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Everything posted by player1541811

  1. Yeah, but there was more to it than that. The different party types had variables that balanced them out in various ways, like stress tracks. It was mechanically interesting, which is generally inimical to trivial simplicity.
  2. Although it was the custom dice that got all the attention, Warhammer FRPG had a lot of great subsystems that made it mechanically interesting. I know Genesys has ditched most of those (e.g. conservative/aggressive stances), but I was wondering if they kept the feature where players would define the type of party they were playing and the team would essentially have its own sheet with a shared ability and resources. Did Genesys retain that in any way?
  3. So, Margaret Weiss is losing the licence for the Marvel RPG. That's a shame, but it's a big for Fantasy Flight, who already have a license with one of Disney's other big properties. Please, get that license and unleash the same kind of innovative design that's coming to the Star Wars RPG.
  4. Wow. This is the deadest forum in the universe, at least in respect to websites for hale and hearty companies with lots of devoted fans. So this hasn't happened yet? What a missed opportunity.
  5. In today's market, new IP's are a huge gamble. Most don't pay off. Consider that, and then consider that of all the new IP's of the last five years or so, Borderlands is easily one of the biggest breakout success stories. And yet, not much is really happening with the IP. IDW has done a few comics. That's about it. For those not familiar, it's a class-based co-operative shooter set on a mined-out, post-boomtown planet. It has an atmosphere that evokes spagheti westerns and Mad Max movies. Its gameplay is driven by XP and loot in the tradition of Diablo or Torchlight, but with a focus on guns rather than archaic weapons. Playing the game, it becomes evident how much more diversity can be bound in guns than in muscle-powered weapons. Sure, a sword is faster than an axe, and axe hits harder, but there's not that much there to mine from a design point of view. Now, think about the distinction between sniper rifles, shotguns, assault rifles, and rocket launchers. You have damage, recoil, rate of fire, magazine capacity, reload speed, scopes, and more. And then there's different types of ammo to boot. Borderlands is just screaming to have a Descent-like treatment.
  6. Sounds like a great idea. X-Com actually plays very much like a fantasy game in a different setting, so why not style it after Descent? There'd need to be some differences though. Cover would need to be emphasized. Maps would need to be randomly generated and progressively revealed. And instead of getting loot that can be used on the spot, it instead gets funnelled into research. A campaign would be the default way to play. In other words, it'd combine some of the awesome tactical play of Descent but branch off into some interesting new directions.
  7. Sounds like a great idea. X-Com actually plays very much like a fantasy game in a different setting, so why not style it after Descent? There'd need to be some differences though. Cover would need to be emphasized. Maps would need to be randomly generated and progressively revealed. And instead of getting loot that can be used on the spot, it instead gets funnelled into research. A campaign would be the default way to play.
  8. Johann Rowlocks said: 2) This is where it all comes down to selecting good action cards. Give your NPCs really deadly cards. I reccomend Hero's Call if you do not already own it. Well, I'm using creatures from the bestiary. Beastmen attack as beastmen do, And apparently that means using savage strike a lot. I could have used a basic melee strike, but +2 damage with two boons seems like a better deal than +2 damage with three successes. But even with chainmail, that's seven or eight soak, which trumps many mosnters.
  9. Thank you for the replies. Jericho said: If you aren't (3 stat no Expertise), then you'll effectively have around 50% chance of success. Which is normal, since you are unskilled and not particularly gifted. You should mostly limit yourself to trying out EASY checks (1D). A 50% chance is indeed perfectly reasonable for an unkilled attempt at a task of average difficulty. But that does not seem to be how the math bears out… Emirikol said: Steve: Try this link for a probability calculator: https://dl.dropbox.com/u/167876/WFRP3%20Full%20html%20Dice%20Roller%20All%20Probability%20Included/WFRP3%20Online%20Dice%20Roller%20All%20Probability%20Included/diceprob/diceprob.html 3 blue and 2 purple give success 38% of the time. One purple and 3 blue is 41%. Now, this is if the person has no expertise, no white dice, and no stance dice going. It probably shows that only people with skill should be regularly attempting actions. For example: The trollslayer shouldn't be trying to negotiate the week's pay with the mayor of the town And the Scribe shouldn't be attempting to climb across the rope bridge. I usually go with 1 purple as standard difficulty, but we're moving to two because my players have increased their stats and almost all of them now have Fortune dice in their main characteristics. That's a great link to have. Thanks again. Unfortunatly, the bottom line here seems to be that even an easy task invites a high risk of failure, much less a supposedly average challenge. This means that characters who don't come to a task loaded for bear will be discouraged from making an attempt. Not only won't the troll-slayer attempt to negotiate the week's pay, he'll simply switch off during story mode scenes that don't cater to his strengths, at least if he's invested in things playing out positively. I think I need to come up with a method by which characters can leverage some stance dice during story mode. Stance dice seem to be an integral factor in thsi game's dice pool mechanic, particularly for characters who are out of their area of optimization, so it strikes me as odd that they're set aside in such a large chunk of the game. I think I'll allow one shift during the course of a story scene, and then allow two boons on certain checks to provide further adjustments.
