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  1. Did anyone else catch what looked like two star destroyers in the distant background as the Tantive IV pulled away? Upper left part of the screen.
  2. I am more than OK with ambiguity. I think that's a fine approach by FFG. Numbers and health could be related to things like shields going down, individuals withdrawing like Wedge did from Yavin (spoiler lol). Thanks very much for your quick responses.
  3. How many fighters are represented by a Squadron in the game? I'm sorry if there's an immediate answer or already a discussion on the forum. I'm a newb. I'm an advocate for patent a one model to one fighter representation. 12 X-Wings is a lot of X-Wings in a battle the scale of which Armada represents. 40 TIE fighters in the battles the scale of which Armada represents is a lot of TIE fighters. If the three models per squadron represented more than one fighter each, you run the risk of representing an enormous number of the Rebellion's fighters in one battle. I can't imagine there being the entirety of Red, Blue, Gold, Green, etc. squadrons in a battle the scale Armada represents, each and every time. One squadron = 12 fighters is hard to imagine for me. Let me know what your thoughts are. Thanks.
  4. I heard somewhere there was a ship that looks like a TIE Striker that was bigger in the film. So far I know the Imperial ships appearing are: 1. Star Destroyers styled after ANH's Star Destroyers 2. TIE Striker 3. Krennic's shuttle 4. 4-winged Imperial transport 5. TIE Fighter Anything new? What about this big TIE Striker. Oh em gee was it a Decimator?
  5. New angle exposing a lot of the ship over the right X-Wing in the Korean trailer. 1:50.
  6. You get a much clearer look at the mystery ship people are wondering about here starting at 1:50 in the Korean trailer. It is absolutely not a Star Destroyer as someone else said in this discussion.
  7. Your live plays are really good. I recommend them. I'm half way through Buried, but not Forgotten right now.
  8. COREishere.com said: This is sort of a silly oversight on FFG's part. How could this possibly make it past their internal play testing? Game design, especially in an RPG, sometimes does not account for players' silly interpretations of rules. These abilities are printed on cards, so they can't be too elaborate. They don't need to have elaborate explanations. As several experienced players have said, it's quite obvious that when you die when the spell ends, you cannot recast the spell. It's at the heart of the spell. If you can't see this and you're looking to exploit the rules, you'll find lots of problems in many RPGs.
  9. I'm going to post something on DakkaDakka's RPG forum about WFRP 3rd. I'm trying to make people like the game, so add or fix anything you think needs to be changed. I haven't read this over enough. It's really hard to summarize all the system can do. The hardest part is talking about how good the cards and other components are for the game.: Warhammer Fantasy Roleplay 3rd is my favorite system. Nearly every rule and component piece is modular, so you can scale the game up or down in terms of complexity and playing space. The creative dice pool, which uses symbols instead of numbers, works very well, is easy to learn, and adds creative and narrative elements to the game. There are many degrees of success and failure for the GM and players to interpret. This makes for an incredibly smooth-playing system, and everything is geared toward advancing the gritty and grim setting. The artwork is first-rate. The background material is true to Warhammer. You hardly need to write anything down in this game because it's not very reliant on numbers. Rather, you draw cards for wounds, effects, and corruption, there are some item cards for the more powerful items, location cards, progress trackers, party sheets, player character sheets, etc. However, this does not mean the game loses detail. The detail is simply on cards and tokens, which are all designed to be easy to manage The components* might seem like they'd build up after a while, but I have everything, including the books, neatly stored in just five small boxes now (the Dungeon Tiles boxes, books have a bigger box), and I've purchased almost everything they've produced. You obviously don't need to bring everything to every session, but I could if I wanted to. The price point of the core set deters some people but it should not. You get everything you need in the box for three players and a GM: Dice, player's guide, GM guide, Wizards, Priests, tokens, monsters, character and npc pieces, action cards. Character creation is fun because there are many PC careers to choose from. The careers simply do what they're supposed to, and there's also room for customization, based on which attributes you decide to raise, which skills you train, and which Action, Tactics, Reputation cards you choose. The races, Wood Elf, High Elf, Dwarf, Reiklander (Ogre, Halfling and other Empire humans added in Hero's Call expansion), have restrictions and benefits, obviously. All characters have a Stance, which can be Reckless or Conservative. This affects how your characters acts during the game, per which cards you use and roleplay. Every expansion has also been of very high quality and offers something to players and GM's alike. Even adventures add thematic new action cards and classes for players, and new monsters and NPCs, and action cards for those characters for the GM. One of the newest expansions, Hero's Call, allows for the most powerful characters to be represented and played as PC's in the game (Wizard Lord as a PC example, Skaven Hell Pit Abomination as an enemy example, etc.). The action cards add a lot to the game. Instead of bland skill roles, action cards allow players and monsters to use abilities that have a list of outcomes to choose from based on what is rolled in the dice pool. The action cards really fit the theme of the characters who use them. They add flavor and balanced rules to the game. Combat is fast. Characters connect with attacks more often than not, and the combat feels more real as a result. You'll probably be using several actions cards per combat: melee and ranged strikes, reactions like dodges and parries, tactical assesment cards, etc. Casting spells and blessings is incredibly fun. Success and failure both mean something for the casters. You have to manage power, and that alone adds a lot of feeling to the game even before you cast a spell. Consequences hurt. You feel both vulnerable (you might be poor, you might be sick, you might get mutated or corrupted, you might lose an eye, you might be illiterate) and powerful (you'll always have a few outstanding traits, which can manifest across Action Cards, Skills, Talent Cards, Attributes, Stance Meter, etc.). The game supports social and investigatory elements of games very well. (need to expand) It has plenty of monsters, especially after expansions. There's also a beastiary available, which includes most of the enemies that are close to the Empire. The fanbase is very loyal and they provide lots of support for the game, themselves. I particularly like The Reckless Dice podcast and the contributions the members on the cast have made to the game. I can't think of a better-supported game, especially if you choose to dip into Warhammer Fantasy Battles for inspiration, or want to buy miniatures instead of the cutouts for characters in the game. The only thing that's problematic about the games at time is the detail and breadth of the Warhammer world. It's understood by the fanbase in different wants. It's meant to be expansive so there is always something that's ommitted everytime a new product is released. However, Fantasy Flight Games' releases have all been logical and useful. There's plenty to play with. Here are some links to product descriptions: (I'll add this later) *You can play the game using only books, using a series called Player's Guide and Game Master's Guide (you'll miss out on expansions if you only use these though, but all expansions are compatible with guides), but I prefer the game with the components because it plays quickly this way and they allow a lot of information to be clearly presented and not feel burdensome. The game can also be bought seperately in Vaults (Player's, Game Master's, Creature) but if you get the Core Set and expansions, it would be redundant. They also do not include the content in the expansions. There's an explaination of this on the Fantasy Flight Games website.
