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Amehdaus

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  1. Personally, I am in the camp that the rules work just fine by raw. Those orcs that are spending fatigue (wounds) to advance into close combat, and the situation can be readily narrated as any archers/casters picking them with shafts and spells as they approach to explain those wounds. It fits with the overall abstractions that are a stregth of the system (as long as you aren't tallying arrows). I view the system treating a turn as "the amount of time the camera is centered on the actions of a specific character" and expending additional maneuvers is the means by which a character recieves additional screen time for a longer sequence. However, even Fantasy Flight seems to agree that "unlimited" maneuvers is not intuitive. The Star Wars: EotE system has exactly such a restriction and the whole design seems to have learned from what worked and didn't work in WFRP. I do believe that if we saw a 3.5 edition of WFRP, just such a restriction would be included in core. As for your modifications to reloading and casting, I cannot relate. My playgroup has a phobia of fatigue that belies their experience. They would rather take wounds than even a single fatigue. It baffles me -- not once has a character been so much as strained to instill such a fear. I do see a strength to enforcing an active reload to weapons, however it is a harsh addition if included alongside a restriction to the number of maneuvers (although it does make the [bo][bo] of even a basic ranged attack a wonderful reward (free maneuver). Likewise, the restriction to channeling/currying appears harsh alongside the limitation to maneuvers -- though only a minor inconvenience if included on its own.
  2. Lessee… tricks: Soothing Purr Add [f] to recovery rolls while your cat is sleeping nearby. http://www.the-wayfarer.com/index.php?option=com_content&view=article&id=223:the-science-of-healing-from-cats-part-2&catid=8:articles&Itemid=8 Feline Proximity Living creatures within close range of Cat add [m] to all Intelligence-based checks. http://xkcd.com/231/ Mastermind You may use Intelligence instead of Strength on Intimidate checks while stroking your cat. http://i362.photobucket.com/albums/oo62/amiraptor/Blofeld.jpg Hunting Mentor You may reroll one fortune die made on a Survival skill check used to gather food for yourself. http://cats.about.com/od/amyshojai/a/gift-bearing-cats.htm Ill Fortune Expend this talent to add [m][m] to the next skill check performed by a target within close range of Cat. Feline Pride This talent has no effect, except to occupy one of your pet's talent sockets. A gift of fish or milk will allow you to unsocket this talent for 24 hours. Otherwise, it may never be unsocketed. (And because you wrote CAT in all capitals, I can't resist) 30 Tons of Steel Mow down your enemies slowly but surely while driving your CAT… if you can find this "petrol" the dwarves keep going on about~ http://upload.wikimedia.org/wikipedia/commons/c/c1/KNRM_Caterpillar_CAT.jpg
  3. I saw the title and was expecting another cleric supplement focusing on Moor and was excited. The actual contents make me even more excited -- it's great to see a niche that has only been touched upon better established. By the look of that ghoul card, we're getting a new sort of "template" to use as a mechanic for brainstorming. I only wish that Necromancy was classified as "Witchcraft" instead of "Order" as it stands outside of the colleges.
  4. Just want to put in two cents, that a cult of Slaanesh as a group backdrop caters perfectly to munchkins and min-maxers. He is the god of achieving perfection, after all. Praise slaanesh for your carefully selected statline and curse Ranald for your terrible dice rolling. Beautifully meta.
