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Scydow

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  1. gsoul said: The answer is always - "You're the GM, tweak the rules to make it your game, and explain it to the players so that everyone agrees why you are changing the base character generation rules." That said, players face enough of an up-hill battle with all the ways to die (and be negatively influenced) in this game that having a hand of action cards and talents gives them a sense of power and stake in the game. The beauty of an action card, as I tell my players, is that you get exactly what is written on the card for the result of your die roll - I (GM) must narrate accordingly. While "Perofrm a Stunt" is infinitely flexible, the result is entirely up to me to narrate. While "Melee Strike" may seem good enough, other action cards offer more customizing flavour for a character that can be more powerful (and tricky) to use. Thank you so much, for this they agree with me and they like the challenge. But if there is enough challenge in the game without the strip of the action cards and talent(s) there is no need for it. On Sunday we are having our second session and the start of Eye for an Eye, so maybe decreasing the total points or a little tweak will do the trick of starting slow and gaining alot.
  2. Illustrious said: In fairness, your original post said that they had drawn 6-10 cards, and that there were six of them. I assumed that you meant they'd drawn that many EACH, otherwise six players drawing around ten cards would be exactly what you'd expect. Sorry for trying to be helpful. I didn't realise you were in such a foul mood. You quoted (directly) from the Rulebook...you think I didn't read the book first before coming here? There is a soldier with the maximum amount of cards and I think that is a little much, he can do a action every turn...
  3. Illustrious said: The maximum number of actions a starting character can take is four. Thanks for nothing.
  4. arscott said: I would encourage your players to buy higher attributes at character creation, and forgo buying so many action cards. I've found that players who invest lots of points in action cards and talents often don't have attributes powerful enough to take advantage of the cards they bought. Having an awesome attack card and a strength of three means that you're unlikely to get the boons and extra successes that make that attack card so awesome. That said, you shouldn't need to change the rules of the gamepoint out that the players may be allocating their creation points unwisely, and leave it at that. If players want to have a bunch of action cards right away, let them. That said, if you have a group of six players, you should ensure that more than one player is allowed to have the same card. With six people each taking 5-7 cards at the beginning, and then another one every few sessions as they advance, you're going to run out of good options pretty quickly. Ok but what if I want to roleplay the characters are young and inexperienced, if they start with all kinds of action and talent abilities that doesn't really make sense...
  5. By the 3rd session how many advances did they got? Also, my wizard starts with a few petty magic skills and didn't get to have any action cards from his celestial set. So maybe 1 action card would be nice for the soldier, troll slayer, waywatcher and coachman. I don't know, still think the team would love the gaining of action cards and talents more than starting (too) strong.
  6. So its not a good idea to let them earn it by leveling and character development, they should just start with 4 action cards and 3 talent cards? I found that a little much for "starting adventurers"
  7. When we started the "Eye for a Eye" campaign, the team made 6 characters and draw a total of 10 action cards. edit: its more like 15-20. I found this a little much so I am thinking about removing all action cards and talents (keeping 1 talent) and let them earn it on the way of the next book and so on. Is this possible?
  8. Emirikol said: Scydow said: Well, we haven't started yet in this 3rd version. We played the second edition for a while and although I am missing the percentile dice, this new version seems very nice, we can't wait. But what about the creature and player vaults and all that stuff? Is it really that nice to have? And what about advance careers? Cause I only spotted a couple in the core set. Thank you so far, your campaign looks fun to play If you have the Core boxed, set that's all you need to start the game (and also download Universal Head's rule summary from Gitzman's site to give one to each of your players). The players guides would be nice to hand around the table for rules, but you don't absolutely need them yet. Here's the deal with the advanced careers: * In 2nd edition they were the only way to really advance characters "upwards." In 3e, they're not really even necessary because you can take any basic career, throw one more talent slot on the side (relevant) and call it whatever you want. There are other/additional careers and advanced careers that have been released, but they're not necessary. STARTING ADVENTURE It's actually better to train your players on the DEMO scenario to get a feel for the rules. DON'T have them use the pregen characters though. Have them make their own characters. If they have ownership of the characters, they are more likely to carry interest towards the upcoming scenarios. Jay H Thanks so much, you have helped me a great deal.
  9. Well, we haven't started yet in this 3rd version. We played the second edition for a while and although I am missing the percentile dice, this new version seems very nice, we can't wait. But what about the creature and player vaults and all that stuff? Is it really that nice to have? And what about advance careers? Cause I only spotted a couple in the core set. Thank you so far, your campaign looks fun to play
  10. Hello, this is my first post here and I would like some more information about the expansions of the game. I recently purchased my first Warhammer Fantasy set ( the Core Set ) and I really like it, the art and the detail is very amazing. But after we start the campaign in the Tome of Adventure, we are ready to start a new adventure. What is a good book/set to start with after the core?
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