plutonick
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Posts posted by plutonick
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I am waiting for Edge of Night to arrive to my mailbox and already read TGS once. I also got hold of Fear the Worst [after someone saying that it's similar to Edge of Night]. Now I have a hard time choosing the sequence of the adventures.
I would prefer to play TGS first and then Edge of Night and last Fear the worst, but I am afraid that the PCs will find Fear the Worst a clone of EoN.
So the best alternative is to play first FtW, then TGS and then EoN, but my PCs have already accepted the mission to go search for the merchant in Stromdorf.
I could plant the village of FtW somewhere between Ubersraik and Stromdorf, but how long in game time would it take for them to solve the adventure? Would it make sense to put their mission on hold and solve the mystery to FtW and then go on to Stromdorf?
Lastly, for someone who has read both EoN and FtW how similar are they really? Would an intermission by The Gathering Storm, solve the similarities problem. If TGS is long enough, the players might be less alerted to similarities.
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You have to apply trigonometry.
Seriously, the Dwarf can choose, depending if he is disengaging away or towards the Elf, or in a place somewhere in between these variations.
It could be D - E = 1 manouvre distance (disengage towards)
or D - E = 3 manouvre distance (disengage away - opposite direction)
or even 2 manouvre if he disengaged verticaly (90 degrees)
Even better, the GM can decide. Probably there was only one way to disengage due to enemy and scenery position.
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Ok, this is getting ridiculous.
The component list has errors!
The component list pdf states 13 items, but Gathering storm Specific component list pdf states (correctly) 10 item cards. I was this close to yelling to the wife for having misplaced the cards!
It's the second time I find errors in the FAQ/component lists today. (first was here - www.fantasyflightgames.com/edge_foros_discusion.asp ). And don't get me started on the typos/grammar errors on the main books. I love FFG, but I have to wonder, don't they use proofreaders?
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Component list says there are 13 item cards, but I counted mine and only have 10. Can someone check to see which I am missing
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-5 Stone Cards
The Seerstone
The Lightning Stone
Glowy Rock
Marble Headstone
Completed Mapstone
- 5 Items
Acitus
Gobspite's Brain Rock
Slackfungus Bomz
Foal's Head Charm
Cask of Thunderwater Ale
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Yeah, but then the faq can be considered spoiler. And if you avoid spoiler, therefore you avoid the FAQ, then you can easily avoid posts with titles that reference the FAQ in question.
I added
to the title now, but i cant move it to another forum. If it's necessary, then can a Mod do this?
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Spoiler? It's part of the faq. Anyone not wanting to read the FAQ on the support page, can easily avoid a post with 'FAQ' in it's main title.
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Although I have not played 2nd or 1st edition, I too dislike the henchmen rule. I was consious of the lethality of WFRP setting [that is why I bought it in the first place] and henchmen kinda destroy that feel. Also, henchmen rule, give the PCs the false assumption that, say beastmen, are easy to kill.
I do not use henchmen. If I play a ready-made adventure, instead of henchmen I use normal creatures (in fewer numbers, so the challenge of the encounter is roughly the same). Or if the point is for the PC to specifically face a low-strenght horde, I lower the stats or health or 'pre-occupy' a few of the enemies with NPC fights.
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Hey, am I the only one that found this part of the faq the makes no sense?
page nine, top of second row (Gathering Storm)
There are several patrols roving the area, however, under most circumstances, the PCs would only encounter one of the patrols
before the alarm is raised.Gobbo Netter and Gobbo Clubber - rough description and then ‘See special action on page 77’ - which contains nothing at all about
Clubbing actions or Netting actions - any solution?Is the FAQ asking me a question?
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2 x (number of PCs) Gors
3x (number of PCs) ungor henchmen
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SPOILERS
page 46 (semi last paragraph) states that
''... Like the lightning stone, the PCs will have to devise a safe way to transport this stone back to town - perhaps they can cannobalise the brass lighting rod from the mausoleum''.
I fail to how cannibalizing the rod will help them transport the stone to town. What am I missing?
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Got four questions regarding travel distance, and currency/prices for experienced GMs that have also played 2nd edition.
1. How long would it take for a group of traveller to travel between Altdorf and Ubersreik if they go on foot, or by coach?
2. How much would it cost to stay at a cheap inn per night?
3. How would you convert 2nd edition currency to 3rd edition? Which rate?
4. I was reading 'Rough night at three feathers] and says that a single room would cost 10 silver. What would be the price on 3rd edition?
Thanks a lot!
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In my group, only Albercht survived. After firing his blunderbuss and killing Pieter the guard, he reconsidered his choices (Pierson was lying dead besides him). He made a quick escape through the window, narrowly avoiding the charging beastmen. He currently bids his time to take revenge on the group that destroyed his beloved cult.
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I am looking for links to WFRP3 sites that include news, rumors, user content and perhaps forums and cheat sheets.
Btw, what happened to Hammerzeit? It seems to be suspended.
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dvang said:
I always budget at least about half my NPCs A & C budgets on Defense. Keeping NPCs alive, at least for a turn or two, is important.
How can you spend C(unning) on defence? Unless you are talking about 'social' defence?
Darrett said:
What I mentioned about increasing it to 2d is assuming that A/C/E are being used correctly, and tactics are used as well.
One of the major weaknesses I think a lot of people have is not increasing the dice difficutly in combats. My interpretation of the rules is that a normal melee attack is generally 1d, but increase based on environmental factors or the difficulty of the battle. When attacking a skilled opponent, it should certainly be increased.
But if the opponent is skilled, you don't change the difficulty. You just add expertise dice. Isn't that what the expertise dice are for?
And if you want to add enviromental factors, then you add misfortune. Not difficulty. For instance, darkness equals 2 or more misfortune dice.
I am really trying to find some examples on when to use increased difficulty on attacking. I think it's rather extreme cases, such as fighting on a collapsing building, or while hanging from a rope. Something that would drastically change your fighting style. Not hamper it such as rain, darkness, fog, or drunkenness.
Am I correct on this?
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Galdor said:
Ludlov Thadwin of Sevenpiecks said:
I do understand Galdor's frustration. The whole point of WFRP3 is making everything more easily available and ready to play and the current approach to NPCs doesn't feel like that. If, for instance, I want Eduardo Rodriguez to join as an ally in The Gathering Storm and the PCs get to face Izka Madtooth and some beastmen, imagine the amount of flipping pages and lost tracking tokens if I want to run that the way the manual describes.
I don't blame FFG for this, though it can easily be managed if the GM is reasonably well-prepared and makes a few photocopies but indeed, ideally, you don't want to have to photocopy sheets from the book for a game that is based on a philosophy of getting away from clumsy band-aid solutions. The Creature Vault will certainly be a very welcome addition to my GM arsenal!
Perfect.
I quote every single word of Ludlov!!
Ludlov understood me better than others