  10. I've just started GM'ing WFRPG over the last few weeks. I'm running the "Elder Eye' adventure from Tome of Adventure, and so far two things jumped out at my group as sources of concern: 1) An average difficulty challenge means two challenge dice, which can be pretty brutal all by themselves. 5/8 of the die has failures, and 1/4 has two failures. It seems quite easy to get three failures. On the other hand, characterisitic dice are not nearly as generous. An average characteristic is 3, and even with the extra die, the probability of all successes getting washed out seems to be over 50%. 2d difficulty is actually quite rough. Stance dice can make a difference, but stance dice (apparently) don't come into play during story mode. 2) Pancake factor. There doesn't seem to be much variation in damage output. Usually, three successes are needed for either a player or creature action to inflict more than basic damage, and it felt like a struggle to even get one success (or boon, for crit purposes). When damage is simply a matter of weapon + strength, and soak is just a matter of armor + toughness, it seems pretty easy to wind up with attackers that wash out damage. Over time, players will probably upgrade their armor to even better gear, and monster damage will stay the same. Any thoughts?
  11. Is it so unthinkable to conceive of an RPG line as having a life cycle? WFRPG is great. But I think I have what I need. The Enemy Within may make a fitting swan song. Star Wars looks to be in many, many ways an evolution of concepts incepted by Warhammer. If that's where FFG's RPG resources are being directed, then great. Another wonderful license in a genre (space opera) that never really had an undisputed flag-bearer.
  12. Emirikol said: Another thing is just a reminder to everyone here: Post. Post more often. Post "me too's" and start threads. FFG looks at these (but chooses to never respond), but if the traffic here is zero, you can expect what to get in the future from them. Here's to more "me too's" on the forums! No forum is well-served by emphasizing quantity over quality. I have trouble believing that in a system as robust as WFRP3, there aren't topics worhy of lively discussion, or that such discussion is best served by holding it at a site like ENWorld, which is quite explicitly centered around d20 systems. Googling doesn't turn up much with "Strike to Stun".
  13. Emirikol said: I'm not quite sure how it can get much simpler than the player's guide… That's because you're already set. For someone trying to get started, there's a lot of research to do, weighing what the core set offers versus what the guides offer versus what the vaults offer. Ultimately, the player's guide is great because it unifies the core rulebook with the magic books, and consolidates card info. OTOH, the core set offers a good all-around value when the dice are factored in. So, where do we get a player's guide PDF?
  14. So, I was directed to parts@fantasyflightgames.com and told to submit pictures. And boy, did I give them plenty of pictures. Interesting that we've reached a point where a business can assume that everyone owns some kind of digital camera. Hopefully, that's all the static I'll get.
  15. My Tome of Adventure from the core set has some printing defects. There are eight pages that mistakenly have creature entries from the bestiary printed where other pages should be. I suspect this was a common problem at one time. Anyone know if FFG would send a replacement?
  16. I notice that there's not a lot of traffice here or at the RPGGeek forum. Is there some well-known site I'm missing out on?
  17. Are there are any rules that cover using stances in story mode? Everything I've read only covers their use in encounters. Since there are no turns in story mode, it follows that a character wouldn't need to expend time or stress to go straight to the farthest end of his reckless/conservative spectrum. Since stance dice are superior overall to characteristic dice (as stated in the rulebook itself), it would certainly behoove players to be at one extreme or the other. So, anything in the RAW on this?
  18. Thanks for the wealth of info. How is a career designated as being a wizard or priest, and thus capable of casting spells? Is this all implicit, or is there an explicit explanation of what makes a given class capable of using magic Fpr omstamce, a player eyeballs the mystic career. How does he determine whether or not this is a class with access to spells or blessings?
  19. Hi, I've owned the core set for a couple of years. Found it difficult to digest, so I kept putting it away. Finally took it out last Sunday when there was a low turnout, and had a couple folks make characters. It was more illuminating than all my various readings, at least as far as character creation goes. One thing that I couldn't find out was what it takes to cast spells or blessings. The respective don't seem to state it clearly anywhere, but I guess you have to be an apprentice wizard or initiate, or have spellcraft or invocation trained, or something like that? Are there any expansion that provide more races than the core four? Since we get "Reiklanders" instead of "humans", that opens the doors for other derivations, like Kislevites. For that matter, I'd love to see a "Dogs of War" type of party that fields races that would normally never work together. Are there any more careers than those in the core and Adventurer's toolkit? I noticed there's no assassin, which one player was looking for (and yes, I suggested that there are otehr careers that can serve in its stead).
