Windupboy
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Posts posted by Windupboy
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Hi everybody,
New to this game and I might have missed this question coming up before.
But: when deploying new Imperial units, are there any restrictions expect from using only the green deployment zone until others have been activated? Can a squad really be deployed in LOS of Rebel heroes? We played "Aftermath" the other day and the red deployment zone was activated. The Rebels reached the storage room and I deployed a squad of Stormtroopers in plain sight of the heroes, which led to much frustration from the Rebel players ("did those troopers beam in?")
Also, when deploying forces in Reserve in a particular area, like the reserves in the Storage room in "Aftermath", can you place the models on any square in that area?
Thanks!
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Lovely news, hats off for the Liber fanatica team! Always a pleasure to read and brilliant artwork and layout as usual.
Haven't read the adventures through yet, but I like the mix between more "meta" articles and scenarios. The one thing I'm wishing for now is a big article on herbs, potions and drugs with addiction, alchemy and poisions (posion rule in Creature guide is lame). Want to give my apothecary player a treat but haven't had the time to create my own drugs of yet…
Cheers
Magnus
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Sooner our latermy characters tend to end up with a selection of evil tomes, cursed weapons, evil necromancers stuck in jewels and painting and stuff tainted by chaos. The question is: what are you supposed to do with those? Carrying these profane objects around is neither healthy nor looked upon with friendly eyes by the cult of Sigmar and other. But it is also hard to destroy them. THe solution, a standard one for RPGs, is to hand them in to a temple or wizard academy. But how does that work in the Empire? I can't recall reading anything about the customs of handling objects of chaos. How do you handle this? Do you assume that big temples of Sigmar have a way to destroy or otherwise take care of these objects, or will the church refuse to accept such an offer? Are there certain vaults to contain them (like the light college's in Spires of Altdorf)? And in that case, will all temples/colleges accepte them or just the on in Altdorf? Can they even be destroyed? Any thoughts welcome!
Cheers
Magnus
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Hi there crimsonsun. What happened to the drug project? It looked really promising, and right in line with my own thoughts on the subjects. Drugs and posions is an area that's really underdeveloped right now, and since I have an apotechary in the group I really need to fix a system for drugs pretty soon. So everything new on the subject is welcome.
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Hehe, you have to hang in there, it'll get to you in time.
But yeah, there are creature cards (and no stats at all in the actual book, so everything is on the cards which works just fine.)
The adventure also makes good use of faction cards, almost like those in EoN. Whom you actually ally with is very much up to the players, which makes the power balance interesting. The cards and notes makes it really ease to track influence with the different groups.
I'd love to hear your thoughts on the actual story and the few blank spots (as in the family I mentioned above) when you get the material.
Until then
Magnus
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So, has anyone started running this adventure? After reading through it my first impressions are those of an excellent story with many interesting choices and would love to hear other GMs opinions.
One thing I found confusing thoung is the mentioning of the Eidelbroek family (both on the commonfolk card and at the start of chapter four where they are hanged by Krieger for "Harbouring a mutant). I can't fing any mentioning of this family anywhere else in the adventure.
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What happened to this campaign, Valvorik? I really enjoyed your writeups from TGS (it helped in GM:ing it myself). I hope you'll continue this thread when you find the time.
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Couldn't agree more. An item list/armoury as an alterative to the more free form lists in the core game would be great.
Maybe articles on PCs goals in life, and how to implement such personal goals in the game, mybe linked to how to implement career transition into the story (beyond pure game mechanics).
An update to the old article of herbs and drugs would also be most welcome, maybe with some poisons added.
In general, I'd rather see articles helping out with suggestions for the game and system, than extra fluff. The Old World is really rich as it is.
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Narrative effects are of course great, and I use them if there's opportunity. But they work best in story mode, or at least on more important and isolated checks in encounter mode, for example climbing over a wall or lockpicking. The stars I'm concerned about are the all too common ones in fights, as I mentioned above . It's hard to come up with interesting effects several times per rounds (the story takes ten turns in 30 seconds and ends up in total chaos! If everyone that my players kill while rolling chaos stars was somebodys son they would soon have whole towns of angry relatives on their heels..).
But I'll guess I'll have to make a little list or something formore common effects - extra fatigue or moving down on initiative track are good suggestions - and keep the big changes for chaos stars on more important checks.
Thanks for the input and ideas!
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I really like the concept of chaos stars and that something bad or unforeseen happens when you roll them. But am I the only GM who has difficulties with coming up with interesting results for them? In my sessions we see them all the time. A single round of combat often sees at least 2-3 chaos stars. With spells and miscasts there's a perfect balance, but for other actions they occur too often and most cards don't have effects for them. Tripping and falling down in the mud more than once in 30 seconds feels a bit...silly. I think the chaos stars are more fit for a D20 system where the power of chaos would be significant but not that common.
