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Brand3

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  1. The lack of said flipping dice is the biggest problem, I think. I actually looked into buying the Guides to try WFRP Lite not long ago but decided against it simply because I couldn't get any dice (apart from some that were horribly overpriced) without buying the box sets, too.
  2. Herr Arnulfe said: James Sparrow said: I think you might be right about winning over at least some WFRP1/2 fans, but at the same time fans who are still playing have probably found enough ways around the problems that they don't need a new edition. And there is still the traditional problem that Ragnar points out of Emipre Guide/RoS/C all over again. Sure, I've managed to paper over v2's flaws to my satisfaction, but if someone released a new edition that fixed most of those flaws, and reduced my houserules, I'd jump ship in a second. It's always preferable to play as close to RAW as possible for the sake of player expectations, IMO. v2 is not that brilliant a percentile system that it would be super difficult to improve upon. In terms of sourcebooks, they'd have to get a little creative and not just re-release RoS, ToS etc. If 50% of the content in a v4 Magic and Religion book was new (and also good) I bet even people who own the previous books would buy them. Herr Arnulfe said: James Sparrow said: I think you might be right about winning over at least some WFRP1/2 fans, but at the same time fans who are still playing have probably found enough ways around the problems that they don't need a new edition. And there is still the traditional problem that Ragnar points out of Emipre Guide/RoS/C all over again. Sure, I've managed to paper over v2's flaws to my satisfaction, but if someone released a new edition that fixed most of those flaws, and reduced my houserules, I'd jump ship in a second. It's always preferable to play as close to RAW as possible for the sake of player expectations, IMO. v2 is not that brilliant a percentile system that it would be super difficult to improve upon. In terms of sourcebooks, they'd have to get a little creative and not just re-release RoS, ToS etc. If 50% of the content in a v4 Magic and Religion book was new (and also good) I bet even people who own the previous books would buy them. I'm in the exact same boat. I love 2E and wish I had all of the books for it. I'd still happily play or run it today if I could. For a number of reasons, I passed on the current edition because it just wasn't for me or my group. I'd love to see a new version of the game, one that I could get excited about jumping into and buying new books again. Some of the material would need to be reprinted for those not already familiar with the setting, but there's still a ton of untapped potential in the WFRP world and I'd love to see other lands explored.
  3. shinjox said: Does anyone know what the crosses next to various cities and towns on the maps in Gaia Vol 1 are? Those are the cities and locations that are fleshed out in each principality's section. It lets you look at a map and know which cities have their own entries and which you'll have to detail on your own.
  4. Fenixfire said: Hi. Im just started as GM in Anima and I found a thing quite confusing. It has to do with Summoners and Zeon regeneration, because if I get this right as a Summoner you don´t need the Gift but you nead the Gift to utilize her MA for Zeon reganeration. So my big question is: How do a Summoner without the Gift get back her lost Zeon after using her power? Summoners are kinda odd. They do get back their MA regeneration like normal. In fact, one of the upcoming books allows Summoners and others to buy MA Multiples just for MA regeneration and not accumulating Zeon. If they do that, the Multiples only cost half as much as normal. For example, a starting Summoner could buy three MA Multiples for just 90 DP, but they couldn't increase Zeon accumulation regardless of whether or not the Summoner also had the Gift.
  5. AngelLass said: Since I am such a noob, if I post the character Ive created would one of you be so kind as to check it out for me? Our first session was RP heavy so I didn't have to really worry about the magic. It was mostly walking around the city and getting a letter for the Empress Our DM told us tha we were headed to Moth next meeting, so I need to make sure I have it all down pat. Sure. If you can briefly explain where you spent your DP, it'll be even easier to double-check. And Moth should be lots of fun, though at Level 1 you'll miss all the really nasty stuff. Moth is just crawling with stuff that goes bump in the night.
  6. AlphaWhelp said: I am positive that the way I described it is how it works, it gives you proficiency with all throwing weapons but only with throwing them, not in melee. It is basically the throwing counterpart to the projectile weapons module, which gives you proficiency with all fired projectile weapons. I treat it the way Arikail describes. Throwing Module, pg. 56 "The character is able to use his aim while throwing any object or weapon." Throwable Special Rule, pg 68 "All weapons with this notation are designed or balanced to be thrown. Characters who have Ability with these weapons can use them either in hand-to-hand combat or by throwing them without needing to acquire the Throwing Module." It's the last sentence under "Throwable" that decided it for me. I'm not saying this couldn't be another mistranslation issue, but that seems pretty final to me.