  5. Gains/Losses Slaanesh, the Keeper of Secrets: Gain any time the character keeps a secret from his companions, lies to protect his own hide or another's, incites or engages in blackmail, holds a secret over another person's head, proves himself to be the best at something in competition (tied to the slaanesh aspect of excess). Lose any time the character tells the truth to the detriment of his cause, reveals a well-guarded secret, loses in a competition. Papa Nurgle, Lord of Despair: Gain any time the character convinces someone their venture is a lost cause, has an opportunity to inspire hope and chooses not to try, spreads the gifts of Nurgle (disease) knowingly or not. Lose any time the character inspires hope, achieves appropriate medical care for the sick. Tzeentch, Changer of Ways: Gain any time the character acts in a way that doesn't support the strict social order (assisting peasant revolt, helping merchants marrying into nobles, allowing a peasant to lay hands on a noble regardless of circumstance); assists in a "scheme" of any sort, instigates major change in a community. Lose when he leaves a locale with status quo intact, opts for the straightforward approach over an intricate plan. Boons The safest way to give small boons, in my opinion and experience, is to tie them to resources the players already consume. Adding additional effects to fortune dice rolls and additional affects to boons are a great start. Slaanesh. Slaneesh loves the best of the best, so you can benefit situations that are min-maxed: Minor Blessing: When you attempt a skill in which you have a specialization, you may convert 2 boons into a success. Your success in your fields of expertise is consistent and praiseworthy. Blessing: When you spend a fortune and/or have a specialization, you roll an additional fortune die. You are the very best at what you do best. Major Blessing: Mark of Slaanesh Evidence of Chaos: Everyone remembers your words and your mannerisms, but none can describe you physically except that you are "comely" Nurgle. Nurgle loves all life. Minor Blessing: Your actions in combat gain [bo]: +1 Soak until the start of your next turn. You don't quite feel pain as you once did. Blessing: When you spend a fortune on a Resilience check, roll an Expertise die instead -- unless that resilience check is related to Disease. You feel hardy against all the challenges of the world, all except that nagging cough. Major Blessing: Mark of Nurgle Evidence of Chaos: If you stay in the same lodgings for more than 3 days, cockroaches and other vermin congregate in unsettling numbers. Tzeentch. Tzeentch is a tricksy fellow. Minor Blessing: Your first Charm or Guile check each turn gains [bo]: Gain 1 Power. Your very words draw the winds about you, ready to act at moment's notice. Blessing: You may suffer 1 Corruption to ignore a Chaos Star result on any skill check. That voice in the back of your head sure is helping you keep the winds under control. Major Blessing: Mark of Tzeentch Evidence of Chaos: In moments of extreme duress, eddies of magical wind swirl about you obviously visible to any with Magic Sight -- these winds may or may not invoke minor magical effects. Khorne. Blood for the Blood God! Skulls for the Skull Throne! Minor Blessing: Add a boon result to your dice pool on attacks made against a wounded opponent. Khorne accepts nothing less than a full sacrifice. Blessing: When you spend a fortune die on an attack roll, the attack gains +1 Pierce. Almost as though your blade is crafted of metal stronger than steel, it slices cleanly through armor. Major Blessing: Mark of Khorne Evidence of Chaos: During combat, your hand visibly merges with your weapon. It is doubtful any but a skilled fighter would notice in the heat of the action.
  6. Great tips all-around. As my play sessions have hit 12 players, I think I might chime in here. A few tricks I've used, lately: Parallel plot structure. Let the players split evenly (at 12, mine are split between 2 party cards) to investigate and explore. If a combat breaks out due to one sub-groups actions, fate will find the other group in a combat at well, with every player on the same initiative. Ultimately both groups should be working towards the same goal, but different specializations allow different routes. A simple tracker with 2 (or more) tokens can show the players how far along their subgroup is on that aspect of the plot. Encourage competition. Encourage players to have personal goals aside from the obvious plot. This can be a headache for the GM, but it can also be an opportunity for players to interact with each other in-character while they are not the focus of the play. This sort of personal goal also allows you to place another player, not affected by the exchange, to be put in a charge of an NPC with a list of desires/information/characteristics and lets the two go off and still play, while not the focus. Just have the NPC player for scene check off what information they gave away so you can keep track of what players know. This requires book keeping between games, but allows players to stay entertained in-session. DM Aid. In many cases, it helps to have a player as a DM aid for a social encounter. Usually, a player you speak of the game with outside of table hours. If they are willing to set their own character aside for a night or even just a scene it both removes the scale of the players and gives you a helping hand organizing. Most players love to have an idea of what's happening behind the screen. Be ready to compromise with this, however. The DM Aid needs be comfortable with what he says and not always look to you. When you can, make sure all players know that the DM Aid has all the power and say of the DM for purposes of that scene -- and make sure the Aid is comfortable/trustworthy not to derail anything. Dice Roller App. There's a dice roller app. While I hate the idea of digital dice -- they're just not as visceral and satisfying as real dice -- they free up dice at the table and are available on any smart phone. This also has the downside of people having their phones out during a session, but overall it has benefitted my group. Turns Outside Combat. Keep a table handy with all the character names. Choose a player to lead a scene and his character will take spotlight. He may invite other characters into the spotlight to participate and fully resolve a scene/sequence. Check them off for the "round." Find another player and do the same, ensuring every player has at least had the opportunity to be engaged in a scene before coming back around. It really helps to think of the WFRP timing system as "how long the camera is focused on your character before cutting away to another scene." Ensuing scenes acted out can be concurrent or sequential as the leading player desires. Note Companions. In a large group, some players will group together more consistently than others. You can account for this during preparation, pre-empting how the group will split for discussions and small tasks. 