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Mage Knight Kevin

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Everything posted by Mage Knight Kevin

  1. Short answer...buy in the following order (based on you already having core set and player toolkit): 1) Creature Vault (necessary for GMs to run a smooth game) 2) Creature Guide (excellent GM source material) 3) Player Guide (all the game rules updated and in one place) 4) Winds of Magic (needed for a character to run a wizard) 5) Signs of Faith (needed for a character to run a priest) 6) GMs Guide (good source material for GM) 7) Gathering Storm (if you need a campaign and setting) 8) GM Toolkit (I think you don't have this yet) 9) Player Vault (duplicate basic cards...good if you have more than 3 players) 10) GM Vault (more duplicate cards if you need 'em)
  2. After having run several game sessions with the new 3rd ed, I'd have to say that I've never had a mechanical game system lend itself so well to narrative development. In most game systems, you hit or miss, pass or fail. With the bane/boon, comet/star effects generated in WRP 3rd, even in combat, I've been able to add all sorts of narrative flare to combat descriptions. This spills over into social interaction as well...lots of good spontaneous narrative surprises when running this game.
  3. As a GM, for my money, the Creature Vault and Creature Guide are #2 and #3 purchase priorities after Core Set (#1).
  4. Please repost your question in another thread...there seems to be an issue with seeing your post.
  5. If it's not too late to respond to this thread, I'd recommend the core set, creature vault and creature guide. If either of your family members want to be a wizard or priest, pick up the Winds of Magic/Signs of Faith (or whatever that expansion is called). This is a comfortable amount of material, and will get you started in the right direction. Then find out if you like the game, then invest further. Good luck, Kevin.
  6. Ah, I don't have Player Guide yet...maybe that's why I couldn't figure it out. Thanks, Kevin.
  7. I seem to have missed this in the rules... I have a creature with an attack that can deliver Pierce 3 to a target. What is Pierce 3? Thanks, Kevin.
  8. Follow up question on the creature "party" cards. There are slots for Tactics (and so on). Again, is it up to GM discretion to pick the slotted talents...or have I missed something in the rules (very well could have). Kevin.
  9. Hi, I'm running a WFR 3rd edition campaign right now, and just picked up the Creature Vault and Creature Guide. Quick question: There are many different action cards I can use with, Greenskins, for instance. When I'[m setting up an encounter, is it up to me as GM to select a subset of available Action Cards that these monsters will use...or should I have all of them available to use at any time? I know it seems like a stupid question, but here's the thing...if all cards are available, I as GM could more easily get overwhelmed with options and likely miss something important in the gameplay. On the other hand, if I use a limited subset of available Action Cards, I'm artifically reducing the potential deadliness of the encounter, throwing off game balance (?). What do you guys do? Thanks, Kevin.
  10. The players include a wood-elf (Hunter), a dwarf (Ironbreaker) and a Beorning human (Pit Figther...who has just experienced his first bear shapechange). The players have not been exposed to any magic yet... I'm going to introduce magic through enemies first. Game is playing just fine as is...no real house rules to convert to the middle-earth setting so far.
  11. Hello All, I'm running WFRP 3rd Ed in a 4th age Middle-earth setting. If you'd like to check out the campaign background, it's posted on my blog (scroll down): http://mageknightkevin.blogspot.com Enjoy!
  12. Human Pit Fighter Dwarf Ironbreaker Wood Elf Hunter Just about to start this campaign...it is set in 4th Age Middle-earth, 124 years after the War of the Ring.
  13. Guys, Thanks for the answers...all good quality stuff.
  14. I've been scrutinizing the action cards, but I haven't found any actions that perform an important party-based combat requirement: tanking. Essentially, it seems to me that the combat would become even more tactical and interesting if there was some sort of taunt action that would draw opponents to a particular high-armor, high-defense party member. Am I missing something? Is there a tank-like combat action card in the game? In lieu of such an action, how are players/GMs simulating enemy tanking? Thanks in advance.
  15. Hello, On the WFR character sheet, the six characteristics are listed down the left side of the front page. Beside each diamond shape where you fill in your characteristic score is a white square (kind of like a fortune die symbol). What the heck is the white square for? How is it used? What gets filled in here? Thanks in advance.
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