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Tomba

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About Tomba

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    Gateshead, Tyne & Wear, United Kingdom
  1. I second the call for pictures! This sounds amazing! Also, I feel your pain as I have all the stuff ready to go and no players (or more accurately, a demanding toddler and no time…). If you want someone to help I suspect it may help if you tell us where you are? (Though as I'm in the UK and the set cost you $80 I'm guessing that (sadly) we aren't geographically compatible…)
  2. Spoofy said: Great advice people, I'd liek to thank each of you and commend a mature community. Well between myself and my gaming group we all chucked in some money and bought the coreset, 1x extra dice, gm's vault, adventurers toolkit, creature vault, the gathering storm and the omens of war. I cannot wait to get the delivery in a few days (snip) The store manager suggested that the players should but a guide or toolkit, but we shall see what we need after our first few sessions. I have a question about dice. The manager of the store thought that some expansions contain extra dice could anyone confirm this? Thanks again for the great reply's and have a nice weekend James Agreed- this is a great mature community. I'm not sure what you need the GM's vault for- almost all of the contents just duplicate what is in the core set- if you can change your mind- I strongly recommend you do. Unless you mean the GM's Toolkit, in which case that is quite a solid prioduct and does not duplicate anything you've already got. The other things you have bought are all good choices. The players may find a Players guide helpful, but it is far from essential- the PG contains all of the players info up to Signs of Faith, but the products relased since then are not included ( they are Witch's Song, Omens of War and Black Fire Pass) and to be honest I bought a PG thinking it would be good for reference and have hardly used it. It does contain better examples of play than the players book in the core set and is a little better laid out, but is gfar from essential. The Vaults (with the exception of the Creature Vault) simply duplicate material found in the core set (and a small number of items from Winds of Magic) and if you have the core set and much of the other stuff you do not need the vaults. I might suggest you consider the Creature Guide at some point as it compliments the CV very well- the CV contains standups and action cards, but the CG contains lots of background info and other information impractical to fit on the cards. The only other product aside from the core set and the dice packs which contain dice is the GMs vault, which contains (IIRC) the same dice as one dice pack. No other products contain dice, and the core set is BY FAR the best way top get a bunch of dice (unless you have an iphone in which case the app is kinda cool, but I prefer the physical dice, YMMV) Tomba
  3. DonXIII said: Tomba said: Just picked up my copy from my FLGS in Newcastle (UK) today. First impressions: very nice. Anybody want to know anything? I've go to go out in a few minutes but I'll be back later and will try to answer any queries folks have, if any. Tomba which store did you hit FP or TM? >< TM, which I use more regularly (though I do still use FP at times) for three reasons: (i) When I have my son in his pushchair there are no steps to go down (ii) It just feels cleaner and brighter and I don't feel too ashamed to take my wife in when we're in town (iii) In my experience they do more to promote the hobby- they have a games night, they put me into contact with people playing games they know I like and they often have demos, participation games, tournaments etc. Don't get me wrong, I think FP is a good shop but I just find that TM is a better fit for me.
  4. Doc, the Weasel said: Well, the site shows it as "In Stores," completely bypassing "Shipping Now". Thanks to dwarven engineering, boxed sets can now be launched from the ship, straight into your FLGS. Let's see if they can apply dwarven engineering to the Slaanesh box!
  5. Amani said: Thanks for the preview, but one question: is there no third tier career for Runesmiths and Engineers? Let me see... Apprentice Runesmith (basic), then Runesmith (advanced). No third tier. Dwarf Engineer (basic), then Dwarf Master Engineer (advanced). No third tier. The Runesmith fluff (on the back of the career card) mentions that 'the creation of Master Runes are still beyond him'. In the rulebook, master runes (that is, applying 3 runes to an item) is left to GMs discretion, and it seems unlikely that there'll be rules for a career which explicitly allows it. That's just my reading of it though...
