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Mexorlon

New Pod Faith of Morr

27 posts in this topic

Very cool, and already ordered! I only had an initiate of Morr once in a one-off game, but I really enjoyed his character and the few blessings he had. Looking forward to read those.

Cheers

Ceodryn

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Ordered this one a few days back!  Been waiting for this release since before Xmas!  The only Wiz/Priest class in my game is a priest of Morr, he is pretty stoked.  Hope they don't wait so long between releases in the future.

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DurakBlackaxe said:

I ordered mine last week as soon as it was available, havent even got the email saying its been posted yet.

 

I got my confirmation email today, after already getting it in the mail.

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Romus said:

DurakBlackaxe said:

 

I ordered mine last week as soon as it was available, havent even got the email saying its been posted yet.

 

 

 

I got my confirmation email today, after already getting it in the mail.

 

 

Just got my confirmation email this morning as well. Looking forward to it.

 

So I reckon it be Gray Wizards next.

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Okay, the PoD arrived yesterday. Was a pleasant surprise.  Unsure of the spells at the minute, will read them over again, see if I get a better impression.

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DurakBlackaxe said:

Okay, the PoD arrived yesterday. Was a pleasant surprise.  Unsure of the spells at the minute, will read them over again, see if I get a better impression.

I would apreciate if you can tell me if there are some spells which are meant to be used outside combat situations.

 

Cheers,

Yepes

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Yepesnopes said:

DurakBlackaxe said:

 

Okay, the PoD arrived yesterday. Was a pleasant surprise.  Unsure of the spells at the minute, will read them over again, see if I get a better impression.

 

 

I would apreciate if you can tell me if there are some spells which are meant to be used outside combat situations.

 

Cheers,

Yepes

This is quite hard, depends on the how you read them. 15 spells (level 1 * 4, level 2 *3, level 3 *3,level 4 * 3, level 5 * 2)

 

11 are combat

1 is if anything dies nearby.

2 can be used out of combat, 1 of those is harder if engaged with enemy.

1 protects an area, could be cast either in or out of combat.

 

I like the warding spells.

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It's a bit misleading, though. "combat" spells/blessings can be used outside of combat. It requires some creative thinking on the part of the player and a willingness of the GM to be open to it.  Use it to blast open a door or smash a chaos idol.  Use it to intimidate someone. Cause a cave-in, clear away debris, etc.  It depends on the spell/blessing, but nearly every "combat" spell has the potential for being used outside of combat, IMO.

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Yes, we all agree that there can be a non combat application for the fireblast spell. That does not change things, spells are created combt oriented.

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Its the simplest and easiest application of them.  The majority of action cards are weighted towards a combat-oriented primary purpose. Spells are no exception. 

Keep in mind that every RPG I can think of has the majority of their spells oriented more towards combat.  D&D, Pathfinder, etc.

 

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dvang said:

Its the simplest and easiest application of them.  The majority of action cards are weighted towards a combat-oriented primary purpose. Spells are no exception. 

That is precisely my complain.

 

The idea of action cards was a good one, but in my opinion the designers have not been able to properly materialise the idea into the rpg world. It has derived into a huge pile of cards that cover combat, just a part of what a role play game is about. Of course one can say with a bit of imagination you can use them for non-combat situations, but this is like saying I can use my two handed swords for non-combat situations, I can cut bread with it, do my nails, or use it as a mirror to shave once a week. Still, a two-handed sword is intended for combat.

In my opinion, it would have been nice that the designers would have balanced a bit more the numbers of non-combat oriented vs combat oriented parts of the game.

dvang said:

Keep in mind that every RPG I can think of has the majority of their spells oriented more towards combat.  D&D, Pathfinder, etc.

 

I cannot deny the weight that D&D (and related ones) has, and the role it has played in making rpgs popular (for which I am grateful), but it is not the ONLY rpg in the market neither in history.

What about Ars Magica, RuneQuest, Rolemaster, StarWars (weg), this are all very good rpgs which are /were heavy weights in the rpg world. Their spells /powers are not only combat oriented neither have them a pile of 300+ actions/talents/traits/feats which are focused on combat.

Related to, but a bit off-topic, when I read things in these forums like "Warhammer 3 is a narrative driven game" or "it is a game where the story is what matters", I wonder why is so?

First because it is not a narrative driven game per se, FATE games are, The Burning Wheel is, The One Ring can be considered one. Secondly, what does it mean "it is a game where the story is what matters"? to me in ANY rpg the history is what matters. Killing kobolds, gather xp and gold, open door, killing more kobolds, gather xp and gold, open door and repeat ad infinitum is not the definition of rpg, whatever they sales numbers are or whatever they are trying to make the customers believe.