Plutonick: the price tag is really Off Topic, sorry.
Anyway: you take DnD as an example, but don't you know that there are A LOT of RPGs that are really cheap?!
"Burning Wheel", for example, costs only 25$ for 2(!) Rulebooks.. and these are really all u need to play!!
"Agon" costs only 20 pounds for a Complete Game!
etc, etc..
Call of cthulhu is one book, and I bet costs less than 30 dollars, what so what? You can't compare any rpg published to WFRP. I tried to compary RPGs that give you the same amount of information. Player rules, GM rules and advice, Setting information.
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I am sorry but I think you are wrong. For the majority of RPGs [DnD for example] you have to buy 3 hardcover book AND dice.Also, I paid 70 euros for WFRP3 (bookdepository.co.uk). If I bought the three books for DnD I would have paid 25euro X 3 = 75 euro, and would still have to buy the dice. And I would be missing tokens/tokens.
This price tag argument is getting real old real fast.
[btw, this quoting/editing applet thing is driving me nuts... ]
Galdor said:
A 'POST IT NOTE'??
I've paid 100€ to use Post It?
You mean other RPGs provide you with gadgets to track stats?
Nope, of course... but other RPGs don't cost 100€!!

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Galdor said:
Emirikol said:
I just use a post it note and write on that. sticks to the page just fine. Most often however I just wing it. Players don't know either way.
A 'POST IT NOTE'??
I hope u're kidding..