  7. I've made enough characters that I can whip out a typical character in a couple minutes, but it takes experience to get to that point because as AW said the rules for creating a character are spread throughout the first half of the book. The only stuff that really takes time once you get the hang of things is background details and things like making your own Ki Techniques (which, being a wizard, you don't have to worry about). If you have a ton of skills, that math can take a bit of time, too. Magic isn't too bad but at first glance it can really look confusing; it can take a bit of rereading to get fully. Just give a shout if you come across anything else that seems unclear and we'll be happy to help.
  8. AngelLass said: My DM apparently doesn't know how to answer me, so I'll ask on here. I'm creating a level 3 D'amjayni wizard. I've taken Natural KNowledge Path: Darkness for one CP and the Gift for two, the disadvantage of serious illness in order to take gestureless casting. That said, I think I understand how the advantages and disadvantages work, but now I'm up to the point of investing my DP in my primary abilities and am at a loss. I'm following the guide here: http://projet.animajdr.free.fr/e107_files/downloads/chargen.pdf but am just not getting it. I am planning on plunking 400 DP on my magic projection, as this layout suggests, but based on the charactersheet; http://www.fantasyflightgames.com/ffg_content/anima-rpg/media/anima-character-sheet.pdf I'm confused. Does that 400 go next to Base MP? How exactly am I supposed to fill this in and how does it translate to spells? Should I use 200 DP in my MA and then the remaining 200 in Zeon? Or is that foolish? I bascily need someone to walk me though baby steps to making this magic character. For Zeon, where can I find my class modifier? What 'special' mod's should I be adding in these three areas? How does the advantage of natural knowledge effect this??? Sorry, I'm new, and honestly confused. My DM is not helping, and I'm finding myself struggeling before the game has even started! I've played Dnd 3.5 and 4.0, and fate based games before, but this is alien to me. If anyone can help me with this, I would be very, VERY thankful. Your Base MP is the Magic Projection that you've purchased with DP. A Wizard can purchase Magic Projection on a basis of 2-to-1 (2 DP buys 1 point of Magic Projection). So, if you spend 400 DP, you'll get 200 Magic Projection. That's your starting base, and it's altered by things like your Dexterity bonus. Your Magic Projection is what you use as a caster whenever you attack or defend; for example, if you throw a fireball, you'll roll 1d100 and add your Magic Projection against the other person's defense. You use it to see if any of your spells 'work,' basically. Magic Projection also helps determine how far your spells can go to affect something. There is no perfect answer as to how much MP or Zeon is too much. It all depends on the type of character you build, what spells you want to use, and your style of play (plus how supernatural the campaign you'll be playing is). A starting Magic Projection of 200+ at level 3 may be suitable to your game, though it may be totally unbalancing if everyone else is running around with Attack/Defense stats of 120. Also, that's most of your DP for supernatural powers, and that will really kill your Magic Accumulation (basically, how fast you can summon up Zeon to cast spells...and recover it). As a Wizard, you get +100 Zeon per level; this is in the Wizard description on page 38. Natural Knowledge (Darkness) gives you innate access to the first 40 levels of Darkness (pages 122-123). You really should read the first few pages of the magic section of the book; magic-users can be complicated and it'll be easier to address specific questions rather than try to sum up the entire process.
  9. Squall said: hi ! i was woundering about fumbles in anima. how does fumble work ? And while roleing dice (in this case a 00-90 dice(d100), and a 0-1 dice(d10)) does a 00 mean 0 or 100? because when im playing in my groups i call it as 100 and not 00. But when reading about fumbles i wounder:"how the hell do you get a 1 in a check ?!" please anwser quickly ^^ and thanks for the help ! 00 counts as 100. Barring any outside factors, a normal fumble occurs on a roll of 1-3 (tens dice 0, ones dice 1, 2, or 3). The exact results depends on the type of check you're doing. You'll usually have to calculate the level of the fumble; roll d100 again and add/subtract a number based on whether your rolled a 1, 2, or 3. 1 is +15, 2 is 0, and 3 is -15. For something as simple as a skill check, usually you'll just fail although depending on the action there might be other consequences as dictated by the GM. If you're attacking someone, you might hit a teammate or have something else bad happen if the level of the fumble is at least 80. Rules for fumbling while attacking, defending, and rolling initiative can be found in the combat section of the Anima book.
