plutonick
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Posts posted by plutonick
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Sephirotth said:
In my opinion healing per interlude was introduced so players could heal some wounds in the middle of short, intense adventure.
Perhaps you are confusing Rally step with Interlude?
Rally step can happen in the middle of an adventure. Between acts.
Interlude happens between adventures. For instance when you have finished Eye For An Eye and you are in town getting ready to start Gathering Storm.
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Ravenheart87 said:
It is written, but it can change. Who knows what will happen till next fall?
I suppose Jay Little knows more than little.
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When I first read this thread, I sympathised with the OP. I even thought 'heck, even ADnD had a rule about this. Roll xd6 depenting on meters falled or something'. Which was silly in adnd because if you had enough HP you could fall from 20 meters high, and then go on as if nothing happened.
I realise that WFRP 3rd is a more free-form rpg. It's heavier on setting than on rules, Compared to DnD or other rules heavy rpg. Thank god this isn't Rolemaster with those insanity-inducing percentage tables. The advantages of this approach is a more cinematic battle (opposed to DnD's dry and boring I-do-a-5-foot step movement' repetition). The sooner you realise this and stop seeking rules, the more you will enjoy this game.
Personally I had the same problem with healing. I couldn't find concrete ruling on how to deal with resilience checks and their frequency, first aid, and magic healing limitations. So I got fed up and stopped caring. I am the GM and I limited the healing according to my interpretation of the rules (although my players will most likely rebel when they find out).
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mcv said:
plutonick said:
Without the Core Set, you get no dice, so you can't really skip the Core Set, can you? Unless dice are included in GM Vault. I suppose buying multiple dice sets would not be cost effective.There is a dice set available already, and IMO it's not terribly expensive. (I think I paid about EUR 6, or $7-8, for mine.)
Yeah, but you need more than 3 of those set in order to match the number of dice in the core set.
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ynnen said:
Q: So, if I have a new group interested in playing WFRP, where do I start?
A: The Core Set is the ideal starting point for a new group and a superb value. The core set's component mix can easily support 4 people (1 GM and 3 players). Additional players can be added with additional copies of the "Player's Vault" if desired. Now with the release of the new Vault and Guide products, if a player wants additional rules sets on hand, you can pick up the "Player's Guide" without having to get another Core Set (an augment this with more sets of dice, if needed).Thanks for the clarifications. Regarding the questions above, is there another starting point? Without the Core Set, you get no dice, so you can't really skip the Core Set, can you? Unless dice are included in GM Vault. I suppose buying multiple dice sets would not be cost effective.
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Armoks said:
plutonick said:I own the Core set and GM's toolkit. I hope the Player Guide, Player Vault, GM Guide and GM Vault, has only overlapping and not extra rules or components. Otherwise, why did I bother buying the Core Set? It's wasted space if I have to buy the Guide's and Vault's all over again.
IMO, buying the Core Set wasn't a big waste of money, because we have lots of dice now - dice must be bought by those who wants to start playing from 'the new version' of WFPR.
In some way, I regret that I didn't have a chance to choose between those two versions of WFRP from the very beginning.
Cheers!
You can see it the other way then. If I already have the core set, then by buying the player and GM guide will be a waste, since you will only be getting a couple of new rules and examples I will most likely not need anymore, thanks to Dvang and other frequent posters on the boards.
The other option is NOT to buy the guides, but I am a bit of a completist. It would tear me apart not having those books.
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If my native language was english, I would have made written a post, writing exactly what Commoner wrote above.
Commoner, you are not alone.
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I own the Core set and GM's toolkit. I hope the Player Guide, Player Vault, GM Guide and GM Vault, has only overlapping and not extra rules or components. Otherwise, why did I bother buying the Core Set? It's wasted space if I have to buy the Guide's and Vault's all over again.
I am waiting for Jay's FAQ, but I, as others have already posted, have a bad feeling about this too.
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dvang said:
No, an Interlude is like an Act, or a Scene. It is one segment of "story time", regardless of the number of days/weeks. You are not roleplaying out each day, you are treating the entire period as one event. Hence my reference to the portion where an Interlude only allows one "Action" per PC, unless the GM allows the interlude to be longer and provide additional actions. There are many roll/actions that can only be used once per "story segment" (like once per Act, once per Scene, etc). These apply the same way to an Interlude, since it works the same. an Act, for example, could span a couple days, but an ability that is used once per Act can still only be used once until the next Act starts.
I would allow one resilience roll per Interlude action for each PC, since that fits in with the nature of the WFRP game.
