Jump to content


  • Content Count

  • Joined

  • Last visited

About AlephTau

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    , Bavaria, Germany
  1. Just wanted to share my experience with my group. This September marks the four year aniversary of our continuous 3rd Ed campaign. I remember how people were worried that the system would not support long games very well. Another argument was that PCs would progress way too fast if the one advance per session is applied. My experience is that both worries are unfounded. My players still have plenty of plans how to advance their characters even in rank 5. Another thing: when a new PC joins the group (PCs die, you know) there seems to be zero problem integrating them. Yes there is a quite large difference in power compared to the established characters, but the system really helps everyone feeling useful, no matter their rank. Note: I pretty much use rules as written minus the rally step.
  2. Or even better: an encounter or short one-off adventure POD with a small booklet outlining the plot and location-, creature-, item cards needed for it. I'd buy one of those every month.
  3. I'm glad we are through with the core set casters. Here's hoping we'll see some non-caster career PODs next.
  4. Thank you Matchstickman for sharing that. I guess that ruling goes for all cards that say they "replace" another card, including talents. Btw I think it quite wothwhile to replace three cards with only one to socket. Well worth spending one advane on (esp. at epic level).
  5. Thanks, should apply to counterspell too, then.
  6. Thanks Jay. Would be an awsome career ability too. Of course, one would have to design a fitting career first…… Snake charmer?
  7. Can manoevres only be taken on ones own turn, or can stress/fatigue be spent to use one at the opponents turn (to switch a talent, say)?
  8. Does an advanced action like 'Advanced Counterspell' require the PC to already have the basic version in order to be allowed to aquire it? Of course I'm talking about a situation, where the basic action was not aquired for free at char gen.
  9. DothL is not just a Dylan Thomas quote, but also a nice little campaign from the first edition days. In my experience (3/4 through) it ties in nicely with the published 3rd ed material. The adventure has no world-sweeping impact so is you are willing to use some 1st ed tropes, you don't have to change much. The campaign has Fimir and references to gods of law and a more obscure chaos god. I welcomed these things mostly for sentimental reasons. The adventure ties in nicely with 'The Witch's Song" due to proximity (DothL starts and ends in Marienburg witch the rest of it set in the Wasteland). In my game, I had the group finish "Winds of Change" which promoted our Wizard's apprentice, who then was asked to get a book of lore in Marienburg. On the way there the group stopped in a little town called Faulingmere….. Finishing The Witch's Song they thus had ample reason to continue to Marienburg which sets DothL in motion. DotL features a giant octupus pretty eartly on, which is an opportunity to let the "Beast of Faulingmere" reappear (severly wounded from the tunnel collapse). Happy gaming!
  10. Jay, since we are derailing this thread something fierce, I'll start a new one over at the GM forum and answer your question there.
  11. In regards to DothL: it's a blast, ties in perfectly with The Witch's Song, kept my group busy for the last 10 sessions or so (we are 3/4 trough), and gave me a fix for 1st ed. sentimentality (gods of order, Fimir, morality turned on it's head). The best thing so far that happened in my group during that campaign: SPOILERS Our troll slayer, who became disgraced when his brother turned to chaos worship and who hated chaos with a burning passion, finally found a glorious death defending a village of peacenik MUTANTS. Have fun!
  12. A reaction is a great idea! Maybe to every PC engaging with it beyond the first?
  13. Wargor seems about right (very cool pics btw). I guess a T and S of 4-5 would be appropriate for Fimir warriors. They should probably also have some sort of tail attack and maybe get the blinded condition when fighting during the day or against PCs carrying a light source. Other ideas, maybe for the Dirach?
  14. I started runnign "The Dying of the Light" (1st ed.) recently and actually used that campaigns MacGuffin to get the heroes to Faulingmere and thus into the vacinity of Marienburg. Now DotL was the last published adventure to (quite heavily) use the Fimir before GW dropped those awesome baddies. How would you guys transfer them into 3rd ed? What would a creature card look like, what creature abilities would you give them, what action cards would be appropriate, etc? Would love to hear your ideas....
  • Create New...