1-Minute Hourglass. I got mine from a Yahtzee game. I keep it handy during combat, flipping it at the start of a player's turn. If the time runs out before they have acted at all, their turn in last. If it runs out after they've started, it costs them a maneuver. It helps keep combat moving and provides a visual queue to act rather than ponder. In-fighting. I like it, but not every table does. I discourage directly killing within the party, but sharing misleading information is enjoyed. Keeping cards at 1 copy per playgroup helps encourage diversity of characters and also encourages in-fighting. After all, that thief has *all* the cool attacks and should he not be informed the museum is guarded by vicious dogs, there's a chance those cool cards will be freed up, soon. Keywords. Be aware of all the characters' 4 keywords. Overlapping keywords quickly show you where the party specializes. A lot of Military means there should be more combat encounters to show off skills. A lot of Noble and Academic careers had best shun combat and shouldn't be forced into one. Beware. One player's action can greatly affect the whole direction of the plot -- i.e. lighting Ascaffenberg's manor on fire. This is always a concern, but moreso with more players. It is one thing to derail a party of 4 and have 3 angry glares. It is another to anger 7 other players who each had a careful plan of action that will never be. Make sure you have a plan for plot derailment to ensure everyone can enjoy the session even with a radical change. If your players have communicated their upcoming goals, try to work in a way that they can still be accomplished with a few alterations. Physical Props. These haven't been provided as well as they might in the books. But, having an illiterate character find a written note, and having to pass it to another PC to read aloud is a great way to add some immersion at the table and listening to the player-provided information is a nice way to engage everyone at the table, especially as they discuss the ramifications. Finally, Seating. With a lot of players, I feel seating is an important aspect of ensuring a smooth session. Players who tend to be more involved in the game should be seated further away from the GM. If they are close to the GM, it becomes to easy for a discussion to happen that leaves out all the players at the table. Such exchanges are usually the best to keep a plot on track and won't have to be repeated after. Make sure to scatter system-knowledgable players so that when a question arises, a player can turn left or right to resolve an issue more quickly and without affected the flow of the session. Try to place any quiet players closer to remind you they are there. I find in the heat of a night, it's quite easy to skip over a player who is more timid and that's less fun for everyone involved.
  7. I read "three or four challenge dice" and have to wonder if you might have been using purples instead of blacks for Defense. Generally, there would be only one challenge die on most attacks. A high soak is powerful, but even monster accuracy is high in this game and the creeps a guaranteed to get 1 wound through so a swarm will still topple a soak-focused tank. Also, worth noting, the flavor of the Shallyan is pacifism. It would be unfitting for priest to be too aggressive and I see the (notably powerful) spell as a good way for the Shallyan to accomplish something in a combat scene (tanking) when their religion frowns upon all forms of aggression. An intelligent enemy would be notably offput by his blows being turned by the divine force and would seek better "sport" elsewhere in the case of combat-hungry opponents and more threatening targets if a tactically sound opponent. My 2 cents~
  8. Thank you all for the links. I'll be doing a good deal of reading and listening before I start brainstorming my next session
  9. Does anyone know of any good essays, articles or blogs online that outline types of players? I have a few conflicts arising around my table regarding play styles and think having a few objective documents of reading material would go a long way towards defusing them. I know over the years I've read a number of such articles, but a brief search isn't finding anything helpful. Secondary, and more specific: Do the GMs out there for specific strategies on engaging and rewarding a highly competitive player who feels the need to "win" in any game he plays. Because of this player, I've had to remove a recap + reward bonus xp to the MVP of the night I like to use during play. Overall, he's a good guy, clever, and well-spoken and fun to have at the table, but his temper and competitiveness get the best of him. I'd love to hear any tactics on ways I can entice/reward him as a specific player for the good and to help him feel like he "won" something by the end of the night that would not necessarily put him adversarial to the other players in the group.
  10. Just a simple thought, regarding the extra exhaustion of weighted armour. The global fatigue effect is worsened, in effect. Medium Armor: All physical checks gain "[ba]: Suffer 1 Fatigue." Heavy Armor: All physical checks gain "[ba]: Suffer 1 Fatigue. This effect may be triggered twice." Much less book-keeping, but provides the feel that overexerting yourself in armour is more taxing. The first round of climbing isn't so bad, but if you can't take your time, you're apt to exhaust yourself before you get to the top.
  11. I have taken to further abstracting the time requirement tied to action cards. When a player uses the Assess the Situation, he is quite likely to receive a narration of events he is witnessing or rethinking that imply immediate action is better than the next player also assessing with long increments of time passing over the course of each Assess, in turn.