Thanks Dvang. After I reading this, yesterday, I almost thought I had the problem solved. It really did seem simple. Well, that was wishful thinking. However, after a good night's sleep, I just remembered a tiny detail that I am sure my rules-lawyering players will use. Long Term Care happens in an interlude right? It specifically states a resilience check for each day!
You said that I should not let them argue, but it's not that easy, because it would create tension (hah, speak about party tension). You have to be there to see it... I do appreciate your help. Please do not take my constant argument with your interpretation personal, it's just that I put myself in my players shoes, trying to anticipate their counter-argument in advance.
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Kryyst said:
You could technically move from engaged to medium for 1 maneuver if you chose not to disengage first. However doing so would open you up for an attack from the enemy. Unfortunately there's no rule to support it so you are going into GM call territory there. The Disengage action is to allow you to safely step back from an attacker and the engage action I guess is to allow you to safely step up to an attacker.
This is the first time I hear of leaving an engagement without disengaging and thus attracting a free attack. Are you perhaps confusing this with the Dungens and Dragons' Attack of Opportunity mechanic?
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dvang said:
Ask them to show you where it says they can roll more than once during an interlude? Notice that during an interlude, the PCs only get to choose ONE action to do. An interlude isn't played day by day. It is one entity, and like all other story intervals (ie acts/scenes/episodes), they only allow one check per.
You say that interlude isn't played day by day, but this is an assumption, no? It's hard to argue this, If I say to them you stay in the town for a week. They will demand 7 'daily' resilience checks which IS stated in the rules (page 64 RHB)
Also, step 2 in interlude is Healing and Rest, step 3 is activities [which only allows 1 action, in most cases]. So, healing is among the actions where they pick one of them.
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pumpkin said:
generally, outside of encounter mode the PCs can be healed once per scene, or when it makes sense in the story, i.e. when the PCs have a chance to rest, and reapply banadages etc
Is this RAW? Can I have a page ref please? My PCs claim that, for instance, during an interlude that lasts 14 days, they can roll a resilience check every day in order to remove Criticals. I am looking for evidence to the contrary.
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Thanks Commoner.
So, during story mode, if the PC uses 'I will rest when I am dead' you add 4 charge tokens and remove one at rally steps, or at significant 'changes of scenery' or scene transitions? It makes a lot of sense.
And disengage is actually just the opposite of engage?
The cult leader's action I had in mind was 'Blasphemous Litany' Guile vs Target Discipline. Can I 'charge' this up with Cunning Dice? Or Agression?
The questions I am still unclear are the following:
5. The campaign ended with the High Elf being unconsious. When it wakes up, does she regain wounds (this is a DnD quirk I guess, sort of like having 1 hp in order to walk around).
6. Also, after the adventure end, and during the Interlude, the High elf has lots of wounds and 2 criticals. I assume (going by RAW), that she can make a first aid check once per day, in essence removing all wounds, and one resilience check per interlude where she will have ONE (1) chance to remove her criticalls. Otherwise she goes to the next adventure with her criticals, then get a resilience check per chapter (this makes not sense, but i think it RAW), and then get another resilience check during the Next interlude.
7. During combat, can enemies use Cunning dice in their spell-like abilities like the ones the Cultist Leader has? Is this supposed to be a mental task? Or is the GM restrained to use Aggression dice (and/or Expertise) only. The cult leader's action I had in mind was 'Blasphemous Litany' Guile vs Target Discipline. Can I 'charge' this up with Cunning Dice? Or Agression?
9. Blunderbuss confusion. The NPC Albrecht had a blunder buss. He fired it at an engagement with another NPC and 2 PC. I had trouble deciding whose Defence rating to use in the check. One PC had a Defence rating of 1, the other 0. Since blunderbuss has the blast ability, no matter who I chose to target, the outcome would be the same. Both (actually all 3) persons in the engagement would get shot. So mechanically it would make sense to target the one with the lowest defence rating. But it doesn't make sense to have 2 different dice pools, for the same action. Did I do something wrong?
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We just finished Eye for an eye yesterday. Tons of rules questions surfaced.
1. Encounter mode: Can assess be used lots of times. For instance in every turn. It makes sense mechanicaly and thematically but I have my doubts.. Unless the object of the card is to sacrifice actions in return for stree/fatigue recovery.
2. Story mode: One player has the talent 'I will sleep when I am dead' (exhaust to recover 2 fatigue). I assume that recharge has no effect in story mode. He can use this as many times as he wants. So, in story mode, fatigue does not accumulate at all. Specifically, fatigue can be removed automatically since the player can use the talent as often as he wants (in story mode). Well, the same can be said about 'assess the situation' I think.