  6. Ghiacciolo said: Any GM point of view on the scenario? Well obviously I've not played it yet but... The structure and overview sounds like a neat idea, it's quite straightforward idea (take item X to place Y) but not necessarily very linear, in fact certain episodes are very free-form. There is also a great deal of scope to vary the ending and outcomes, leading to many possible follow ups, but to avoid spoilers I'll not say more.
  7. The new adventure is 21 pages long. I've not had the chance for a detailed look but it's for experienced characters (it recommends rank 2 or 3) As for how adaptable, it's difficult to say without... S P O I L E R S (don't read on unless you want the adventure spoiled, or at least the start of it) The adventure revolves around returning a dwarven hammer, and as such there is no requisite for a dwarven party (though one dwarf will make things a lot easier). It is suggested that if you have played through and Eye For An Eye then the hammer could be Korden's Hammer and the party is returning it. I'll not go into specifics ut this is the setup.
  8. I got my copy yesterday and have answered a few questions in another thread:www.fantasyflightgames.com/edge_foros_discusion.asp I thought I'd just post a quick summary of contents, and a few quick observations. Any other questions I'll be happy to answer, though as I'm in the middle of a house move, I can't guarantee a quick reply! The box is brown and is a bit slimmer than SoF, WoM and OoW. It contains 2 books- one brown one detailing basic dwarf history and rules for engineering and runes, and a detailed look at Karak Azgaraz The blue book contains GMs info on Black Fire Pass, it's history, some adventure seeds (including many episode templates) and an adventure. There is one card token sheet containing 21 standups, yet more trackign tokens, yet more fatigue/stress tokens, and 18 invention modification tokens. In terms of cards there are 11 careers cards (see the above thread for a list), 26 action cards, 4 condition cards (two of which are intoxicated- love it!!!), 7 item cards, 5 creature cards (all are specific characters from the adventure, though could be used in other ways of course, but they're not 'generic' anything), 3 location cards, 5 talent cards (2 tactics, 2 reputations, 1 focus), 11 career ability cards (the dragon slayer one is fantastic!), 12 rune cards and 6 invention cards. Hope this is of interest to some of you. No idea why the UK has got their copies before anyone else, but since it's often the other way round, I'm not complaining!!!
  9. Tomba said: As for the reasons, what you say makes sense although the Dragon SLayer is included, but not duplications of the Giant or Troll slayers. Perhaps three duplications would have been too much? Or, to correct myself, I could realise that both of these careers are in the basic set, and therefore my point is redundant. Someday I'll discover the 'on' switch for my brain...
  10. korknadel said: Thanks for the Previews! Another question: Which new locations cards are in the box? Since my group may enter the Underground in the near future I am quite interested in what's there for designing Mines and Caves ... Thanks! Three new locations: Abandoned Dwarf Stronghold Rocky Outcrop Fungus Patch The abandoned Dwarf Stronghold will definitely be of interest to you, and the rocky outcrop may be useful for just before your party goes underground... Tomba
  11. k7e9 said: Thanks for the previews, Tomba and commuterzombie. I can't wait utill I get my copy. Tomba said: I must admit I'm a bit baffled why they duplicated the ironbreaker career... A few throughts- maybe they're going to dispose of the Adventurer's toolkit, in case it makes sense to keep the specialist Dwarf stuff together... About the Ironbreaker, my first thought was that since two careers in the BFP require you to start out with Ironbreaker it would be "odd" not to include it in a way, since it would force you to buy the toolkit to use Ironshield and Ironbeard. The general "rule" from FFG has been to include 10 careers in each box, but here we got 11, I can't help but think that it's a "service" to us, that beeing said, since I have the toolkit I would rather have had an extra new career. The Ironbreaker isn't fixed in any way? There's been discussions that the armour is overpowered, is it the gromril armour included in the set? Is it the same armour as the one from the toolkit? You're welcome. I have the two career cards in front of me and I can't see any differences. Likewise the two Gromril Armour cards are word-for-word identical. As for the reasons, what you say makes sense although the Dragon SLayer is included, but not duplications of the Giant or Troll slayers. Perhaps three duplications would have been too much?