Sorry, I am drifting too much off-topic, but don't think wrong, I believe Warhammer 3 has good things. I will keep these ideas for another thread.

 

Cheers,

Yepes

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I will say one thing. My wife plays a priestess of Verena.  She 'complains' that she doesn't have enough blessings that can be used in combat.

Warhammer is a gritty dangerous world. PCs are adventurers or characters that travel this dangerous world.  

 

Ars Magica focused solely on spellcasters, to the detriment of non-spellcasting characters, so of course it will have a plethora of both combat and non-combat spell usage.

Anyway, I agree that "it would be nice" to have more of a mix of spells/blessings.  In fact, more spells/blessings period.

However, IMO, it is usually more noticable/important to players that there be usable combat spells/blessings than non-combat spells/blessings.  Combat is when spellcasters really notice when they are lacking. 

 

Re your off-topic point … It is difficult to describe. The way I see/feel it, is that WFRP3 system actively encourages the story. I think a lot of it is the flexibility of the dice and the system. Games like D&D feel very strict for the rules. What you can and can't do. Movement on a grid, leveling gives specific perks/bonuses and only those. Monsters are designed to have certain stats that don't get altered. Etc.  As a GM, WFRP3 gives me A/C/E pools, allows me to easily equip monsters, etc.

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@dvang: We will find a better thread to discuss the topic, for sure, sooner or later. I feel we are stealing a bit the original intent of this thread.

Cheers,

Yepes

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dvang said:

Re your off-topic point … It is difficult to describe. The way I see/feel it, is that WFRP3 system actively encourages the story. I think a lot of it is the flexibility of the dice and the system. 

 

+1 !

The dice system encourages description (as opposed to simple success/fail/critical).

The action cards (especially combat card) are quite descriptive (before translating this into hard rules).

W3 adventures are very story-oriented in the way they are written (as opposed to encounter/stats-oriented as in D&D4)

Also the way "classes" are presented as carreer paths

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I'm interested to see it and the index of cards.  Just looking abak a tthe old spells from 2e, it doesn't seem

that in prior editions, even lip service was given to non-combat spells.  At least 3e has all of the social action

cards. (below the picture)

 

warhammer_signs_of_faith_iii_by_nachomol

 

 

Hyper Convenient List of Social Actions

Basic:  Perform Stunt (social): Card difficulty is one purple, plus whatever the opposed check is (if applicable)  Green/Red and recharge time are coded.

 

(highlighted are influencers)

 