  10. Doc, the Weasel has it right with precision. Keep in mind that there's an explanation in the official errata on page 2, which can be downloaded on the Support page of the website.
  11. Maybe all you have to do is: 1. Come up with a stat line you think fits best, relative to the other monsters in WHFRP in the race you've chosen to convert from 2. Choose the action cards that fit best from the Creatures Guide or the Creatures Vault. 3. Maybe add a special rule or two for flavor (Like the Giant falling). Or maybe just role play their behavior on the fly as a GM. I feel like you could even borrow a lot of special rules, considering how comprehensive the rules are for existing creatures.
  12. I'll take any opportunity I can to praise the Reckless Dice. It's the best single game-specific podcast I know of.
  13. It makes the Priest of Sigmar to be the most comprehensively covered class in the game. There isn't going to be a "Signs of Faith 2." This is a good substitute for those who want more for this very specific, but very popular, character. I don't think it's complicating the game too much. It's just allowing for more official content options. It could be a pain for a completeist/collector if they don't particularly want these fleshed out classes being expanded because it comes out to about 55 cents per card, where I am, after shipping and tax. I am more in this category. I am going to wait to see the pacing of the releases of Print on Demand to see if it fits my budget.
  14. GoblynKing said: I simply have the PCs roll for a "successful trip" every 12 hours of travel. We call it a Path-finding Check. It's accomplished via the following: Observation(Int) Specializations: Tracking/Navigation Vs Terrain Difficulty Level The PCs side of the check can be modified by assistance from someone else in the party scouting ahead (an additional Observation check by the scouting PC +1 Fatigue, for the extra effort of increasing their pace...if they're on a horse, they lose extra wind..etc). It can also me modified by having a map, or a guide, etc. The difficulty level is based on a scale of "target numbers" for common challenges that I whipped up and slapped on my GM's screen. http://dl.dropbox.com/u/42615914/GM%20Screen_Difficulty%20Levels_01.docx But really it's just common sense situational modifiers. 0D check for flat, well traveled roads, 2D for overgrown trails and woodland, 4D for mountaineering/spelunking etc. Misfortune are added for inclement weather, and nightfall/darkness automatically adds + 2 Challenge dice. If the group doesn't reach civilization (towns, cities, coaching inns) by nightfall, they must make camp (a separate check) on the roadside or in the wilderness...which ain't safe in the Old World. This type of open check allows my players to openly discuss where they're going to go, how to get there, what they'll bring, who'll do what, etc. without having to pick predefined "roles". So far, it's worked quite well and can become a mini game in and of itself. Here's some of the other common checks that are used when we play, while the group is traveling. http://dl.dropbox.com/u/42615914/GM%20Screen_Skill%20Checks_01.pdf Fortune dice are of course awarded when the players take the time to role-play their checks. I like this idea a lot. It makes the most sense within the existing rules. It's arguably a check that should be performed because travel isn't a sure thing. It can be reduced to one check, though. Emirikol's idea could work if people are more interested in fleshing out the different aspects of travel with precision but for simplicity's sake, I think I'm going to use GoblynKing's. I will keep my eyes open for things like the Merchant's Cart and options available to players, though.
  15. Emirikol said: There has been some discussion of using The One Ring's travel ideas. Have each PC take a role: leader, scout, support, whatever, and each gets to make a relevant skill check. Failures will indicate that wounds, conditions or fatigue are applied throughout the journey. ROleplaying ideas can come from this. Same for success: there could be benefits with 3+successes, etc. Travel's never all that exciting to begin with, so anything where each character gets a chance to shine is nice. I've taken and had success rolls relevant to ambushes, food shortages, getting lost, injuries, and poor morale. Once I get my copy of T.o.R. I intend to add more to my WFRP game. you can find more about this duscussion by Valvorik or me ..and there's some recent discussion in teh House Rules. I think if you've got them on a Merchant's Wagon, some of the Tradecraft characters could be makign stuff. jh This is just my opinion, but if you simply make rolls based on actions the players aren't dictating, aside from traveling itself, the outcomes will seem arbitrary and fatalistic. If you're going to assign wounds based on a roll that is ultimately out of the player's decision-making control and solely dependent on a skill or characteristic, it's not going to feel right for the player. A negative event should allow players to make a solution and roll based on the solution to the event. You can play out an ambush or make an attempt to forage food in a character-specific roll. The dice pool should include a chance for the characters to act, basically. That's a cool idea about the Merchant's Wagon. That was along the lines of what I was thinking in terms of goals, along the journey.
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