  10. Sofia Corba said: Lia Valenth said: summoner having a problem with Zeon Regeneration. The wizard could help a lot, what with the ability to transfer Zeon to the summoner, as could any other party member with Zeon. But yes that would definitely be a problem. Don't you need The Gift to work as some sort of Zeon-Source for the Summoner? I'm playing a Paladin, who of course has some Zeon. But our GM said that I needed the advantage if our Summoner and / or Warlock (both have The Gift) want to refresh their Zeon-pool with mine. As always my understanding about Magic is very very tiny. But you seem to be very literate about the sort of theme, so a little explanation would be fine. ~ Sofia Corba Yes, you have to have The Gift to use your Zeon in any way, such as giving it to the party Wizard. This is under 'Magic Recovery' on page 109 of the Anima corebook. And, as an aside, any GM who set up all of these ridiculously improbable hoops just to take a player's character away by sticking it in a pokeball and doesn't allow anything to be done about it needs to be punched in the face. I hate it when GMs decide they need to play god and bully the players because they have the power.
  11. Kalis said: Lia Valenth said: EDIT 3 - which brings up a good point. A smart wizard that casts Chimera using the base book (without Core Exxet changes) would have +120 MR (Gift +10, Chimera +40, Increase Resistances +70), meaning the difficulty to Summon etc. him is increased by 120. With the changes from Core Exxet it would be +90MR (because Increase Resistances now maxes at +40) so +90 to the difficulties. Actually you only get +40 from your monster powers, the rest don't apply. The Lord of Darkness example in the book only gets the bonus from his monster powers(+20), the gift doesn't increase it. And pretty sure the magic cancellation is the nemesis thing What does and doesn't stack as far as that's concerned isn't clearly stated in any of the books, to my knowledge. And I wouldn't fall back on any of the official stats as proof. Anima characters are horribly inaccurate in their builds. I can't count how many "Acrobatic Warriors" I've seen without any Acrobatics, even though it's one of their level bonuses.
  12. Elric of Melniboné said: Perhaps it's already been posted (I'm not scrolling all the four previous pages), but... ... ... ...did anyone notice that Vetala have NO NIGHT VISION?! This really makes no sense at all to me, since they LIVE only in darkness. Does anyone beside me believe this is absolutely and completely ridiculous? The Vetala (especially the Nephilim) just seem broken to me. There are actually more negatives to the characters than positives. It would almost be more fitting for a player to get an XP bonus for taking on such limitations. With the XP penalty and all of their drawbacks, I doubt I'll ever see one of my players try one, sadly.
  13. 1. The first is about the Free Access spell Magical Weapon (Level 60-70, I believe). Is the weapon created by this spell an immaterial weapon that does Energy damage or a physical one that can just damage energy? The phrasing makes me think the latter, but the capital 'E' suggests the former to me. 2. Energy weapons in general - can these immaterial weapons be used to block normal attacks? I know they are effective against other supernatural sources of attack, but it seems to me like they'd just pass through normal blades. Thanks in advance for any help.
  14. Maelstrom said: Do the bonuses gained by a martial art to Attack/Defense count towards +50 Innate bonus limit? Yes. Page 58 of the rulebook under 'Combining Martial Arts' says, "Regarding special bonuses to the Attack, Block, or Dodge abilities, these are added as innate bonuses for a character's class, and so the maximum limit, combined with those obtained through his profession, would be a +50."
  15. Another thing to keep in mind is that it's not the end of the world even if the wizard gets stuffed in a Pokeball. It's another reason for the group to go on a quest - rescuing the group's mage can be a lot of fun and a good challenge. And the wizard isn't completely powerless; he or she can communicate with the Summoner, so there are a lot of good roleplay opportunities that arise...especially if you're dealing with the sort of Wizard with fantastic social skills and/or maintained spells that could let him talk the birds out of the trees. The situation with bonuses is kind of weird in Anima. Going purely by RAW, there's nothing about it; you can stack them as high as you want. But I recall reading somewhere on another forum that bonuses don't stack, but there weren't any particulars for different situations. In my game, I allow multiple bonuses as long as they make sense. Two artifacts (or two spells) that each grant +20 Magic Resistance would only add +20, not +40. A female Duk'zarist (+20) Wizard with The Gift (+10) would gain a total of +30.
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