Karma Kollapse
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Posts posted by Karma Kollapse
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The Zweihander cards… pretty much the whole set, but Ironclad and Unstoppable seems the most overpowered.
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This has been pulled out on occasions where my regular D&D group is missing a few people. Its great, playing as each god gives a really different experience each time. I've come a close second on both times I've gotten to play (once with Nurgle which I lost by 1 victory point, another with Khorne where I drew on threat but got stomped on victories at the tie-break), but we found that everyone took to it about the same pace, and the winner is not always the same person despite some really tactical playing.
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Yepesnopes said:
Karma Kollapse said:
That wasn't what I was asking - I knew all the above
I meant, if I was saying an Agitator and wanted to move to Thief (which has the same traits) as soon as possible, can I do so with my very first advance, or do I have to complete the first four basic advances (skill+talent+wound+action) before doing any sort of transition? I'm sure you had to do the four basic, but I might have just made up the rule in my head thinking it was a cool rule to have, and just went with it.There is no rule saying something like this, although in the player's guide they suggested that in order to avoid Reiklanders jumping from profession to profession, a minimum of 4 spent advances before changing career is a wise limitation.
I guess this suggestion is to avoid Reiklander characters to jump for free from different careers and start accumulating fortune dice in characteristics.
That's the one - sure it said thing about four basic, but looks like I did make that up after all
Thanks for the clarification. -
willmanx said:
Karma Kollapse said:
Do you not need to complete the basic career advances before you can change career without completing it? Or was that a rule I made up in my head?
No, you just need to access rank 2 (10 xp) to change to an advanced career (logically intermediate). You can change anytime for another basic career.
Completing career advance authorize you to buy Dedication Bonus so as to keep your current career ability and gain a free specialization in every skill you trained during your current career.
Moreover, completing your career reduce the cost of the transition to the next career by 1
That wasn't what I was asking - I knew all the above
I meant, if I was saying an Agitator and wanted to move to Thief (which has the same traits) as soon as possible, can I do so with my very first advance, or do I have to complete the first four basic advances (skill+talent+wound+action) before doing any sort of transition? I'm sure you had to do the four basic, but I might have just made up the rule in my head thinking it was a cool rule to have, and just went with it. -
Do you not need to complete the basic career advances before you can change career without completing it? Or was that a rule I made up in my head?
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Emirikol said:
These are the basic careers “most related” to intermediate careers by Trait (i.e. the fastest way to get there by CORE rules):
Chamberlain (can switch at one advance): Agent, bailiff, burgher, messenger
Charlatan(1): thief, gambler, agitator
Investigator(2 advances): Forger, gambler, agitator, envoy, smuggler, student, and thief.
Merchant (1): agent, biliff, burgher, messenger
Physician (2 advances): student
Seer: Mystic
Scholar (2 advances): student
Witch Hunter(1): zealot
Thane (3 advances): courtier dwarf
Duellist (2): courtier, fop, pistolier
Knight (1): Pistolier
Marksman (2): soldier, bounty hunter, waywatcher, wardancer
Outrider (3): soldier, boatman, bounty hunter, coachman, commoner, dockhand, hunter, roadwarden, rat catcher, mystic, servant, witch
Sargent(1): soldier
veteran(1): soldier
Ambassador (3): Courtier, Fop, Pistolier
Demagogue(1): Agitator, gambler, thief
Herald(1): Bailiff, Burgher, MessengerI did not include the specialist careers such as trollslayer, app wizard, etc.)
That's really useful!… and also really surprising in some instances.
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Azazelx said:
Thank you guys for all of the replies.
My pencilled-in order for when my payday hits next week is as follows:
Warhammer Fantasy RPG Player's Guide
Warhammer Fantasy RPG Adventurer Toolkit
Warhammer Fantasy RPG The Creature Guide
Warhammer Fantasy RPG Core Box SetI figure this should give me enough junk for a solid start to the game, most - or if not all of the careers(?) an an extensive bestiary so I can make maximum use of my Warhammer models.
What do you think? Missing anything vital? Buying too much? Look good?
Unless you want something for the players to look at, I wouldn't worry about the Player's Guide; the Core Box Set has a players handbook included (though the guide is more thorough and includes rules and details from the Winds of Magic and Signs of Faith boxes).
