plutonick
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Everything posted by plutonick
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Well, I failed to mention that the attack took place in Stromdorf. The heroes had stolen the stone, and Izka, together with the Foaldeath (who now hated the PCs for killing his mother twice) they sieged the village. By the way, there was a shaman spell for foaldeath, can't remember the name, but all it did was make roots grow out of the ground. The requisites of the spell were 'swampy or marshy ground'. I assumed that the ground of the village was full of mud, therefore it was ok for the spell, but the PCs rebelled against it. So, I guess, I am complaning because on one hand, a muddy ground cannot be used for the spell, but on the other hand, they can Imoobilize the huge wargore with a single arrow on the ground (he was prone when he got immobilized).
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I PC shot Izka with an immobilizing shot, in effect immobilizing him for 4 rounds. The PCs easily killed the toughest villain in the campaign. Am I missing something on how to use the card? How would you handle it? Also, an immobilized character is unable to use actions? Or he simply cannot move?
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Careful. This way, it's easy for the PCs to shoot Mourn with arrows and quickly end the encounter. That happened to me. In retrospect, I would have placed the coffin in such a way that line of sight would be blocked from the corridor, so the PCs would have to kill Stickhelm first and then Mourn, instead of firing arrows over Stickhelm.
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Zombies attacking the Thunderwater Inn
plutonick replied to UniversalHead's topic in WFRP Gamemasters
Two of my players were in the Inn, another one at the Temple of Sigmar. I tried all zombies [6 of them] as normal zombies. One PC died that night. Got his brains eaten by some zombies. Sebastian Brenner died too. Then, the rest of the PCs burned the other player's and Sebastian's corpse immediately fearing they might become zombies too. It was tragic I tell you. -
This is actually a two part question. 1) Failure in identification. Suppose the PCs have found a green vial. They have medicine skill and what to guess what it is. As a GM I want to make it risky. For instance the vial might be Poison, but if they fail they medicine skill, they might think it's a healing draught. How do I do this? I mean if they fail their medicine skill, and I tell them 'It's healing draught' they wouldn't drink it anyway. I could make it a hidden check, but again, it would make them suspicious. 2) Haggling. A PC wants to buy armor. He finds a piece he is interested and knows that it costs 40 silver. He haggles and fails. Now he has to buy it for a 25% and he decides not too. How could I have handled it, since they final choice is up to the PC. I could force him to take it, since his character would not know the initial value, but then I would receive icy glares.
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Ranged attacks and advancement questions
plutonick replied to cruces2's topic in WFRP Rules Questions
a) It's not clear in your original question, but you are refering to the BLAST and HENCHMEN connundrum. According to the rules as written, it's clear cut that a Blunderbus is a Henchmen Killer weapon. It should target the whole engagement dealing damage to each figure. Of course this is rather funny if you are narrating the battle. I am not sure how I would have dealt with it, but I also have chosen not to use henchmen (I find them not suited to the grim and perilous feel of WH), unless there is no otherway (Gathering Storm - undead battle for example) or if the enemies are puny, like rats or someting. So, I am safe for having to explain how a single blunderbuss shot killed a whole engangement of henchmen. NOTE: In this thread people refered to Henchmen group as one unit. This is not true. Nowhere in the rules does it say that a group of henchmen is considered to be one Unit or one Figure. A group of henchmen is not different than a group of enemies. It's just that they have a shared hp and they attack once adding fortune die according to the number of henchmen. They are considered different figures. For instance if a PC is engaged with 3 henchmen, and an action card calls for a bonus per enemy engaged, he would get the bonus 3 times (3 henchmen), not 1 time (1 group of henchmen).Also if a scenario (such as some battles in Gathering Storm) says that no more than three figures/units fit in an engagement, the henchmen would not be considered engaged as 1 unit. Each henchmen would have to be accounted for individualy. b) The rules as written specifically mention that a single hit roll, is not necessarily a single attack but a series of blows. This doesn't really matter if you are in melee combat, but it makes things tough if you are tracking ammo. I have come up with a couple of ideas I harvested from the board. ONE. 1 arrow for 1 ranged attack if attacking normal Units AND x arrows for 1 ranged attack if attacking henchmen (1 arrow for every difference henchman shot) TWO) An even better idea is to not track ammo in such a detailed way, but make a progress tracker with 3 spaces. One space for full, one space for half empty, and one space for empty. After each encounter/battle, roll a fortune dice and move the tracker accordingly. THREE) Not track ammo at all. Which I dont particularly like. c) Musical career. I don't think there is one, although in Gathering Storm there is a Minstrel NPC in thunderwater inn. I would just use a charlatan and modify it a bit, especially his background. Perhaps even use the tradecraft skill, but that would be too costly since it's off-class d) Once you fill all your advancement slots, you can only accumulate points, but not use them. e) Advanced career means you can't chose them as your first career (since you only choose from basic careers). I am not really sure what is the difference between advanced and intermediate tho. f) Somebody said max prim attrib is 6, but I think you mean if you can raise it up to six during creation. I dont have the rulebook handy, but I think there is a different max in char creation. I think it's 5 g) No clue. Somebody said that it's more usefull after the disease rules. I haven't read anything about that upcoming product though. h) Yes, it would be off class Also the plural should be blunderbii' -
I cant post here from my Iphone. I think it's the 'post form''s fault. It must be some kind of flash that Safari is not supporting
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Grand Provinces of the Empire (download)
plutonick replied to Morffe's topic in Warhammer Fantasy Roleplay
Very useful indeed. Thanks! I am looking for something similar regarding gossip in taverns. Any pointers? -
If Midnight Sundicate works for you, also try Nox Arcana
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I was wrong. Leather armor gives 2 soak. Not Def. So, it would make sense a superior armor benefit soak. Why would improving the quality of the leather make you hard to hit? It makes more sense to absorb more damage instead. Still, +1 misfortune die makes more sense from a game mechanics viewpoint. Also, the rules states clearly that a fortune die is awarded to a superior items. Since defence items give MISfortune die, it looks like the rule was written for weapons. Either this, or was not clearly written in the first place. So, what makes more sense to you. A superior leather armor should have a +2 soak +1 def, or +3 soak?