Any ideas here? Of course you can always just treat them as a bane, but that doesn't feel like the proper way to go.
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Asmuth said:
After re-reading the corruption rules I think I've found a great way to handle this. Having the enemies just continue hitting the pc's or slitting there throats misses the point of the thread. The issue isn't that it's impossible to kill the pc's it's just very predictable, which can greatly effect role playing. The point isn't to change how you roleplay by having the npc's all turn into psychopathic butchers on the battlefield. The point is to add realism to the game, and the idea that swords, axes, and whatnot tend to kill people, not knock them out at least more often than not.
The corruption rules work like this when someone goes over their threshold they draw a corruption or insanity, and remove corruption equal to the severity to bring them under their threshold, if the severity doesn't remove enough to bring them other you draw another and repeat until it does. This exact rule can be used with wounds.
Say your character has a wound threshold of 13, you've taken 11 wounds and are are hit for another 5 bringing your wounds to 16. Using this rule you'd take your wounds to 16 then draw a seperate one as the critical (instead of flipping one of yours over). You would then remove a number of wounds from your character equal to it's severity. If after doing that you have 13 or less wounds you stop, though this isn't actual healing so the PC is still unconcious even if his would level is now less than his threshold. If after drawing this crit, the characters wounds are still above his threshold draw another crit. Repeat the process until it's below.
In this way a player who has more wounds (is closer to his wound threshold) is in more danger of death than one who isn't, which would change the way they play the character to one who is in greater fear of death. It still makes it very unlikely to get a completely random death (ie: your still not going to die if you have no wounds and a goblin henchman sticks you), if you want that you'd have to come up with a way to make damage open ended. It does mean if you're 1 wound away from your threshold and your up against a troll or other creature that hits very hard you better get the heck out of there, cause things aren't looking good if he gets his hand on you.
I think you're onto something here Asmuth, this is exactly in line with what I'm looking for. Will try it the next session. Thanks.
Gallow's disease check for infection risk sounds like the perfect addition. Now we're starting to talk Warhammer!
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Asmuth: that's exactly what I'm after here - the fear of death and behaviour according to that. Not necessarliy the difficulty of the fights, making the game harder or more lethal, but making death for each and every individual a constant threat. Unconsciousness is dangerous in fear of total party kill but a tPK is not very funny for either the players or the GM as it ruins the story. Death of a single character on the other hand can be rewarding and memorable.
The thing I think the rules of the new edition lacks is the unpredictability that combat is and has been in the last editions. As long as you don't suffer from too many criticals you can fight on without fear, and if you suffer from enough you know that your dead if you go down. It's almost like the system with hit points i D&D; you know that you have a certain amount of hit points and as long as monster x only does 2d6 you know you're safe.
I think the system in 3rd edition is great, but I'll think of adding a bleed effect or something, just to make going unconscious a litte more not-so-safe.
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Yeah, I guess you're right...
I am not really looking for ways to kill the characters more easily, just wanting to add some risk to losing all your wound even without criticals. I kind of like dvangs bleeding suggestions; it makes looking after your fallen friend an important option even if there still are enemies about, and the fallen player has at least something to do (Resilience checks) and worry about extra damage or eventually death.
Lautrer: interesting ideas, but a bit too complicated for my game right now.
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First a question: when the number of wounds you've recieved exeeds you wound threshold you're downed, unconscious. But what is the maximum number of wounds you can recieve (if you don't die of criticals, that is)? Do you stop handling out wound cards after reaching threshold or can you sit with, say, 30 normal wound cards even if your wound threshold is 12? Can't find anything about this in the rules.
Well, now to the point. Have any of you experimented with a bit more of a random element regarding death? To me the rules for death is a bit predictable - you die when you have a number of critical wounds that exceeds your toughness, if your normal wounds also exceed your threshold (i.e. you're unconscious). You also suffer one additional critical when you go down.
So, if your toughness is 3 and you suffer from 2 criticals when you recieve the final blow and go down due to normal wounds you can't die, since the number of cards won't exceed 3. It's probably even safer to lie unconscious as you won't recieve any more criticals (as long as no one attacks you on the ground).
A variant could be that the card you draw from passing out will add its severity rating to the number of criticals you already suffer from. A bit more deady, a bit less predictable. There'e always the risk of death when you're struck unconscious with this rule.
Haven't tried it in practise yet. Any thoughts? Too dangerous?