I found the Creature Guide deeply disappointing, and wouldn't recommend it. The GM handbook with the Core Box Set lists -most- of the creatures you'll use. There's perhaps a few high level, non-ruinous power* monsters in there but you'll rarely use them. I bought the CG mostly so I had more options for beastmen, and found that the only other beastmen type it listed were Minotaurs; no Bestigors, Centigors, Bray Shamans, etc. I ended up simply buying the Warhammer Army Book for the beastmen and created creatures based on that.
Adventurer's Toolkit is neat to have, though, and you should be able to pick it up pretty cheap. I think Box Set + Toolkit will give you a good starting point.
*all the ruinous power creatures are listed in their separate guides, which come with the expansions.
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flyndad said:
I was able to play with two guys from England and a gentleman from Germany ( I think ). It made for an even better experience than I would have received at aface to face table game. The various accents REALLY helped with imagining the VERY different characters.Petar is from Serbia

Glad you had a good time. My throat kind of hurts from all that shouting though, and I'm pretty sure my neighbours will be giving me funny looks, my walls aren't exactly thick.
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Emirikol said:
NOT USED: Active Defense Recharge – Your highest eligible defense die is now constant and you only gain the bonus black if you specialize. Examples: Parry – one black die with bonus black only if parry specialization. Improved Parry – one purple die plus bonus black only if parry specialization. No other effects on the Improved cards are used.
jh
I strongly disagree with this house rule, if only because if you are a fighter with several attackers all on you, you are somehow managing to parry/block/dodge all their attacks at once, every turn. If my dwarf is standing there with three orcs beating him and three goblins shooting at him (… I'm basing this on a real situation here
), then I should only be able to block one, and dodge another, and parry a third. Letting me block all of them means I have the fastest shield in all of the Black Fire Pass.Also if you only care about one type of defense, then that means you'll end up focusing on just one of the physical traits, and not the others, in order to improve it. Why bother getting 3 agility if you don't need dodge?
But then I don't really see anything broken here to warrant the house rule; I'd be much more concerned about how Guarded Position is so easy to abuse.
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Ceodryn said:
There are no stupid questions!"Hey Grum, can I have some of your beer?"
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Stuntie said:
So does not appear in Games Worshop store, and recieves brief mentions at best in White Dwarf. But it is their IP, thier baby. Maybe if they acknowledged its exisrtence, spent some more time on it, and helped it grow that support would open up a lot of table top players to the RPG's. And they get their cut of the profits from it too. I think they fear it to be mutualy exclusive i.e every RPG sale is a lost army sale - but that's not the case. Half my group have tabletop armies and the other half have never been interested in tabletop at all - so some of us have both whereas the others would not have bought anything but for the RPG's. No sales lost there. If anything cross selling creates a stonger and more atractive brand. Books and armies go toether fine in the GW stores. RPG and Computer games add to the mix. Plug all as a coherent whole and more chance of cross sales.This is all very true. I started running a casual bi-weekly group online with some friends, all of whom turned out to be avid tabletop gamers (some 40k, some Fantasy). One was surprised that the RPG wasn't sold in the stores, but after playing WFRP with us went out and bought Island of Blood (he is more a 40k player). I've since caught their enthusiasm and started work on a beastman army (the army rulebooks make great addendums to the rather poor creature guide, too).
But what can you do, huh?
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stormofswords said:
I'm a member of the old world league, but finding games/times I can make that aren't full has been difficult.I think this comes down to a shortage of GMs and games running each week. I know a few are busy with real life and can only setup a game once in a while, so the ones that do fill up fast. My advice is if a game is full, put yourself down as a 'reserve', as people have to drop out all the time.
My impression at the moment is that there are pretty much no games happening during US weeknights, which is a downer. But that just needs some active US GMs really; at some point someone may need to step up. But these things take time and patience, the group has only been going for about 3-4 months after all.
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Vasquia said:
Or am i missing something?Whilst training a skill does give you a decent advantage, it isn't the be all, end all of skill checks. The thief in a mini campaign I'm playing in was still able to break into a house happily without observation and athletics trained (she might have needed my dwarf to give her a boost up, mind). A good strength and intelligence score should see you through most easy/medium challenges.
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What is the general opinion of high elf duelists? Would one prefer the longbow over the pistol?
