Jump to content

DE4DF1SH

Members
  • Content Count

    4
  • Joined

  • Last visited

About DE4DF1SH

  • Rank
    Member
  • Birthday 06/01/1983
  1. I don't like the idea of starting new characters out with a whole bunch of abilities, traits and skills, like the rulebook would have us do. It makes the game seem overwhelming for new players. In my campaign, I restricted the players to their normal skill allotment, but then I only let them pick one ability card (and of course they can use all the basic abilities too). This way, when they level up, they're already comfortable with the abilities they have, and so getting new ones is easier to grasp. Sort of like how a 1st level D&D player gets 1 spell, or 1 feat. I wouldn't start my D&D players out at level 5 - they wouldn't know what to do! Similarly, if you let new players have the basic abilities AND like 6 other ability cards, they won't know what to do when their turn comes around; it'll bog down combat as I have to explain every card to them over and over. If anything, I wouldn't mind getting rid of the cards altogether. I want this game to be simple. The dice system is already confusing, as you have to spend 5 mins interpreting the dice after you roll them. It eliminates the "Yay I rolled a 20!" and "Darn I rolled a 1" and replaces those feelings with "Ugh, what do all these skulls and hammers and chaos stars mean? Did I hit?" Anybody have house rules that simplify things for new characters?
  2. I just read a book by Jonathan Green called 'The Dead and the Damned' which is a collection of short stories all about the same mercenary company. It's really cool. I like the characters a lot, and the author makes all the nightmares of the Old Worlde serious and deadly. http://www.amazon.com/The-Dead-Damned-Warhammer-Novels/dp/0743443292
  3. I don't know if this has been addressed already, but who's to say my priest can't cast spells an infinite amount of times per day, as long as I just keep rolling to curry favor all day? My party would be at full health all the time. Nobody would ever go into a combat wounded, and as long as I can keep currying favor all day, I can eventually roll enough hammers and boons to cure everyone's critical wounds as well. In fact, there wouldn't be a point in rolling at all. A GM could just assume that, eventually, I'll roll enough hammers to heal everyone. Suddenly there's no fear of being hurt, or even death, except by that one lucky blow that does ya in. Is there a limit to how many times a character can be magically healed in a day?
  4. I like the house rules, I might use some of those for my own campaign. Thanks!
×
×
  • Create New...