  12. If your LGS has a game night, that's a great place to recruit a group. Even if it doesn't, you can request to put up a "LFG" flyer in there. I've found that you usually only need one response to such an invitation and that one gamer can often provide a table worth of others. Another trick, I like, if your LGS has open tables for gaming, is to prepare for a session publicly there just to kill time. When you invariably catch someone's eye, you can talk to them about the game, gauge them as a person and as a player, and possibly exchange contact information towards setting up a session. The biggest trick as GM (and one of the hardest for me), is to take charge of the event. If you're wishy-washy on details, it's much harder to set something up -- though judging by your amazing pre-game, you may have no issue. That said, that pregame sounds amazing and I would love to see pictures, as well as any play reports on how players take to the props.
  13. A link to the article itself: Hit Points, Our Old Friend In the article, they address the physical manifestation (roleplay aspect) of the mechanical loss of hit points which I find intriguing. The article has me brainstorming a number of house rules I would like to attempt at my gaming table, the foremost of which I wish to run by many minds of this forum. In a nutshell, the basic rule change would be: When a character suffers a wound that brings him more than halfway to his Wound Threshhold, he flips one of those wounds face-up as a critical. The timing makes sense around the description of wound states outlines in the article. I would apply this rule to both players and enemies. What I am considering is what other changes might need to be made to accommodate such a rule, if any. For players, I would still want to allow eagles and comets to trigger critical effects, as core. The strength, I think, is for the many monsters that lack critical effects (or chances for such critical effects). I think, it will positively increase the odds that a given player will see 1 critical wound over the course of a fight, without that critical being the first of many as seems to be the case during play sessions -- though that may just be players unwilling to accept tactical withdrawal as an option. Does anything strike you, as DMs and Players about unforeseen consequences or benefits of such a rules change? Does this seem like an accurate portrayal of the damage concept outlined in the article, converted to the WFRP3 system? Did the article spur any other WFRP-related brainstorming in anyone else? I do highly recommend the Wizards articles regarding 5e D&D. They are being very transparent about design goals and process in articles that address roleplaying as a whole. Obviously, it is spun within the language of D&D, but the concepts they are addressing are quite universal.
  14. It came down to some stalemate rolls at the end and dragged on a little longer than I might have hoped, but of the 2 PCs I was fully expecting to be overtaken -- One scouted ahead of the party and was slain on the tower by Crimson Rain before the rest could catch up and give back up. (I let him still participate in the trial as a part of the spear itself forming his image). The Witch Hunter was the highest and showed up in time for the scene almost as written, failed his check and took up the spear. Biggest tip I can give is to limit a large party of PCs to ~4 arguments to affect each roll. If feels cruel for the limitation but that seems to be where it's designed and having 8 players each brainstorm a defense on every single roll took far too much time -- and defensible actions got weaker and weaker and time went on (both theirs and the demon's). The greatest thing working in the player's favor is that instances of being firm-minded and commanding can be used in defense and the player most bloodthirsty is also likely the most string-willed (by playstyle, if not WP characteristic). Also, the demon only can "witness" events over the course of this adventure, while the players can cite instances since the beginning of the campaign. Depending on how much time you have and how obvious the character on trial will be, try to brainstorm well before the session examples that the demon and players will give. Be sure to take notes every time the PCs increaseo n the tracker because you need to cite these instances when the trial commences. I had cited some but not all and the trial suffered a bit for it. Also, one thing that worked well building up to it is that during a night of rest, the two players highest on the track (that had reached at least 15) each had a vision as they slept of the other standing over the dreamer with the spear in hand, then dying to the thrust. It set a precedent for the scene and worked well to how they approached the tower from their vision. (I also gave the Celestial Wizard a vision at one point that gave a 3rd possible rundown of the scene). Having been saved from the spear, by hair's breadth, the Witch Hunter opted to destroy it -- after which I allowed him to read the spear's mechanical effects. He stood by the decision. Another note, on each "favored action," I described the scene as being played out in reflections on the metal of the spear, playing up things the PC could not have known at the time of the action -- things such as Bit-part Raider #37 clutching a necklace given him by his wife at the moment he died to the PC's hand, and the raiders clutching each other in the warehouse after the PC set it to the torch.
  15. Just want to report another instance of ill luck with Amazon regarding this product. I received an e-mail a while back, and was given the option of cancelling my order or reiterating my desire for the order, responding to the latter. Another month, and I just received an e-mail today: Hello, Due to a lack of availability, we will not be able to obtain the following item(s) from your order: Fantasy Flight Games "Warhammer Fantasy Roleplay: Hero's Call" We've canceled the item(s) and apologize for the inconvenience. If you see a charge for the canceled item, we will refund you within 1-2 business days. If you are still interested in purchasing this item, it may be available from other sellers. Please visit the detail page for this item below: … I wonder what snag Amazon hit with Hero's Call to have so many issues. At this point, I'll put in a special order with my LGS and cross my fingers that I can get the product within the next two months~
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