Jump to content


  • Content Count

  • Joined

  • Last visited

About tcrudisi

  • Rank

Profile Information

  • Location
    Greensboro, NC
  1. What does this mean? Example: Good Witch Hunter. 1 hammer: You act sympathetically towards the target, being both supportive and understanding. Influence the target. The inverse of the card is Bad Witch Hunter which, blah blah, Influence the target. What does this mean? Are there specific rules somewhere that I've missed or is it up to the GM to determine the exact results?
  2. Is there a general guideline for the GM to hand out gold to the party? We have the book where you get bonuses as a human depending on where you are from. I'm not noticing any drawback to this at all. One of them says that you can convert terror rolls down to fear checks and fear checks are made at -1 purple dice. This only applies against chaos creatures. Isn't ever creature in the game a chaos creature?
  3. Well, I figured out the answer to my own question. In case someone else ever wants to know the answer, I'll put it here. When I initially said that none of the High Elf careers gave Intimidate as a career skill, that was based on all the careers from the Player's Guide and earlier. As it turns out, there are 3 that were released in the more recent books. Duellist: Advanced career. Combat, Intermediate, Noble, Social. Herald: Advanced career. Bureaucrat, Intermediate, Social, Urban Crime Lord: Advanced career: Elite, Rogue, Social, Urban So if you run into a scary High Elf during your travels, realize that they are in an advanced career.
  4. I'm an idiot. I don't know how to delete, so I've edited everything away.
  5. "Exhaustible talents" have a recharge of 4 Where was this rule introduced? (Yet another thing my gaming group is getting wrong ... /sigh)
  6. I just can't get over the idea of this puny High Elf Scribe scaring the crap out of people with a ridiculously high intimidate. It's funny and it actually fits the direction the character has been going as far as roleplay development.
  7. Since I learned that we were doing our advancements incorrectly, I've had a bit of a change of heart as to what careers I want to pursue. I /just/ received my 11th point, so I just finished up with the Scribe career. Well, to finish it up, I needed to pick a talent. I chose to get a Focus talent that lets me use Int instead of Str for Intimidate checks. It sounds pretty cool and it lets me diversify a bit. The problem? I'm not trained in Intimidate and I really want to be. So, I went digging. I looked at all the careers in the player's guide to see who gets Intimidate as a career skill. I kept looking and looking and looking. Did you know that every career that has Intimidate as a career skill is either for Humans, Dwarfs, or Wild Elfs? There wasn't a single one for a High Elf. So, my options are to either train it by spending 2 points (yuck) or, and this is what I'm hoping, there's a career out there for High Elf that gives Intimidate that I'm just not aware of. Is there one? And if not, do you think it's worth it to go ahead and train it out of class or should I just enjoy that I can do another neat little trick, even if it's not that great?
  8. First of all, thank you for the in-depth answer to all of the questions. I actually had no idea about the bolded part of #1. This means we've been doing it very wrong. (Surprise, surprise!) Are arrows considered piercing? (I would assume so.) And, where can I find the rule concerning piercing attacks ignoring soak? Ditto for #16. Where can I find the rules for that? I'd like to read up more on both. I'm feeling a bit weird about all the things we are doing incorrectly. I was just reading over the rulebook again and discovered that we are doing our advancements incorrectly. I thought that the things listed on the advancement card were all you could purchase for a career. So, for example, the Scribe has Wound 0. So I thought I couldn't purchase any wounds without going out-of-career for 2 points. This also confused me, because there are the "open advancement slots" and the 4 that are already marked on the sheet, where wound is one of them. As it turns out, you are required to purchase all 4 of those that are there, then the rest of the ones on the sheet are all optional advances, and this is where you spend to get a stat boost. So my character is illegal in yet another way as I didn't spend my advancements properly. I purchased Willpower 4 and used up at least 2 (and maybe 3) of the "mandatory" spots to do it, because how can they be mandatory if they clearly aren't even possible for me to buy? (Wound being the obvious point here.) And yeah, I get it now, we've just been doing it wrong. The part that frustrates me is that I was the rules expert when we did D&D for years and years. I'm not the kind of guy that corrects things at the table. I make a note of it when we mess up something and I approach the DM about it after the game. If it's intentional - great. It's something that I want to know about. If it was an accident, then I can refer him to the proper book/page and we'd fix it for the next time. But, despite the fact that I handle these things as delicately as I can, I still don't enjoy doing it. So I really don't want to take up the mantle for WH. I'd rather someone else do that. However, I'm finding