CORE/Player's Guide (p274+) (Green/Red) Purple/black

1.        Big City Bravado (G/R)b-red social bonus white

2.        Conundrum (G/R)-delay one ability one round

3.        Devious Manoeuvre (G/R)-target gains one bonus or penalty

4.        Exploit Opening (G/R)b-ally gets a free maneuver

5.        Fake Out (G)-®b-influence

6.        Fear Me! (G/R)bb-influence and fear1

7.        Fluster (G/R)bb-green white bonus to social

8.        Formal Diplomacy/Informal Carousing (G)bb®P-influence

9.        Honeyed Words (G/R)--influence

10.     I Thought We Were Friends (G/R)b-green gets penalty to social

11.     Inspiring Words (G/R)bb-inspired and influence

12.     Scrutinize (G/R)b-learn fact

13.     Staring Contest (G/R)-influence

14.     Steely Gaze (G/R)-influence

15.     Trivial Knowledge (G/R)-bonus white

16.     Twisting Words (G/R)-bonus white and penalty black

17.     Winning Smile (G/R)-influence and being attacked delayed by one round

Lure of Power

18.     Bad/Good Witch Hunter–LoP- (R/G)-influence

19.     Berate/Belittle –LoP- ® bb- (G)b- stress + influence or reckless

20.     Blather –LoP- ®Pb (G)P-add 1p to opponent

21.     Bolster–LoP- (R/G)Pb –target increases shame threshold

22.     Bribery–LoP- (R/G) b- Influence on bribe

23.     Compose Yourself–LoP- (both)PP-Recover shame

24.     Crack a Joke –LoP- (R/G) b-modify stealth/skullduggery

25.     Don't you know who I work for? –LoP- (R/G)b-influence

26.     Feel for the Moment –LoP- (R/G)PPb-recharge other card & roleplay

27.     Flirt –LoP- ®bb(G)b-influence

28.     Impersonate-LoP ®PP-Guile(G)guile or social

29.     Incite/Calm down –LoP-®P-target reckless(G)target conservative

30.     Intuit Intention –LoP- (R/Gb-opponent gets penalty to guile

31.     Me First (R/G) Reaction interrupt

32.     Obfuscate/Elucidate –LoP- (R/G)P-influence

33.     Perfect Gift –LoP- (R/G)PP-influence

34.     Quip –LoP- (R/G)-reaction add 1 white to social

35.     Sage Advice –LoP- (R/G)-Add 1 white to social for target

36.     Sermon –LoP- (R/G)PP-Influence

37.     Skeleton in the Closet –LoP- ®P(G)-Influence

38.     Style and Grace –LoP- ®PP(G)Pb-bonus white to social

39.     Twist the Knife –LoP- (R/G)-target’s shame turns one to insanity

40.     Teller of Tales –LoP- (R/G)PP-influence

Black Fire Pass

41.     Litany of Grudges -BFP-Dwarf only- (G)PP(R4)-Influence on 1+

42.     Social Drinking –BFP- (G!)PP-influence on 3+-(R5)P-Influence on 1+

43.     Dwarf Stubbornness -BFP- Dwarf only (G4/R4)-/- =-Reaction bonus

Liber Fanatica #8 (pull-out section)

44.     Solemn Glance /Indignant Glare–LF8-(G)Pb®Pbb-Fel 2 white or purple

45.     Putting it As it Is/Verbal Fireworks–LF8- (G)PP®P-influence

46.     Debater/Trained Voice –LF8-(G/R)--enhance

47.     Look At'em Mommy's Boys! –LF8- (G)Pb®Pbb-Inspired

48.     Pulling the Plug/Tongue Lashing –LF8- (G/R)P-target move more neutral

49.     Scrimshank/Not Bothered –LF8- (G)P®Pb-guile or ignore

50.     Reading the Crowd/Chat'em up! –LF8- (G)bb®P-white to social

DLSS/Creature Guide

I’ll Make You Such A Deal-DLSS-move target one back to neutral add recharge

How Dare You Talk To Me Like That!-DLSS-bonus Fel and target penalty

Imperious manner-stress or cow

Pronouncements of doom-demoralize

Resist the lure **defense

warhammer_invasion_card_game_2_by_rodgal

 

..

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Nice list Emirikol, it may come handy.

Then, from your list and taking into account the NPC action cards, there is a total of 48 clearly Social or non combat oriented action card (although some can be used in combat, which is good).

For comparison, there is a total of 161 clearly Combat oriented action cards, and this is without taking into account NPC action cards neither spells (it may be that in my list there are a few NPC action cards like Whip strike and Death Volley, but no more than 3 or 4)… it is more than a factor 3.

As a side note, from this 161 cards, 41 come from the Support type, nearly as much as the Social type cards found under the Support type of cards.

 

Cheers,

Yepes

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Yepesnopes said:

D&D, D&D, D&D, D&D, D&D, D&D, D&D, D&D…

When the other rpgs were erased from your minds?

Just comparing what is comparable (in term of marketshare, in heroic fantasy setting) and using as reference something that a lot of people know.

Could have said Pathfinder (though Pathfinders adventures are munch less "encounter" driven).

But we are digressing from the topic.

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Jicey said:

Just comparing what is comparable (in term of marketshare, in heroic fantasy setting) and using as reference something that a lot of people know.

Could have said Pathfinder (though Pathfinders adventures are munch less "encounter" driven).

 

 

 

 

I agree on that, of course D&D is well known.

The point I am trying to make clear here is that is not a fair comparation, actually I would say is not a good camparision at all.

It is like saying that Star Wars the Phantom Menace is a great movie because it is much more epic than Taxi Driver. Well, of course it is more epic!

D&D is a dungeon crawler oriented rpg. An rpg? Yes, but a dungeon crawler sort, like Dungeon World, or Dungeon Crawler Classics

Warhammer 3 (or any other of the editions) is not a dungeon crawler, the mechanics of the game will hardly suport a dungeon crawl type of scenario. Therefore, it must be compared with another type of rpgs. There are many fantasy themed rpgs out there which are not intended to be dungeon crawlers; very old ones like RuneQuest, Ars Magica or Rolemaster; or new ones like The One Ring, the Burning Wheel, Legends of Anglerre, The Legend of the Five Rings… Is with these kind of rpgs that Warhammer has to be compared with. In these games (and in many more) story is what matters.

Cheers,

Yepes

 

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