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Thanks a lot, your work is much appreciated. TTT is still planned for sometime in the far future, but these notes will prove valuable then. Keep up the good work!
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Great stuff, kepp up the good work!
I would be happy if you uploaded the stuff for TEW as you go along (I am also gonna wait for a good conversion before I run the campaign). Especially the use of nemesis cards and ideas for progress trackers looks interesting.
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Illustrious said:
DOesn't it say somewhere in the rulebooks that the maximum stat is 6 because of the 6 open slots available to any career.
Yeah, reading the FAQ it's pretty clear that a maximum raise is up to six, using all open advances within a career. My question was more if you have handled it in other other way, since it feels somewhat limiting to me and my players that you have to decide from the very beginning of a career (first open advance) that you're going for the attribute increase.
I think I'll house rule that you can spread out the advances over careers, raising the attribute as soon as you reach enough points. But thanks for the input people!
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The way characteristics are increased is a topic I've had reason to give some thought recently. My players have cleverly realised that an increase in characteristics is one of the most effective ways to improve their characters - especially in the long run. They also feel, still being in the first rank and having already trained their career skills at creation, that there isn't a lot to spend advances on except raising characteristics (extra wounds, stance pieces etc. are fun but not that substantial).
So, the thing I'm wondering about is how you have handled raising characteristics overlapping change in careers. Do you allow players to put, say, three open advances to fill up a career and then continue with two open advances in the next to buy for example Str 5? And in that case, how do you handle the cheaper "primary" buys since the characteristic might not be a primary one for both careers? I think I'll allow it, simply because it's a bit boring to force a player to buy an cha increase completely within a career, in effect excluding almost all other choices for that career.
Magnus
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Yeah, they are pretty powerful and I think they are meant to be. Still, there is only one or two slots - nothing game changing.
But my players are shrewdly putting the "protective" talent in one of the slots, in effect giving them all a fortune die on all skill rolls as long as one of them is suffering from at least one critical wound (pretty much all the time). So now they're clinging on to those criticals, crying out with joy when that flesh wound refused to heal overnight...
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Playing Gathering Storm at the moment and enjoying all gaming summaries and discussions on this forum!
Tonight we're continuing into "A time to Mourn", right now at the zombie fight at the inn. One thing that struck me as a bit peculiar is the way Adler handles the love affair with Madriga. At the meeting with the PC:S in the scenario as written he stares at her portrait and sighs, saying something like "my dear Madriga". The point is he doesn't seem to try to hide the affair at all. The adventure further states that Sebasten Brenner would be mad if he found out about it.
THose of you who have played the scenario, how have you handled it? As written - with Adler mad and not caring about rumours about the affair coming out? How have you played Kessler (who obviously knows about it all, or does he?)?
Thankful for any advice on how to handle this. It is barely covered in the written adventure. But there are some good seeds here for a town intrigue with deadly outcome.
Magnus
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I don't know if it's my players rolling badly, but my group of four players (pit fighter, bright wizard, apothecary and rat catcher) pretty much got served by Izka alone, having killed one gor with ranged attacks and lured the other beastmen away with magic fire in the trees.
In the end I had to get cousin Klaus Holz rush in from his position at the wagon to engage Izka and save the rest from the party from being slaughtered. I hate having to use NPC:s in a way that the players feel like they're being saved by deus ex machina.
In my opinion To 6+3 soak is a bit harsch for rank 1 characters. Most attacks will inflict 1 wound, if they hit at all. Izka's got 18...
Another thing, my players seem to lose interest in the fights after a few rounds of combat, especially if things go badly. A soon as the pit fighter was unconscious he was fiddling around with his cell phone instead of focusing on the fight. Any ideas here?
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Good read, Valvorik, keep up the good work. As a GM in the process of running TGS it's always useful to hear how other people's campaigns have turned out.
Looking forward also to reading about EoN later on (if you're going to play it), to me that seems to be a hell of a mess to run.

Mansions of Madness Bug Report
in Mansions of Madness
Posted
Platform: iOS on iPad Pro
App Version: 1.2.2 (Released 26 October 2016)
Scenario: Rising tide
Enabled Content: 2nd edition core only
After reaching the final setup (after choosing to follow suspects or going to a site) the game tells us to lay out tiles (but not add any tokens or characters). In the variant we played we followed Gilman to the Residential area, (which wasn't the ritual site so we guessed wrongly). It then tells us to "replace" certain person tokens with monsters, but they are not present on the map. Result is we have to guess where monsters appar.
Bug seems to be that the app only describes the tiles, not the content of the tiles.