myself in a weird spot. I'm really enjoying the game ... but the other players aren't feeling this new system. My wife has already stopped playing (she just comes after for the other games we play), another weekly guy dislikes it, and the other core players are rather "meh" about it. One guy, who is not a regular but he is a huge Warhammer universe fan (mostly miniatures), joined us for one session. While he's not the biggest into RPG's, he does play things like GURPS, Savage Worlds, and Firefly, so he's not inexperienced at rpgs. This was his first go at the RPG version of Warhammer, and he hated the system despite knowing the world far better than the rest of us. I've spoken with the players who dislike the system in an attempt to figure out what it is they dislike about it. I'm hoping it's the rules and that fixing those would allow us to see it for the system its designed to be, but without playing in a game without house-rules, there's no way for me to really know. After all, I don't know what the game would be like when played properly. I've never played it properly, either. (Sorry about the rant. This got away from me. I even deleted a few paragraphs.)
  9. Signs of Faith - is this book worth it at $15 + shipping? Are the cards it provides only found in this supplement? In the "what is your favorite supplement" thread, no one mentioned this one, which has me a bit worried.
  10. I received a tracking number just yesterday. I ordered mine a day or two after this thread was made.
  11. We're all buddies of the GM. He doesn't play favorites or anything like that. At least, he hasn't in the past. It's far more likely that it's just a rules misunderstanding or an intentional house-rule that he's just not informed us about. I bolded the most important part of your response, however. In the several years that I've been playing with this GM, he has always ran a pre-made module. (I use the word "always" literally. I've never, ever played in even a 1-shot with him that wasn't a module he either purchased or found online.) This game /might/ be an exception. He doesn't keep any papers near him, which is very different than every other game he's ran. He normally has the module by his side and throws away papers as he finishes with the page, but with this campaign, he's not done that. However, one of the players says that he played Warhammer with this GM a long time ago and that he feels like this is similar, perhaps identical, to the campaign he played in all those years ago. So it could very well be that the GM has a module tucked away and he's been following it as well as he can. He already kind of railroaded us once when we said we wanted to do another thing and he just kept assuming in a "I'm pretending that I'm not hearing you" sort of way that we wanted to do something else. We just sort of went with it, because it's not really a big difference to us, though from the story perspective, if he had one way planned and we went another way, then it would change a lot of things. All that was a very long-winded way of saying, "That is a highly plausible explanation." He also tends to look at games as him vs the players (while my own GM style is me WITH the players, celebrating their victories with them, though I'm not about to make it easy), so it could just be that he wants to "win". Possibly. Anyway, a big thank you to those who replied. R_b for clarifying the rules and Ralz and Abidab for the friendly advise. One more question, if someone's up for it. Based on what you read with the rules discrepancies, how different is a "follows the rules strictly" game versus what we are playing? I feel like I really want to try out a game without any house-rules to see how deadly and fun the system can be on its own merits.
  12. Now that I'm back from my holiday, I just wanted to say "Thanks". I ended up ordering the books that you suggested, plus 3 copies of the GMs vault (that I plan on sharing with 2 friends and combining our dice). I'll probably also end up getting some of the other books, especially the cheap ones, just to flesh out an actual WH library. And a special thanks (and playful "screw you!") to brrak, the OP, for letting me know about this great deal. (The "screw you" is because I'm spending a lot of money that I never expected to spend. )
  13. Are the Player's Guide + Omens + Lure + Blackfire Pass + Hero's Call all the books you'd recommend for a player? Or would you advise going a different route? I'm interested in picking up some of the books for Christmas. Are there any other books, other than the GM Vault, which give dice?
  14. Yep, I meant Trivial Knowledge. Sorry - I don't own the books myself and I haven't played long enough to have everything memorized.
