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About dertarr

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  • Birthday 11/08/1982

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    Minsk, Belarus

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  1. Ok. In reality the Mercenary uses Greatsword with DR 7. He has two ranks of training in WS and one rank in Discipline (as Discipline is used quite a lot he invested in training it). First round he shifts to +1 reckless, does Berzerker range that usually boosts him to another +1 reckless. Second round he shifts ti yet another +1 reckless and he uses Reckless Cleave that deals 4 (STR) + 1 (STR bonus) + 3(reckless bonus) + 7(DR) + 3(Reckless Cleave improved line) + 4(Reckless cleave boon line) -5 (average toughness+SV) to an impressive total of 17 damage. And having another +1 STR from Sigmar's Strength gives better chance for all that and +2 more damage. But that is probably another story of a Reckless Cleave guy. And perhaps you are right on the thing that they do need to invest two actions for that so perhaps the bonus worth it.
  2. Well, combats we have usually last some 4 to 7 rounds in general. It usually takes some 3-4 hits to eliminate an enemy. With Berzerker Rage the mercenary adds +3 to all damage (he has only 3 reckless stance tokens yet), has increased "to hit" probability which also results in better damage. Since he is a target of at least a couple of attacks each round, he also benefits from increased Toughness - that may mean he would last one round more than usual. So using that card well worth it.
  3. Hi, I've got a situation during resent session. A mercenary with Strength and Toughness of 4 goes into "Berzerker Rage!", so that his Strength and Toughness are treated to be 1 higher for any check he makes with them. In the same time our party priest has blessed him with "Sigmar's Strength", so that he gains further 1 Strength and 1 Toughness. So, would those two bonuses stack (and the Warrior would effectively have 6 Strength and 6 Toughness), or do they not (so that he remains with 5 Strength and 5 Toughness)? For now I houseruled that the first effect would work as expected but the second effect would result in +1 fortune die instead. Is there anywhere some official record on this matter?
  4. There are official rules on that. See Player's Guide page 98: More over, there is a ranged weapon such as Longbow that is normally effective at long range but may shoot at targets at extreme range with +1 difficulty. With that said, it does not mean that you cannot modify this to fit your game better. I would suggest that if players want to increase range by 1 increment they need to sacrifice an expertise die for the check. Adding more difficulty interfers with "Unreliable" property which isn't desirable.
  5. Yes, I just moved this topic to StS forums.
  6. It may happen sometimes although I don't see that the server was down. It should redirect HTTP link with HTTPS link. Might be that your browser doesn't support it or that redirection is blocked by configuration or anti-virus software. You could try the HTTPS link Let me know it you still can't access the page.
  7. Hi everyone, This is to announce about startup for WFRP 3ed web toolkit - a handy tool for Game Masters in WFRP 3ed to track conditions of NPC and monsters. I do only have 1 year of experience in WFRP 3ed (only as a GM). During that time I noticed what a pain is for a GM to track the combat. Every creature has wounds, A/C/E pool, actions that are recharging, sometimes stance and a free-flow initiative chart. It is more or less OK when there are only a couple of adversaries, with with larger opposing armies things get more complicated. The fact is that I love the ideas brought with the system, especially the A/C/E pools. And I decided to create a tool that would free the GM from this token-management task. The toolkit itself would be free-ware and open-source. But the database of cards and materials will not be included by default (to avoid possible legal issues). Here is a link to track the development progress. Currently the "toolkit" is in version v0.01. It is able to render action cards out of source json files. Here is a link to example json action card Troll Feller Strike that demonstrates how the data is encoded. And finally here is a link to bitbucket repository (which is something like the github) with the project. So if you would like to participate just let me know then! I have vacations until mid of March, so my response during that time might be laggy. And yes I know that the stars are not right for anything with WFRP 3ed. But I do love this edition, its ideas and quality of its materials. And I do want to practice myself in some technologies that are new to me. I've started the topic here since StS forums don't feel to me like something being alive. At least in WFRP 3ed section. But if this forum gets closed, the topic will be moved here.
  8. An interesting idea with Corruption. You could adjust difficulty of the check to the amount of corruption points in question. And I would suggest to let PC remove the corruption only if the check succeeds.
  9. Yes. In fact I plan to create some application to track WFRP3 combat - both to have something suitable and to practice myself in golang, html and other staff. But I'm at the very beginning and will not have much time. So the product would not be ready any soon. And it will have some legal issues, I suppose... :(
