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Umaril

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Posts posted by Umaril


  1. Soak etc applies as normal unless stated otherwise on the card, Magic Dart has a boon effect to ignore armor soak if I remember rightly.

     

    Sticking with Magic Dart, it is only a Spellcraft (INT) check, the card doesn't state that it is 'Vs. Target Defense', as such the target doesn't get their regular defensive dice. Nor can they use and Dodge, Parry or Block cards against it. The only active defense card they could play against it are the Counterspell cards.

     

    At least that is my understanding, haven't had a magic user in one of my games for some time. 


  2. I'm afraid not. unless they're printed in the book the PDFs don't have any of the information that would normally be found on cards. Quite a significant oversight really. 

     

    In the case of Heroes Call, I think the stat blocks for the 'Epic Threat' enemies are in there if I remember correctly, but none of their associated actions are present. 


  3. I managed to get my hands on a new one about a year and 6 months ago from http://www.guysthatgame.co.uk/, but they don't seem to be stocking it anymore. Now that the line is officially out of print I have no idea where you'd get your hands on it at reasonable cost. Amazon seems to have it, but not for anything like cheap. 

    A lot of it has been hard to find in the UK, it took me a year to find the Adventurer's Toolkit being sold for less than £70. 

     

    Best of luck, but I suspect you'll have a hard time of it unless you find a user selling, 


  4. These are all interesting ideas, and its good to see a variety of opinions and solutions on this. It's good to know I'm not just overlooking something obvious.

    We're quite early in the campaign I'm currently running so as a bit of experimentation I allowed (as a one off) players to take two social-style cards for just one advance, a bit blunt force perhaps but I just wanted to get a few of the **** things into my players hands to see if they would start using them more organically, and perhaps actually bother to look at the support deck when spending advances in the future. 

     

    I'll trial out some of the social-combat house rules suggested here when I get the chance, will be a few weeks before I can get the gang back together though. Thanks for your insight :)


  5. Hi, 

     

    I've been running WFRP 3rd for a while now, with two different groups, and I've noticed that my players tend to skip over the 'Social Cards' a lot, to the point that most won't take even one. 

     

     

    I'm guessing they may share the mindset I had early on, which was as follows:

     

    I felt like many of them have effects that could be achieved just through normal role play and skill checks. Sure Steely Gaze gives the player a certain reaction which they can expect to play out if they succeed, but why not just made a normal intimidation effect? There's also Belching Smoke - Shooting your gun in the air as an intimidation, am I to prevent a player from firing into the air without this card? If a player decides to fire into the air without the card then I should still allow it to have an effect on those around the PC right? Should I be checking this card and use similar or weaker effects? I'd probably just wing it and come up with effects but then that nullifies the point of having the card doesn't it? If you can do basically the same without it.

     

    On studying the cards more I can see their use better, but many still feel a bit flimsy or unnecessary. Particularly those with little more than 'you influence the target'. 

     

    Cards with better tangiable usability and bonuses (extra maneuvers etc) escape this a bit, but should a player need to use something like 'Come Face Me' to force an enemy to change target? Couldn't they do this another way for free? 

     

    Has anyone else had a similar experience? How have you tried to deal with this?

    How have you got your players interested in social actions?

     

     

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