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What would the benefit in game mechanics be in a superior leather armor? An additional black die when an enemy attacks?
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No offense taken. I just love wfrp and have spent a lot of money in it. But I get frustrated sometimes when ambigiouties creep at during play time. Ambigiouties such as wonds/damage.
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Falling short of expectations
plutonick replied to Dietcokeofevil's topic in Warhammer Fantasy Roleplay
I would also like to avoid henchmen rules, but it's been hard if not deadly for the PCs so far. I play mostly published adventures, and they use Henchmen rule, so I have to substitute the henchmen groups with normal adversaries, but I always mess up the numbers and the encounter ends up being a lot more harder. Is there a simple formula? 3 henchmen = 1 normal enemy? I am also struggling with social encounters. They seem forced. For instance in TGS the social encount in part 1 had my players arching an eyebrow. They wondered if this was necessary. And it also broke their immersion. They asked me, what was so important about this social encounter that required rolling dice? -
In reply to Cwell2101 First, TGS was published months ago. Second the rules were not clear to begin with. Third by publishing redandand info, people got even more confused. It could have been phrased better in TGS so as not to cause confusion. The reason people ask the same questions over and over is because they should not be forced to search a 'tough to navigate' forum in order to get answers to questions they shouldn't have in the first place.
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Fresnel said: dvang said: To and Soak apply to all damage unless specified otherwise on the action. Which is indicated if the card uses the term wounds rather than damage. Damage is mitigated by damage reduction (toughness + soak + talents + career abilities) to given wounds. Cards that cause wounds bypass this mitigation. Some cards instruct that soak is ignored. The damage reduction would then just be Toughness + Talents + Career abilities. I suppose the editors of Gathering Storm missed this because I recall reading 'Lightining strucks for 1 wound ignoring Toughness and Soak, which is redundant
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I need a verification on this Spell damage is reduced by Soak right? Only defense that is not calculated in the die pool when casting spells (unless the card specifically mentions that DEF is included)?
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How is this hand gesture? I'd rather do the gesture myself, than describe it to my players, but I have no clue how. Any pointers?
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My problem is not how to store the bits AFTER play, rather how to organize them DURING the game. The table is full of bits and stuff. On one edge is my place with the GM screen, hiding my notes and a lot of small-card packs (miscasts, wounds). Besides the screen is the progress tracker bits. All around the edges are the character sheets and action cards. This takes a lot of space. In the middle of the table is usually the location cards and stand up figures. The problem is that there are a lot of dice to be rolled, and the place is already cluttered up. And I forgot to mention all the rulebooks [actually 2 most of the time are needed], plus cheat sheets and scrap paper.
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Anyone notice this error in The Gathering Storm?
plutonick replied to plutonick's topic in Warhammer Fantasy Roleplay
I have bought EoN, haven't read it yet. I hope there are less mistakes in that one. -
The rules state that anyone engaged with the stone while lightning strucks is hit for 1 stress, 1 wound and 1 fatigue. But there is also a more severe rule, for a DIRECT hit. How can a character get a direct hit? If he is engaged he gets hit for 1 stress/wound/fatigue. Is it different than in the first case where they are simply engaged with the stone? And how can the GM 'target' a PC for a direct hit?
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The captain of the guard, Kessler is first mention as Arno, and then in page 32 as Nicolai. I suppose this is a mistake. It's funny because Nicolai Kessler sounds like Nicola Tesla, and he had something to do with electricity and lighting, right? On the other hand Arno, sounds like Arnold, which gives a Governator touch to the Captain.
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Still, a ratman is not that much different that a goat-head, or a mutant. The empire people have no trouble believing that vampires suck blood, or burried people can get out of their graves. Why is a ratperson so hard to believe that it exists, that people intentionally forget they ever encountered one [as in the end of EoN]
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They are not that different than Beastmen, yet, empire people think they are just a myth. Even if Skaven are shown to them [such as the events of EoN] then after some time, people will stop believing they exist. I know it doesn't make sense but I don't really mind. I am the GM tho, and have to make give a believable explanation to the players.
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Some NPCs that are only mentioned once can be used as allies. Also, I am going to use a trick I read while reading the 1st edition adventure 'Fear the Worst'. I am going to make a pile of stick-it notes, each one containing the name and details of one npc. Then I am going to seperate them depending on how the npcs are viewing the characters. Also, this way I will know which NPCs have been introduced to PCs and which are going to in the near future.