  10. Actually, I've read in Creature Guide that all NPC and monsters do have an access to all basic actions including block/dodge/parry - as long as they meet the requirements. Previousely I didn't use defensive actions for monsters - I was sure that if a monster wants to defend itself, it will use aggression pool. But no, it is not the case: Page 8: "Custom Creature Actions". Perhaps I don't get it right, as many creature actions are tagged with "Basic" keyword. Then monsters get actions due to their race. And GM has an option to add some more actions from a normal PC pool if the creature card indicates some slots for it. The problem is that it gets way too difficult to track recharge tokens for all those defense cards along with A/C/E.
  11. Oh, wow! Indeed a pity that I didn't examine Creature Vault cards before! "Jeer 'n' Jab", "Chompity Chomp Chomp" and "Stick 'em wif da Pointy End" did make my day! My PCs have been just way too lucky so far. This should end
  12. >> Also, many characters do not fulfill the special requirement, so only add 1 Black dice. If they are not fulfiling the requirement to get the second black die, they would not get the Improved action as well. These cards require a rank in corresponding skill. So once a PC has that rank and gets two black dice, it is mostly a waste to spend an advance for Improved defence. Yes, it does add Chaos Star effect, which is pretty much the only difference. It may impact your game more since you count a Chaos Star as 1 challenge + 1 bane though. PS. Nice dodge with having players to select from a limited amount! Next time I gather a new group I'll do the same. But for now I have my 15-18 advances PC... Should consider slaughtering them all in some side quest and have players create new Rank 1 characters for TEW, hohoho...
  13. Having Adele as a cult member works very well to explain why PC would benefit from replacing her with her tutor Gregor Whatshisname during the trial in book 2. There are indeed too much cults, but that gives PC the view on how corrupted the Old World is, and that corrupted forces do hate each other more than want to ruin everything.
  14. Yes, perhaps you're right. At least, weakening this Reckless Cleave PC will also weak other PCs that don't deserve it. This would be in addition to my other doubts. It is not that combats would be you miss - he misses - you miss patter: currently PCs almost always hit, and monsters have some 50% chance. But it will surely downgrade PC's actions so that they don't get all those fancy results from multiple successes and boons. I will surely be using your option of "exchange Action for a free manoeuvrable" and "only 1 additional manoeuvre at the cost of 1 fatigue". And I plan to try with additional success = additional damage, but only for basic Melee Attack and Ranges Attack cards. All other attacks would remain unchanged for now. This should be a benefit for monsters since monsters use basic attacks more than PCs. I shall see how it works. But I doubt that having prepare manoeuvre at the cost of one black die does solve the problem you mention. What I see is that PC would either use the manoeuvre to get closer to enemies or for prepare - when they don't need to move. And as I understood you, one of your goals is to have PCs to use manoeuvres differently. My PCs do use manoeuvres to reload their pistols and crossbows, to sheathe and unsheathe weapons. But ideally I would want them to see using manoeuvres to aid each other, to interact with the environment and get advantages, and so on. No clear solution from me for this unfortunately. My PCs simply forget that they may use manoeuvres to aid each other and thus grant white dices. Will need to remind them every time. Anyway, psychologically players would feel more comfortable when their PC would get a white die if they use prepare manoeuvre rather then add black die and force PC to use the prepare manoeuvre to get rid of it. But that is a pretty minor point. About improved defences. Actually I found a good article Purple Is The Two Black which states that one purple die is mostly equivalent to two black dice. You may use this dice roller to verify that on your own. I've pre-set a typical attack pool of my Reckless Cleave PC. But this proportion works well with pretty any combination. The only exception is higher probability to get chaos star, naturally. This means that Improved defences are not significantly better than their normal variants when PC has relevant skill training. Normal defence grants two black dice while improved one grants one purple. But you need to waste an advance to get the improved defence. I know there are also Advanced variants of those defences, but I don't have them nearby to reference. The best thing could be that Rank 1 or 2 PC should not have access to powerful attacks such as Reckless Cleave, perhaps. About your example with goblin archers I would recommend to have archers placed separately to each other so that engaging one of them doesn't bring all others engaged as well. PC would need to move between them and loose manoeuvres and perhaps fatigue. Then they would have a surprise round before PC even have a chance to react. And at last, goblins might be hidden, even after firing arrows. Successful Observation could reveal a couple of them, but not all at once. The PC would need to use Assess the Situation action (something that my PC never ever did at all, BTW). Anyway, I agree that I need to spend more time thinking about how to present combat encounters, so that the PC don't just cut through it in a couple of rounds.
  15. Yeah, this room at White Horse should be a dummy one. Perhaps she even hired some boy to look over the room and report to her of any suspicious activity. It seems strange to me that in Averheim she uses White Horse (which is in brass tier) for cover, and in Middenheim she uses The Prospect (which is in gold tier) for the same purpose. In the first part there is no reason for PC to talk to her up until the latest events at least. If PC insist, Adele would not want to talk to them - they are strangers and of no use. Breaking into her room or trying to detend her is surely a criminal activity, and PCs should be warned against that.