  12. Mostly what Commuterzombie said. IF YOU LIKE TO BE SUPRISED BY THE CONTENTS OF NEW BOXES (like I do) DO NOT READ ON- SPOILERS AHEAD! I should add that I've had a few glasses of wine and my typing may be wayward... One brown book (dwarven background and PC rules including runes and inventions) and one blue book (background on Karak Azgaraz and adventure) I must admit I'm a bit baffled why they duplicated the ironbreaker career... A few throughts- maybe they're going to dispose of the Adventurer's toolkit, in case it makes sense to keep the specialist Dwarf stuff together... Some of the Action cards are both brilliant and hilarious... but it's best if you find that out for yourselves... The inventions... Engineers (a three tier career) have different access to the inventions, which are customizable. The box comes with a 12 ruen cards and six inventions, along with 18 'invention modification tokens'. Thes tokens go on the inventions and are things such as '+1 fortune' or '-1 misfortune' or '-1 challenge' or '+1 expertise' but the rulebook does go into detail saying that other individuals (even other engineers) will probably not understand how an inventio may work, and they always enhance an existing device. Here's an example form the book: "Grimvor, a dwarf engineer, line sup a shot with his trusty handgun, which he has modified with a Scope Invention. The scope has both a '+1 fortune die' and a '-1 misfortune die' modification token, so Grimvor adds (one fortune die) to his dice pool. The GM has added (two misfortune die) to the dice pool for his target's defence and the driving rain; Grimvor removes (one misfortune die) from the dice pool thanks to his scope." It is probably important to note that if an invention attempts to remove a die from a pool in which the die is not present, it has no effect. Dawrf Engineering is a new advanced skill, and adding a token depends on the addition to the invention- specifically, from 1 to 4 misfortune dice: +1 fortune, -1 misfortune, +1 expertise (but never more than 3 in total) and -1 challenge. Inventions must be socketed- a beginning engineer can only socket one, a master engineer can socket mulitple inventions at once, including ot the party sheet, if (s)he wants to share his/her inventions with the party. Inventions also have a rating of Uneliable 2, and risk being turned face down if it fails. Other dwarfs also risk shame if they rely on another dwarf's inventions... The rules encourage the PCs to explain 'how' the effect is achived, and there is a good example about scopes to illustrate this point. Runes Runes basically attach to items in the same way talents atttach to the career sheets. A Runesmith character can learn a new ruen instead of learning a new talent. There are vague guidelines for 'master runes' which are largely left to GM's discretion. Once a runesmith learns a rune (s)he can then visit the forge and link that rune forever with an item. This costs time, money and the ruen cards (once attached, the rune cannot be unattached or re-used). There are 12 rune cards included with the set. The 'Rule of Three' preview is useful in explaining what happens next. Overall- I like this set. Lots of nice new stuff, minimal rules bloat, but lots of new ideas to get stuck into. Whilst I'm not sure I'd want to play a Dwarf engineeror runesmith (just not my interest, really) , I'd defininitely like one to be in my party.... Any other questions, I'll try to answer tomorrow (when I'll be more sober...) Tomba
  13. Just picked up my copy from my FLGS in Newcastle (UK) today. First impressions: very nice. Anybody want to know anything? I've go to go out in a few minutes but I'll be back later and will try to answer any queries folks have, if any. Tomba
  14. Probably not too relevant but I picked up a copy from my FLGS in the UK yesterday. It seems odd that FFG can get the games over the Atlantic Ocean quicker than they can get them over their nearest border...
  15. That's great! Simple, informative, and it'll save me and many others lots of typing trying to explain the situation to (understandably) confused newcomers. Thanks!
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