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owlbear2

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  1. The core mechanic (characteristic dice + modifiers vs challenge dice + modifiers) is going to work well anywhere. The career sheets are going to be a major source of trouble fluff-wise but you could easily make your own. Some of the mechanics (like the action cards) won't just tie you to a particular narrative but will also have in-game effects. For example it would be difficult to port the magic system into a world where you'd like Wizards to be safe and casting fireballs on every street corner. If you like the grim and perilous part but just have an issue with the countries/races, I'd say homebrew up some classes and races and you'll be pretty good to go. Reskin the wizard orders and the gods on top of that and you could be looking at a game that feels like Warhammer but occurs in a very different world. Good luck.
  2. Amani said: Based on the text in the last two previews I could see the careers in OoW possibly being diestro, greatsword, hammerer, huntsman, outrider (obviously), sergeant, swordsman, thunderer, and warrior-priest. I see no reason why the tenth career could not be the battle-wizard, it is a war supplement after all. Speculation is fun! Here's hoping your speculation ends up accurate!
  3. jackdays said: Hi, everyone. Now that marauders of Khorne are soon coming (Omens of War) here's something from that subject - Land of the Reavers: Norsca Norsca v2.0 Full colour, more details than previous versions for any adventures set there. Map also features Albion, northern Bretonnia, northern Empire, northern Wasteland, most of Kislev, Troll Country and High Pass. Fantastic work, Jackdays.
  4. Welcome to WFRP, Michael. You'll get 30 careers in the core set. As a PC gains advances they'll be able to transition into new careers. I haven't seen a hard-limit on careers thus far, but 5 seems to be the most I've heard anyone playing up to. So a player could easily complete Ratcatcher and then transition to Roadwarden, then jump to Dockhand*, pick up Gambler, and end up on Soldier, all from the core set (and that'll take a LOT of sessions!). Having said that there are some specific career paths. The core set'll give you 2 levels of the wizard career path, for example (Apprentic Wizard and Acolyte) and then the Winds of Magic box will give you another career (Wizard) that requires the previous two careers to be completed. From what I've seen of the future supplements it looks like we'll have another magic box at some point that'll give us another 2 wizard careers so if it was desired a player could take wizard careers 5 times in a row, each time transitioning higher up in his order. Priests have a similar career progression (Signs of Faith for their tier 3 career) and the Witch Hunter and Zealot also have some career progression. In short - if you haven't got a Wizard or Priest, it's really not an issue. If you do, pick up the relevent box, and then hope for another box with the 4th and 5th careers to come rolling in or have the players choose different careers (like scholar) to represent what they're doing in-game. No reason a Priest of Sigmar couldn't take Soldier, for example! Good luck! *Is that an Adventurer's Kit career? Mine are all mixed up. You get my meaning though!
  5. 1. A much longer product schedule, so we could see when to expect things like tier 4 & 5 priest careers, wood elf stuff, etc. 2. I'm not too fussed about official errata cards as I'm reasonably happy to print them off and sleeve 'em - but please, please, let's try and avoid these issues in future. 3. Better communication so we can avoid issues like the massive confusion when the guides were announced and also just get a better insight in to what is happening at FFG, what are the plans for this product line, what are the developers currently working on/interested in. Question: Figured I ought to check - are there any developer blogs etc that I am missing that would give more insight into the process? Or is the only real communication thus far Sifting Through Shadows?
  6. Flavour wise, the action cards for melee and ranged combat do not appear supernatural (as say the Barbarian's of D&D 4.0 do). As for the use of recharge times (why don't they just use this ability/attack constantly) it's simply a gameplay mechanic. In the narrative of my games, it's assumed that the melee characters are continually fighting in the best way they can, parrying, feinting, leaping to one side, thrusting at an exposed area, etc,. They don't use Troll-feller strike every turn due to the recharge - but in the narrative each attack is just as spectacular; it's just for the gameplay it's more fun to have certain abilities that can't be used all the time to allow for the elements of strategy and resource management to enter into a combat encounter. This is the same explanation for encounter/daily powers in D&D 4th edition that we use at the table and I believe the designers of both WFRP and D&D 4.0 feel the same way. In short - recharge mechanics are a meta, gameplay mechanic to create more strategic and fun encounters. I feel that applying some sort of simulationist logic to them can only break suspension of disbelief and enjoyment in the game.
  7. Fresnel said: I wonder if the whole spore thing was motivated as a way to PG-13 the Warhammer world. If you have a normal sexual reproductive species, the obvious step after you have destroyed the Ork warband is to track down the settlement and slaughter everyone, including females and children. By rights no sane human, elf, dwarf would have any ethical problem with this. However, some parent skimming his son's new book might. The whole spore thing avoids this 'ethical problem'. In fact, WFRP3 avoids infant slaughter even when there is no rational. i.e. Beastmen, who must have breeding females and infants somewhere. But I don't think we'll see a published encounter which gives PCs the opportunity to take part in such a slaughter. As with Ork, beastmen appear to spring from the ground as evil combatants. Neat, if a little sanitised. Including those tropes in a home campaign is an excellent way to hammer home the grim and perilous setting that is the Old World as well as providing more "grey" areas of morality.
  8. I'm a big fan of your rules summaries, UniversalHead, and this map has proven equally useful. A big thanks from my group.
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