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TormDK

What is needed to get started?

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finding dice does take some time.

 

At rank 3 a dice pool could easily have 20 dice in it.

 

The issue is that there are too few challenge dice and misfortune dice.

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20 dices??? I Forget something or don't understand something?

- regular dice pool, for any non combat check (so 80% of time, minimum)

4-5 blue/red/green from caracteristic

2-3 yellow from expertise

2-3 purple from difficulty

2-4 black/white side effect dices

so 10-15 dices (and it's maximum, big caracteristic value, huge difficulty, amazing expertise, ...)

- combat dice pool, for a boss (1/ session max)

5 b/r/g

2-3 y

2-3 p

5-9 b/w

but it's rare... But 20 dices are possible

we play with dices from

core set + 4 add on

for 1 GM and 4 players

and it's perfect... But we begin only with 1 add-on

we buy other along our campaign

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There are also plenty of downloads on both rpggeek.com and other online sites to help you out. 

 

If you don't have  a lot of dice, don't fret.  You can always roll the dice more than once :)

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I've got the dice from the Core set and GM vault, and I was just able to snag 2 new sets from my favorite retailer last week. Not sure if they were sitting in a warehouse or what, but an email hit my box the other night and I snatched them up as soon as I read it. Should get the job done. I mostly just enjoy having plenty around so players can start pre-building their pools.

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My players are interested in check out 3rd but we still want nothing to do with the cards and all the extra bits that would be floating around the table. Has there been any mention of doing book version of the later release so we can avoid the extra grabage?

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My players are interested in check out 3rd but we still want nothing to do with the cards and all the extra bits that would be floating around the table. Has there been any mention of doing book version of the later release so we can avoid the extra grabage?

 

If you are not interested in the cards and bits, there is honestly no reason to play 3rd edition. 2nd edition is way better for a pure PnP experience.

That said, you might be having the wrong idea about the cards. Its actually just a really handy substitute for writing a bunch of rules on your character sheet. In most rpgs I end up with a sheet of paper with small handwriting squeezed into all kind of boxes that I wind up never using because I don't remember everyting at the spur of the moment. The cards just makes this easier by making it easier to organize.

WFRP2 is still a great rpg system with a much richer selection of careers and fluff. WFRP3 is getting there, but still has quite a way to go.

Edited by Ralzar

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My players are interested in check out 3rd but we still want nothing to do with the cards and all the extra bits that would be floating around the table. Has there been any mention of doing book version of the later release so we can avoid the extra grabage?

 

If you are not interested in the cards and bits, there is honestly no reason to play 3rd edition. 2nd edition is way better for a pure PnP experience.

That said, you might be having the wrong idea about the cards. Its actually just a really handy substitute for writing a bunch of rules on your character sheet. In most rpgs I end up with a sheet of paper with small handwriting squeezed into all kind of boxes that I wind up never using because I don't remember everyting at the spur of the moment. The cards just makes this easier by making it easier to organize.

WFRP2 is still a great rpg system with a much richer selection of careers and fluff. WFRP3 is getting there, but still has quite a way to go.

 

 

If you don't want the bits I suggest downloading the Savage Worlds Warhammer companion (Savage Warhammer). SW is an amazing system, fun and fast and fitting the WFRP theme and mood very well. It's a quite deadly system though, both in terms of getting killed and going insane. Because of exploding dice a player/NPC can go from full health to instant death in a single attack. It doesn't use hit points, but a great wound system and especially the shaken status adds a lot to the game. You can download free test drive rules if you're curious :-)

Edited by Gallows

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If you are not interested in the cards and bits, there is honestly no reason to play 3rd edition.

 

So the answer is: No.

I'll keep waiting for 4th Ed and hope it goes back to something more sane.

 

 

If you don't want the bits I suggest downloading the Savage Worlds Warhammer companion (Savage Warhammer).

 

 

Tried SW and don't like.