I've paid 100€ to use Post It?
You mean other RPGs provide you with gadgets to track stats?
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I am sorry, but the pdf is not supposed to be a replacement of the actual box. It is just supplements the original product.
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Wonderful, just wonderful.
Thanks a lot Dvang (and Jay of course), you just dispelled my fear of the new Hardback guides. If the only new rules thing is that percentile rule for character creation, then I have nothing to worry about having to buy all that staff again. I wish that player's vault had dice tho. Players like to have their own dice. On the other hand, how could they distinguish them from the other player/gm's dice?
And the creature vault is just beautiful. Just what was missing from WFRP3.
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Munchkin said:
The baddies retaliated and took the archer down (unconscious), but the next round a Shadow Bolt hit Mourn and that was that - all a bit of an anticlimax really...
Got two questions. One regarding mechanics in the above situation and one regarding the lightning stone in the previous chapter.
1. How did the baddies get the archer? This is my main difficulty while dealing with archers. Usually they shoot from long range distance. Baddies can't get to them fast enough, unless they get wounds for extra manoeuvers.
2. Lightning stone: The rules state that anyone engaged with the stone while lightning strucks is hit for 1 stress, 1 wound and 1 fatigue. Also there is a more severe rule, for a DIRECT hit. But no where is it stated when a character get a direct hit. 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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I thought that those Stromdorf and Karak-Azgaraz was missing because you might have been using 2nd and 1st edition materials. Those are new, created by FFG to use as a starting point for new players. They wouldn't have been included in the maps floating around the internet because they are rather new, but are also rather important because these are the locations that FFG will build upon (well, besides Stromdorf. I don't think it's going to be featured in any other products besides gathering storm). I do however believe that the new Dwarf Box is going to feature Karak-Azgaraz.
Anyway, the map is awesome as it is. I am already using it to plot the adventurers path. Can't wait for the update.
Thanks again for your effort!
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Thanks Gitzman, will try this at once.
By the way, I can't find Stromdorf or Karak-Azgaraz

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I am struggling with what you describe below as well. Here is what I have come through by discussing the rules with other people from the forum
Sephirotth said:
But point stays the same: Why should someone be able to heal for 3 times in one day if there is 3 rally steps that day
What you describe, is a question I have as well. However, IF all rally steps occur within the same act, then keep in mind that each character can benefit from only one First Aid per act.
and then wont be able to heal for month because its all one interlude. You have to give your players chance to, if they want to invest time for resting and healing, actually receive benefit from that time. If you don't, you can get in position that your players refuse to go to adventure out of concern of not being at full capacity. It is one thing when wounds start pressuring players when they are in middle of something and they can't forfeit it easily and totally different when they enter adventure half-dead. It happened to me that players couple of times skipped "quest" because not feeling confident about their condition and I'm glad cos of that because it shows their connection to their characters and that characters are not just expendable piece of paper ready to be cnced at any time to them. In case of only one heal per interlude I'm afraid deadlock could ensue.Regarding deadlock due to wounds, I have to add the following:
1. Wounds normaly heal easily during an interlude. It's the criticals that might stick with the adventures. But I think this was intended. It's a warhammer flavor. If you go buy the rules, i think they rules can be interpretted that they can roll each for resilience day.
2. Rules can also be interpreted that interlude is one story segment therefore they roll once for resilience, but you can give them bonuses.
3. If you want to go with 1 roll per day, you can hit them with them with 'room renting' costs,
4. If you don't want to make it too easy, you can interrupt their 'full nights rest' with various events.
5. If you are afraid of getting deadlocked because they characters don't want to leave town to go questing until they are fully healed, you can force the quest on them somehow. An NPC they like, has been kidnapped, or there is utmost urgency they leave sooner rather than later.
But all the above are 'narrative' ways to deal with the problem. I would prefer 'mechanics', or rules that were clearer.
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Do any of you know a quick and easy way to mark a group's travels on such a map? Sort of like what googlemaps can do, plotting a course or something?
That would be excellent.

How do ferries work?
in Warhammer Fantasy Roleplay
Posted
There is a Ferry (actually 2) in TGS, which is operated by one person. How does this work?
I assume it's not a boat, but a floating platform. The 'operator' can't possibly row the thing, can he? Nor can he use a sail in a river going back and forth.
Is it operated by pulling a rope runs that vertically the river and is somehow tied to the opposite banks of the river?