  20. any2cards said: Okay, here's a quick preview: First, I think the Beastman is somewhat weaker. Command has been changed to read the following: "Each minion within 3 spaces of this monster may reroll 1 die on each of its attacks. Each minion may only benefit from one monster with Command at a time". So, if you roll/re-roll well, you may do better damage, but in the past Command always guaranteed additional damage. Further, Command no longer stacks, so I think this is a significant decrease in its ability. Ravage on the other hand reads as follows "Both of this monster's actions on a turn may be attack actions". Does this balance things? Not sure. Blood Apes are far more valuable to me.It also has Ravage. In addition it has: Action: Leap Attack: This monster may move its Speed, ignoring enemy figures as it does so. When if finishes its movement, perform a single attack that targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn. Now you no longer have to leap in a straight line. Further, imagine if you use dash on this monster. You could eaily attack all heroes with a single monster attack. Chaos Beasts are interesting. Morph: When this monster attacks, it uses the dice of a figure (overlord's choice) in its line of sight. If a hero is chosen, the overlord may choose which of the hero's equipped weapons to use. The monster cannot use any of the figure's other abilities, just the dice. Obviously, this is almost Dark Charmish in a way. If a particular hero has a very good weapon, Chaos Beasts good do some serious damage. I realize that the focus of D2e is not necessarily damaging and/or killing heroes, but still … Ferrox. Action: Leech: Choose a hero adjacent to this monster. That hero must test an attribute. If he fails, roll 1 yellow power die. The hero suffers 1 fatigue per heart rolled, and this monster recovers 1 heart per fatigue suffered. Hellhounds are potentially far more dangerous. Aura 1. Spend a surge for Fire Breath: Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice separately. Spend a surge for Pierce X. Now breath attacks no longer conform to a specific template. It will be far harder for the hero's to plan to avoid it, as it can take any path (zigzagging, etc.). Ice Wyrm's could be particualrily bad. Swallow: If a hero is defeated by this monster, remove his hero token from the map and place it on this monster's base. The hero cannot be revived until the monster is defeated, at which point his hero token is placed in one of this monster's spaces. Kobold's are kind of funny. Scamper: This monster may move through spaces containing heroes. Split (Master): When this monster is defeated, replace it with 2 minions of the same type in the closest available empty spaces, ignoring group limits. Medusas could be bad. Spend a surge Immobilize: If this attack deals at least 1 heart (after the defense roll), the target is immobilized. Spend a surge: Poison: If this attack deals at least 1 heart (after the defense roll), the target is Poisoned. Spend a surge Stun: If this attack deals at least 1 heart (after the defense roll), the target is stunned. Some monster abilities have been modified to fit within the new game. Some masters are Undying. When they are defeated, a minion automatically pops up in his place, ignoring group limits. Some masters have Bash. Action: Bash: Choose an adjacent hero. That hero must test his Awareness attribute. If he fails, he suffers 3 hearts. Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss. This is the stuff off of the top of my head, although I referenced the cards for the specific text. Hoep that provides some interesting insight. Thanks for posting this. Great stuff. Some sound pretty nasty. Then again, when I played the new edition last night, I found that the heroes could just go nova and obliterate an entire monster group in one round. Then all the OL can do is reinforce 1 monster, which usually has to walk onto the map and just sit there waiting to be killed nonchalantly on their turn. And any surviving monster gets klonked with a stun weapon, so it just drools for a round. So, the big question is, are any of these monsters tough enough to survive the hero-round beatdown? Can anyone of them resist stun?
  21. Well, just ordered it off of Amazon from one of their retailers, Coolstuffincgames. Says it will be available on the 20th.
  22. So, does FFG ever do pre-orders? I'm glad that after months of silence they finally opened up the floodgates and showered us with previews. But in regards to getting the game into the hands of customers, they are being rather inscrutable. Do not they not know when the release date will be? If so, why not communicate it clearly?
  23. Sorry to detract from bickering about LoS, but I feel there's something else worth bickering about. Anyone else take a look at how the stun condition works now? It completely cancels the next round of action. And in the case of this sling, it only takes one surge to activate. Seems to me a no-brainer tactic to turn enemies into helpless punching bags until they're dead. Anyone else think this could get old quickly? Also, if characters can't actually die (they just keep standing up endlessly), and there are no conquest tokens to lose, how exactly does the OL win?
  24. So, we wound up picking Trenloe, Thorn, Sihlouette, and Lindel. Lindel, being worth 5 conquest, is a real albatross. If we'd picked Tatianna or Steelhorns instead of Thorn, then Lindel could've stood in for the typically squishy mage, but Thorn is too tempting to pass on.
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