I'm curious as one of my players is looking for a mix of combat and social for his next career, and duellist looked like the best option. But themetically pistols would be rather poor for an elf, not to mention very expensive.
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bigideas said:
From my reading however it seems they will be doing it using specifically using an online programme you need to purchase which is $30 for lite, 40 for full and 140 for ultimate (for each player).That's only partly true. FG2 is not a freeware programme, that's true - if you want to GM then you need the full or ultimate edition, a player needs the lite edition or the free/demo edition if the GM has an ultimate edition (which a handful of GMs do).
This is why Maptools - which is also used by GMs in the group - is a great alternative, especially if you're running DLSS. Maptools is completely free, quick and easy to learn, and there's even a pre setup campaign map for DLSS at Gitzman's Gallery so there's minimal setup required on your side.
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bigideas said:
London (UK) evening starting at 6 ish. I will be rolling the dice when checks are needed but you will need to talk me through your pool like normal.
*gasp* But rolling the dice is the best part, you'd take that away! D:
(echoing the last post, there's a google group for online WFRP at groups.google.com/forum/ where you'll find lots of like-minded players, not everything has to fit into the OWL project. Using MapTools or FG2 -might- be more convenient than playing around with a webcam. MapTools is totally free and really easy to pick up for a GM, FG2 is less free but a very polished product)
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Emirikol said:
I'd start with The Gathering Storm, then eye for an eye.
Last scenarios: Edge of Night
Why this particular order, especially with TGS before EfaE?
I was meant to start running EfaE last weekend, but one of our players was missing, so I ran elements of EON (mostly the road-centred prequel and a handful of random events) and used that as how the remaining party members caught the attention of Ascaffenberg.
As a rough plan I think I was going to go DL:SS -> EfaE -> EON -> Mirror of Desire -> TGS or HoH -> Tzeentch adventure (I don't have it yet!) -> Witch's Song -> Khorne Adventure (forget the name) -> Art of Waaaaagh
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flyndad said:
wait wait wait,.. I got it,.. unless you can deal a whopping 15 or so damage to Gnashrukk,…… RUN AWAY !!!
Shouldn't be too hard for a Slayer! Think a standard, just-successful melee strike from the pre-built one with the adventure would hit for 12, would be even more with Troll Feller Strike or Reckless Cleave. TFS, with a good enough roll (3 successes, 3 boons), could hit for 19, and ignore that 5 in soak, leaving only two wounds left. Add a Sigmar's Comet, and it is could very possibly one-shot him, you only need a critical wound severity of 2 or more.
Unless I got my numbers wrong.
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Fenderstat said:
We have an all dwarf group in the Old Worlde League but they are off doing the dwarven third edition scenarios.
And boy is that group fun, I can't recommend an all dwarf party enough, from both a mechnical perspective (grudges grudges grudges!) as well as the obvious roleplaying perspective. However what makes playing a dwarf party fun is having dwarf-like things to interact with; if the adventure you're running through clearly hasn't been designed with a dwarf party in mind (and I'm guessing from Fenderstat's comments it might even be more human-centric?), then the fun of being in such a party is diminished.
Of course (and my lore-knowledge might be lacking here), there may be historical reasons why a group of dwarfs might feel compelled to help the Sigmarites, as you have already said. A slayer might have dishonoured himself in a way that is somehow related to the church; a Grudge Keeper might know of a grudge that is somehow connected with the church, etc. If there is something like that in your adventure, giving your dwarfs a personal connection might help make it feel more dwarven in nature.
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I'm not sure what you people are complaining about. As a halfling player who isn't a Thief, I shake my three solitary intermediate career options (Charlatan, Demagogue and Investigator) at you. We only have two other advanced career options beyond that (Master Thief, that requires completion of Thief, and Crime Lord, which is an Elite career).
*grumbles*

Rape in Your Games
in WFRP Gamemasters
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Disgruntled Owl said:
How do you usually handle the subject in your games? My campaign is coming up on a point where it could be very appropriate (a band of angry mercenaries might be taking over a town) and im thinking i will just ommit it. My players arent mature enough to handle it properly so i wont bother.
**** as drama is almost always a bad move. Ask yourself if it will enhance the game if the mercenaries **** the townspeople - chances are the answer is 'no', and if you feel your players aren't mature enough to handle the subject matter than that goes doubly.