3. Player's fortune dice: Can players use more than one fortune dice in a single roll?
4. Can players use fortune as misfortune dice on enemies rolls?
5. The campaign ended with the High Elf being unconsious. When it wakes up, does it regain wounds (this is a DnD quirk I guess, sort of like having 1 hp in order to walk around).
6. Also, after the adventure end, and during the Interlude, the High elf has lots of wounds and 2 criticals. I assume (going by RAW), that she can make a first aid check once per day, in essence removing all wounds, and one resilience check per interlude where she will have ONE (1) chance to remove her criticalls. Otherwise she goes to the next adventure with her criticals, then get a resilience check per chapter (this makes not sense, but i think it RAW), and then get another resilience check during the Next interlude.
7. During combat, can enemies use Cunning dice in their spell-like abilities like the ones the Cultist Leader has? Is this supposed to be a mental task? Or is the GM restrained to use Aggression dice (and/or Expertise) only.
8, Ok, this caused a bit of a delay in our adventure. I got an enemy engaged with a PC, the enemy wants to move to medium range. I assume that he needs 1 manoevre to disengage (and be automatically considered in close range), then another manoeuvre to move from close to medium range (2 manoeuvres total). However there was an argument that disengaging does not put you in close range. You need to spent another manoeuvre, and then another one to move to medium range (total 3 manoeuvres). Which one is correct? I assume that disengage is the opposite of enganging, therefore 'close range to engaged is one manoeuvre, and hence the same is for the opposite. From enganged to close range, is 1 manoeuvre).
9. Blunderbuss confusion. The NPC Albrecht had a blunder buss. He fired it at an engagement with another NPC and 2 PC. I had trouble deciding whose Defence rating to use in the check. One PC had a Defence rating of 1, the other 0. Since blunderbuss has the blast ability, no matter who I chose to target, the outcome would be the same. Both (actually all 3) persons in the engagement would get shot. So mechanically it would make sense to target the one with the lowest defence rating. But it doesn't make sense to have 2 different dice pools, for the same action. Did I do something wrong?
10. Thematically it's forbidden, but Is there an explicit rule's mechanic that forbids a bright order to learn another order's spells?
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So, what is his Soak value if the adventure states that he wears a chainmail? Is it still 3? or is it 3+3?
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This is from Eye for an Eye (3rd chapter). There is a wargor wearing a rusty chainmail (soak 3). Do I add 3 soak to the soak number in the Beastiary entry for a total of 6 soak? Or is this just a 'visual' representaion of the default stat (3 soak) that the Wargor has?
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I am checking out daemon ability cards in the bestiary. Let me know if I have understood the difficulty dice right
a) Chaos Incarnate:
Discipline (WP) check.
Card difficulty: 1 challenge dice.
I assume default difficulty is 0d (no challenge dice - as is the case with PC spellcasters), plus the 1 challenge dice stated by the card, so it would be
1 purple, plus any misfortune dice based on environment etc.
b) Strafing Talon Strike
Weapon skill (str) vs Target Defence
Card difficulty: 1 challenge dice
Since this is a weapon skill, I assume it follows the PC attack rule check, ie 1 challenge dice (easy difficulty) plus the 1 challenge dice stated by the card, PLUS any misfortune based on ARMOR, PLUS any missfortune based on envirnoment etc.
Therefore 2 purple, and various misfortune dices.
c) Swarm of whispers
Guile (FEL) vs Discipline (WP)
Card difficulty: 1 challenge dice
This would be 1 purple dice (based on card difficulty) PLUS a number of PURPLE based on the difference between FEL and WP, plus misfortune dice.
Are the above correct?
Thanks
Is this correct?
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Thanks Dvang. I wish FFG hires you as an editor or rules consultant! I will refer the players to this and see if any more questions come up.
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(by the way, Apollwn is one of the players in my group, the Fearless Troll-Slayer 'Vlass Hengelsson')
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I am having some rules intrepretation issues with my players. I am the GM and I know that the axiom is 'the GM is always right even if he bends the rules, but I want to follow the rules as much as possible (which is a tough task with WFRP 3rd, given that rules are not so clear cut). My gaming group are rather new players (and I am a rather new GM), mostly with a wargaming background, which means they follow the rules to the letter, even if they don't make sense storyywise. The healing/resilience rules are a cause a lot of fiction currently and I would like your take on how to handle the resilience mechanic, according to Rules As Written. I know the whole thing borders on rules lawyering on my and my players part, but I'd rather go by the rules, than bend them at this stage, which I don't think they would accept it (heh). It is flattering that my players like the campaign enough so they don't want to die, but I don't want to give them the feeling that they are immortals. Especially I want them to feel that they play Warhammer and not DnD, where misery, pain and critical wounds, are not removed instantly but they follow them around, at least for an adventure or two.
