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Posts posted by Ghost of Snori
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Thanks for the advice all, I'll let you know how it goes.
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I've run warhammer in the past but not for a group quite this large and was looking for some advice on how to handle 8 players. I'm mostly running the pre-made adventures for 3rd ed and using a suggested order from Ermikol. I might throw in Sing for your Supper and Night at the Three Feathers from 2nd ed for fun too. Any suggestions on how to modify the premades for the combat encounters without stomping my player to badly. We currently have 3 Dwarves, 2 Wood Elves and 3 Humans. The Dwarves are an apprentice rune smith, a slayer, & an iron breaker, The Elves are a waywatcher and a jade wizard apprentice (house ruled), the humans are a ratcatcher, a pistoleer and a fanatic of sigmar (wants to become a witch hunter). Thanks for the help.
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Carcosa & Eradico Pravus, our game hasn't actually started, but should next month. Will be running the group through a modified version of " A Day Late and a Shilling Short" due to the large amount of players in the group. I'll keep you all posted in the GMs section.
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For the Way watcher, as above both Arrowstorm and Rapid Fire are both reallt good choices. For the Ratcatcher, I've never actually played one so I can't say but most points will probably go towards making the Small but Vicious Dog even more vicious Bite and Shake is a good trick for helping the group in a fight. putting some points in fellowship since that was animal handling runs off of would be good as well.
As for the Lethality of the game in the past campain I was in we ran through at least 12 game sessions before we had one character death and that was because my Troll slayer went on a suicide run against an fleet of Dark elves, intentionally killing off the character in glorious battle.
I don't tend to run games as "Grim-Dark" as warhammer can be but more so than most typical D&D games. let me know if you have any questions and I'll drop by with the game cards etc this weekend if you want.
Jules
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So I just ran my 1st game of whfrp 3e it went well but my players had a question that I couldn't find an answer in the rules for.
how does a character leave combat ie run away, do they move to extreme range and then spend a manover to "leave" the scene?
also the question came up could a character move farther than extreme range ie leave a scene, rally step and then manover back into extreme range?
my gut reaction is that once you have left a scene you are to far to enter back in before combat ends

Ratcatcher and Waywatcher builds - looking for suggestions
in Warhammer Fantasy Roleplay
Posted
Its mostly out of the box,I treat each action card ability as unique so each player can have their own niche. I've disallowed the ironbreaker from taking saga of grungi (were every one attacks him). I've allowed everyone to have their suggested trappings for their staring characters (I'm rather a generous gm for starting games) and I've house ruled that Elves can also be wizards.