  15. As the title asks: Are any of these rules real or are they all house-rules? I only have access to the Player's Guide, whereas the DM has access to all the books, so in some of these questions he's blatantly going against the Player's Guide, so I'm left wondering if these rules are countermanded in a different book. 1. Our archers do 1 damage against skeletons. This is because the minimum damage on a hit is always 1. The DM is saying that all piercing attacks would normally hit for 0 on skeletons. (This is a big one. Three of our 6 characters are archers and one of our 3 melee characters uses a Rapier. So only 2 out of 6 characters can hit for more than 1 damage, even on a crit.) 2. If you go into a career that has an advanced skill, you acquire that skill for free, automatically. (A player went into Apprentice Wizard and was able to purchase 1 dot in Channeling for 1xp, 1 dot in the casting skill for 1xp, and 1 dot in Mystic Sight for 1xp ... and he had not acquired any of them.) 3. To determine the amount of purple dice used in combat, compare your attack stat to the same stat for the enemy. For example, if you are making a melee attack, for each 2 points you are above their stat, reduce the purple dice by 1. Purple dice begin at 3 and go down to 1 if you have Strength 6 or Agility 6. 4. Armor stacks, it just lowers the effectiveness of the stacking armor by 1. So you can stack the Ironbreaker Armor with Leather Armor. Ironbreaker Armor is 2 black dice, 5 soak, I think. Leather Armor is 0 black dice, 2 soak (once again, I think). If you wear both, the Leather Armor only adds 1 soak. So our Ironbreaker is wearing 4 different kinds of armor and can literally only be hurt for 1 point of damage with every attack because he soaks so much damage. 5. The engagements don't make sense to me. I can be engaged with an ally who is engaged with an enemy, but I do not have to be engaged with the enemy. Furthermore, disengaging too fast will result in an "Opportunity Attack". And I can disengage behind an ally who is very close to me and the enemy can't get past that ally to swing at me. One person can engage only one enemy at a time. Multiple people can engage the same enemy, but you can never engage more than one enemy at a time. 6. A Fortune Point (FP) can be spent to negate any attack coming your way. This has literally saved my "not armored butt" a couple of times. It seems way too powerful, though. Especially when combined with the party card: Brash Young Fools (BYF). The GM has ruled that we put the new FP onto BYF at the start of a new round. So, we use a FP to ignore the attack, and if we run out of personal FP's, we can take from BYF to avoid the attack. Basically, at least one attack will ALWAYS miss every round, even if we are all out of our personal FP's, as we will just steal from BYF. 7. See #6. I assume we are using BYF incorrectly because, otherwise, there's no reason for anyone to ever pick a party card except for BYF. That's ridiculously powerful. 8. Fortune Points can be spent retroactively. Fail a check? Keep spending a FP until you succeed. (Ironically, this makes one of our group talents a bit silly. We have a talent that lets us add 2 white dice for an untrained skill check, so if we've failed the roll and want to spend FP's to get fortune dice, we get 2 per FP with that talent, rather than 1 if we are trained.) 9. I keep reading on the forums about how dangerous diseases and insanities are, but we've not seen one. We're barely getting fatigue or stress, which seems like it would be the thing that would lead to insanities. We've played 6 sessions so far and I've received a total of 0 in both. Others have received some by getting the crit failure in combat and getting 1 fatigue. Or, we've had a tiny amount of stress come into play only when we roll a crit failure on a fear check at the beginning of every combat. 10. Which reminds me, we roll a Fear check at the beginning of every combat. So far, we've only fought undead, but we've fought them several times. Always the exact same skeletons. Does the penalty always remain the same? So if we fight these exact same skeletons 100 times, we have to make a Fear check 100 times? 11. This one's already been corrected in another thread, but I'm ranting at this point. There's no limit on how we improve our skills. So, as a Scribe, I get 4 skill points, but I can put 3 of them into Discipline to raise that up to 3 and drop the last one into Education, for example. 12. (Flavor question) Is it really the mission of the Troll and Giant Hunter careers to die and that's why they don't wear armor? 13. I'm a bit confused on the dedication bonus. If you complete a career (10 points in class), do you automatically get the dedication bonus or are you required to spend an 11th xp just for the dedication bonus? 14. I can't remember the name of it, but there's a basic action card that lets you give a bonus to defense for all allies in your engagement (1 hammer = 1 black dice to all attacks and 3 hammers = 2 black dice). I think you roll Willpower + Discipline or something like that. It doesn't have any dice on it, but it is an action in combat. Do you automatically add purple dice to it when rolling it or not? 15. Same as #14, except for magic spells like Magic Dart. Does this get a purple dice or not? And when quick casting, do you add a purple dice? Our confusion stems from the fact that it doesn't have a penalty dice on the card. 16. We did a contested action against the enemy. I figured a contested action would just be "they both roll their stats with any penalty dice or fortune dice as deemed by the GM and compare the results". Instead, the GM gave the player 3 of the purple dice and said that was the difficulty, then rolled 0 purple dice for himself. Was this correct? I'm sure there will be more later after I've had time to think on it some more. This is just what came to my immediate mind. Thanks in advance, guys!
  • Create New...