More specificall we are playing Eye for an Eye with my group and the players claims that :
a) characters may make a resilience check once per chapter. I couldn't find a reference for this particular rule ('resilience' is not included in the index) so I turn to the forums for guidance.
b) After a chapter ends PCs recover wounds equal to their toughness automatically. I argue that if the next chapter takes place imidiately, then they would need to roll a first aid check. I think the confusion stems from the 'Rally step' mechanic, which is another can of worms.
c) The players also claim that after an adventure ends, there is no need for a resilience check since they can take, for instance, a break of 10 months therefore if they were rolling each day, they would eventually succeed in the check. Thus, no need for resilience check 'between adventures', and they reference ToA p37: step 2: healing & recovery
'An interlude often represents a period of downtime where the characters can attempt to recover from the rigours of their adventures,
such as tending to wounds or recovering from stress, fatigue, and other impairments. ')It doesn't specifically say how many checks you can make. I just assume you can make 1 check (first aid/resilience)
So, no criticals accumulate between adventures, and during an adventure, they can roll for resilience between each chapter.I reply that, in the specific example in Eye for an Eye, it doesn't make sense for a critical to fix itself (by succeeding in a resilience) in the transition of the dinner scene (chapter 2 and 3), unless they are lying in a bed trying to recuperate. Somehow, they are fixated with the mechanics of the game, and not with the story
I also told them that if their reasoning is correct, there would be no need to use criticals at all, but I suppose I can only persuade them by posting in this in the forum and showing them the replies of the others. So, how are you enforcing the frequence of resilience/first aid checks within an adventure, and between adventures?
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Fresnel said:
If the check reads 'Spellcraft(int) vs. Defence' then the base difficulty is 1d and the Target's Defence value is added to the dice pool. The target can also play a Dodge card.
So a poor wizard can end up with a 4d Spellcraft check: 1d base + 1d Spell Mod + 1d Quickcast + 1d Improved Dodge.
I thought spell craft was 0d, not 1d.
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valvorik said:
A simple approach is to borrow from the henchmen rules, when being a group is helpful (such as more eyes to see something) one character checks with a fortune die for each helpful ally (in this case perhaps each ally with Observation trained).
That's the assist rule, actually
If letting everyone, I find not everyone will want to roll actually, as poor stats in relevant ability mean they're at greater risk of stress etc. (that is if you make everyone declare whether they are rolling before anyone rolls).
Most of these rolls, are in story mode, so there is no stance dice, ie no stress. However, it's tempting.
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You don't add challenge dice. You add misfortune dice
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I am very interested in anything related to Warhammer FRP. I will gladly help anyway I can (except submiting articles, because my background in WFRP is limited yet).
If the WFRP veterans, as you said, have lost the drive to submit articles, I fear the 3rd edition, new guys, can offer limited assistance, if they are in the same situation as me. I don't know much about the setting. I recently acquired a lot of 2nd edition books and I am doing my best catching up, but I will need months before I am familiar enough with the setting.
I just hope that veterans like you, the 1st and 2nd edition players warm up to the 3rd edition and start creating content for the rest of us to enjoy.
Oh, and answering to your question, regarding what we'd like. Personally I'd like is an article having some rules on converting older edition sourcebooks and adventures to 3rd edition. There is so much stuff that I'd like to play and can't due to incompability.

Why do people consider the GM's screen inadequate?
in Warhammer Fantasy Roleplay
Posted
Personally I got because I wanted to have something on the table that reminds to my players that they are in a warhammer setting, ie the pictures. I guess It seems I use more the outer side of the screen.
I have played 4 session having the screen in front of my, but I have never, NEVER, used the tables (mind you that I am a newbie GM). It's much easier for me to check my cheat-sheet that bend my head down to read what's on the screen. Also the fact that there is a mistake on the screen is somewhat of a psychological deterrent.
Another problem I have with screens in general is that they are between me and the dice. I have to make an extra maneuvre (heh, manoeuver get it?) to read or pick up the dice. On the other hand, without a screen, I feel naked. It seems I am used to having a divider between me and the players. I should go see a psychiatrist.