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This is called the players guide. This is what the "abilities" pages look like.  No cards/bhits/bits necessary.  

 

I'd recommend that you take some page markers, just like we did in old-school gaming a wizard IN 2ND EDITION WARHAMMER or D&D and mark them.  Write everything else down on your character sheet..just like old school gaming.  ..in fact, there's an ENTIRE SECTION in this book on how to run WFPR3 with just a sheet of paper (no card, no bits)..just like old school gaming.

:)

PEOPLE, IT'S NOT THAT FRAKKING HARD TO FIGURE OUT      :P 

 

;)

Enjoy!

 

 

book-open.png

Edited by Emirikol
Keeop likes this

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Like a players guide 2?  No.  They're done with this game.  Just POD's and podunk junk from here out. The guides evidently weren't an acceptable replacement, so it seems they've simply abandoned the idea. Best just to print out a copy of your cards and stick them in the back of the players guide.  its what I do.  It's pretty easy to do with all the cards being in album sheets   :)  I'm actually pretty cheap about it. I print them in black and white and then write red or green on the side of the page, as most of the time I'm just trying to quick reference.

Edited by Emirikol

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Well, the later info can always be purchased as PDFs if you really don't want the cards and punch outs. They are pretty cheap. Though, some info might only be available on the cards, which is too bad for the lite players. I wish FFG had digitized the cards for the PDFs. I like the box sets though.

Edited by brrak

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The cards do not come with the PDFs.  Its a total scam to buy the PDFs other than the Player's Guide, GMs Guide, and Creature Guide.  Everything else doesn't have any Action/Talent/Monster cards.  It's just the books without the cards.

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It's really too bad that FFG didn't:

 

a) include the cards, etc. in the PDFs of the campaigns and additional source books, like Omens of War, or

b) create summary sheets in a format similar to what's found in the Player's or GM's Guides

 

All these products are 4-5 pages short of being really excellent. As they are, except for the guides, it's really not worth buying them at all. And it's a real disservice to players trying to play the "lite" version.

 

All this trouble for a couple additional pages to make these PDFs a complete product.

 

Now, I like the cards and such and I'm purchasing everything in box format. But I own a couple PDFs as well. And really, it's not too late. Come on FFG! Christmas is right around the corner. How about some errata to make your PDFs worth the purchase! Hire an intern and churn out a couple extra pages and reward your fans. Then we can finally start recommending people to buy the PDFs.

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I've actually bought most of the PDFs. I use them as a way to allways have the rulebooks available to me, even if I am not at home. For actually playing the game, I need all the stuff, sp I have the physical books available as well. But when I'm planning adventurers, creating characters and stuff like that; I just need to check some rules once in a while and it is really handy to have them as PDFs.

I would never bother with the "WFRP Lite" thing though. Partially because of how poorly supported it is, but mostly because referencing all the cards in a book instead of just having the cards in front of you just makes the game more cumbersome to play, not (as the name "WFRP Lite" implies) lighter.

If you do not want to use cards, just houserule them out. I am not even sure if you actually need to change any rules. You can just not use them.

Edited by Ralzar

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Ralzar, I hear what you're saying -- though the point I was trying to make is that FFG could appease fans who want to play "lite" and don't like all "the bits" by just a small amount of effort improving (re-releasing) the PDFs or releasing errata with the missing info.

 

Also, I think a lot of "core" fans would buy the other PDFs if they just had all the components. I currently own the Player's Guide and the GM Guide and they are awesome. Buying the others feels like I'm only getting 75% of the product; and that is really annoying.

 

Challenge accepted! (OK so I don't think anyone really threw down the gauntlet or anything). I'm purchasing a couple PDFs -- let's say $20 will buy one scenario (WF04-Gathering Storm) and an expansion (the bundle which encompasses WF06-Winds of Magic).

 

I own both of these in "retail" version so I'll compare what is missing and rate them accordingly.

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