'm carrying a little 6-10lb bag I can punch out 20-30 miles in a day at around 2-3mph on average. If I'm carrying my full 30lb pack 20 miles is about as much as I'm going to do, maybe a little more, at about the same speed. This is on level terrain, good weather, easy conditions. If you are an adventurer with armor, weapons, and heavy equipment (I carried cordura, silnylon, and other high-tech durable and lightweight materials which do not exist in the Old World) you are probably carrying at least 50lbs but maybe as much as 100lbs. Over easy terrain with most people are going to do around 2mph on average on easily graded, worn paths. Bushwacking, steep or rough terrain, and heavy loads are going to slow you down. I would let players know how fast they are going after a fashion and let them decide how long they are willing to travel. Perhaps we can work out a simple table for the amount of fatigue you get for all of that. At the moment I'm still unpacking and cleaning my crap up. I'll be back though. This can be applied pretty easily to travel by horse, and to a lesser extent travel by boat. (I assume.)
  4. Oh yeah I almost forgot; www.amazon.com/Liber-Chaotica-Complete-mysteries-Warhammer/dp/1844163946/ref=sr_1_3 Not a RPG book but a great reference for all things Chaos Gods-ey. Hey look a softcover print is out! (Its also a hilarious read.)
  5. Necrozius said: That famous duel in "The Princess Bride" changed everything, especially in RPGs. There are like five famous duels, but I assume you are talking about the cliffside duel with Montoya.. "But I am not left handed... Neither am I!"
  6. monkeylite said: I had an ambidextrous PC in one of my games, and I just ruled it as a specialisation of coordination. Not very generous, but a lot of RPGs seem to make ambidextrous some sort of superpower, and ambidextrous PCs seem to crop up at a remarkable rate. I have also seem a remarkable number of ambidextrous characters in my time, not really a representative number I would say. Something about the life of an adventurer is more beholden to people who can write with either hand. If it comes up though I think this is the simplest and most elegant solution to the question. Perhaps you could make dual weild a specialisation to weaponskill too, with a bit of training you can get used to using either hand just fine. Look at basketball as an example; how many basketball players can dribble with both hands? Shoot with both hands? A lot less than the number of ambidextrous players I betcha.
  7. Now firstly I realize that the book leaves the effects of the Cantrip spell open to interpretation. I realize this is quite useful for wizard characters/players and to GMs alike. But a little structure now and then gives us a sandbox to work in and bend those rules in the end, so heres some ideas I've been brewing Shadow Cantrips Ulgu is all about illusion and subterfuge and I think their Cantrips should represent this, and can do so in a couple fun ways. For one thing I think they should be able to sustain illusions to any of the senses. It makes sense in my mind to limit them to one sense per character rank, where a rank 5 Grey Wizard can easily remake his entire personage with hardly a flick of his wrist. These are some examples of minor illusions: 1) Making minor facial changes Eye Color Hair Color Nose Shape Mouth Width etc.. 2) Changing the color of objects Single block color Maximum 10'x10' area 3) Voice Changes Pitch Volume Mimicking 4) Body Proportions Height Girth 5) Smell If you smelt it, you dealth it.6) Taste the Snozzberies taste like Snozzberries!7) Touch Texture, roughness v sleekness More Mimicking These are some basic ideas, and where influenced by having a Grey Wizard player. I haven't thought about Aqshy and Hysh yet but I'm all ears!
  8. Emirikol said: Don't you guys use the Improved Parry/Improved Dodge cards? haha, I hadn't actually read the imp. cards. Now I have and they seem good, but they do not scale at all. I haven't played anything above rank 1, so maybe it isn't an issue. Still messing up rules regularly at any rate
  9. Some interesting things, I'm not sure I see why you should be able to advance your social class by spending advances, but to each his own. The new equipment seems fairly priced and I will probably reference that. Thanks!
  10. Block, Dodge, and Parry already have associated skills; Resilience, Coordination, and Weaponskill. The cards themselves already scale with these skills, albeit in a limited fashion, but you could just extend that same scaling. Every rank of training is another misfortune dice or something. Or for higher scaling, your third and fourth rank of these skills add an additional challenge die to these opposing rolls. Helps with the other attack/defense scaling issues people say they have witnessed. The reload rules are interesting though, maybe if one of my players bothers to pick up a ranged weapon I will try it.
  11. Knights of the Grail, A Guide to Bretonnia (Bretonnia) Realm of the Snow Queen (Kislev) Sigmar's Heirs (the Empire) Realms of Sorcery (Arcane Magic) Tome of Salvation (Divine Magic) the WFRP Companion (the Empire) Tome of Corruption (Chaos) They all have rules, but the amount of background info is always helpful. Even if you don't do rules conversion the magic and chaos books should give you plenty of ideas. Hopefully we'll see a good corruption deck printed in the near future, but until then the gigantic tables in the Tome of Corruption are still quite usable.
  12. This was touched lightly in 2nd ed but never in depth. What they did print was in the WFRP Companion and SIgmar's Heirs and is entertaining to read. The Companion has a system for adjudication, but not much in the way of actual laws. As far as I've seen its just suggested to make stuff up on the fly, and plenty of common-sense laws are in effect.
  13. Maybe this is just me, but with my friends its pretty lucky to get to play a game once every other week. We only just started playing yesterday since I got the box around Christmas, so I can't forsee running out of options anytime soon. They appear to be getting ready to release new material at what I would consider a reasonable rate, but your mileage may vary on that front. But I do see everyone's point about sideways advancing, and I would still consider a troll slayer that moved into a scout to be a slayer, theres no reason he wouldn't be. Rolling separately for damage would be interesting, perhaps someone can write up some houserules to and test it out. I don't really feel the need but I haven't played it as much as everyone else obviously has.
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