Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Mikan
Sep 5, 2007

by Radium

It's super easy to reskin careers. They just give you a few bonuses, tell you what you're allowed to increase (or at least what's easiest to increase), what kinds of Talents you can slot and a unique ability.

The math is super easy too. Each Career has two primary characteristics, a handful of Career skills, Talent slots and what you can advance (level up, basically). It makes meaningful differences (a class with primary Toughness and Agility is gonna be better at combat, Fellowship and Intelligence better at other stuff). It really is the easiest thing and you could probably make Careers in a few minutes at most. More of the character customization comes from selecting Talents and Action Cards than Career.

Adbot
ADBOT LOVES YOU

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

I would love to see someone demo character and pary creation in this game. Possibly an encounter, too.

homullus
Mar 27, 2009

Story time: I went to FFG's Event Center last week and met a FFG guy. He said they were this close to giving the Fop a Small But Precious Dog, which had the same picture but with a pink bow. Budget is why we don't have one. :argh:

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Ha ha ha! There's a fop career? I was just wondering what you would need to reskin to make a eunuch spymaster a la Varys. Unless they already have those too.

homullus
Mar 27, 2009

Lotish posted:

Ha ha ha! There's a fop career? I was just wondering what you would need to reskin to make a eunuch spymaster a la Varys. Unless they already have those too.

Keep in mind that careers define what you do next more than what you are.

So, as a for-example, the Dockhand:
.

All character advancement is done via advances. You get one advance per session, and maybe one more if the GM decides to do so (and this one also goes to everyone). You save these up and spend them on upgrading any aspect of your character, but it is easier to upgrade things tied to your current career.

Across the top we get four career Traits. These define what you do next; the more the traits across the top match the career you're moving to, the fewer advances you need to spend to switch. These don't advance; they just are. The Dockhand is Basic, Menial, Rural, and Urban, which means that he will have an easier time becoming a Servant (Basic, Menial, Rural, Urban) than an Acolyte (Academic, Arcane, Intermediate, Wizard).

The Primary Characteristics are the attributes that are easier for this career to increase. Here, the Dockhand has Strength and Toughness. It will cost him a number of advances equal to his new attribute to raise that Characteristic one (so getting from 3 to 4 costs 4 advances); it will cost one more than that if he raises something other than Strength or Toughness (3 to 4 would cost 5 advances).

The Career Skills work the same way -- it costs him less to train and acquire those than it does to get ones outside. He can always get ones outside his career-- perhaps he is looking ahead at his next one -- but they cost more.

The green and red symbols are his starting stance track. These are described in the OP. Adding additional Conservative or Reckless slots is one of the ways he can advance his character.

The Advances section is a partial list of the things the player can do to complete the career. You do not need to complete a career in order to move to a new one, but if you do complete it, you retain the career benefit. The Dockhand's career benefit is "you may add 5 to your encumbrance limit", which would not be that valuable in most campaigns, but is not nothing. You need to complete ten career advances to complete a career; things you increase or add that are not career advances (characteristics other than the Dockhand's strength and toughness, skills other than the ones listed, advances in one area in excess of the limits listed in the Advances section) do not count toward the ten. Every career can always increase Skills, Wounds, Actions, and Talents once to have it count; the numbers in the Advances section are in addition to those.

Finally, on the right are the sockets for Talents, which come in the broad categories of Focus (mental), Reputation (social), and Tactic (combat). Characters can only use socketed talents, though they can swap them freely until initiative is rolled. With three types of talents and two sockets (aside from the party sheet, which can also hold talents that then apply to the whole party) that can even be the same type of talent, players should plan ahead a little bit so they don't acquire talents their goal careers won't ever be able to use. Talents do not have prerequisites, at least not that I've seen.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Okay, so you can make your characteristics anything you want, but you pick your career based on the skills you want to start with and the stats you want to improve, probably with a nod towards the career special ability if it's really worthwhile.

How many careers are there in the core box?

homullus
Mar 27, 2009

Lotish posted:

Okay, so you can make your characteristics anything you want, but you pick your career based on the skills you want to start with and the stats you want to improve, probably with a nod towards the career special ability if it's really worthwhile.

How many careers are there in the core box?

30 careers in the Core box. All the stuff in the box, and all the stuff in a lot of other boxes, here.

ocrumsprug
Sep 23, 2010

by LITERALLY AN ADMIN

Lotish posted:

Okay, so you can make your characteristics anything you want, but you pick your career based on the skills you want to start with and the stats you want to improve, probably with a nod towards the career special ability if it's really worthwhile.

How many careers are there in the core box?

To get the "proper" feel for the games origins you should just randomly select your class.

"Sorry Johnny, I know you wanted to play an Apprentice Mage but you got Rat Catcher so better luck next time."

Mikan
Sep 5, 2007

by Radium

Except the Rat Catcher is the best career because it gets the Small But Vicious Dog (and can get Trick talents to make the dog do cool stuff)

ocrumsprug
Sep 23, 2010

by LITERALLY AN ADMIN

Mikan posted:

Except the Rat Catcher is the best career because it gets the Small But Vicious Dog (and can get Trick talents to make the dog do cool stuff)

:ssh: That is why Apprentice Mage is actually the noob trap.

fosborb
Dec 15, 2006



Chronic Good Poster

homullus posted:

All the stuff in the box, and all the stuff in a lot of other boxes, here.

That's the punchline. The setup is all the snarky remarks anyone has ever made about FFG games having a lot of bits.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Lotish posted:

Okay, so you can make your characteristics anything you want, but you pick your career based on the skills you want to start with
No, skills are the same as the others. The list of skills are just the ones that count as career skills for spending XP. So a dockhand might not start with any of those skills, but if he wanted to buy athletics it would only cost him 1xp, it would count towards completing his career, and on career completion he'd get a free specialisation. If he bought, say, fellowship, it would cost him 2xp, it wouldn't count as a career advance and on career completion, no free specialisation.

The only thing your career gives you up-front is the career ability and your stance track.

e:I think I'll do a sample character creation and level up tomorrow.

Splicer fucked around with this message at 00:20 on Mar 27, 2012

homullus
Mar 27, 2009

Splicer posted:

No, skills are the same as the others. The list of skills are just the ones that count as career skills for level ups. So a dockhand might not start with any of those skills, but if he wanted to buy athletics it would only cost him 1xp, it would count towards completing his career, and on career completion he'd get a free specialisation. If he bought, say, fellowship, it would cost him 2xp, it wouldn't count as a career advance and on career completion, no free specialisation.

The only thing your career gives you up-front is the career ability and your stance track.

I believe the skills on the Career Sheet are the only ones you can train at character generation (p.30 Skill Training, end of first paragraph).

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



So, the Reckless vs. Conservative sockety things have got me thinking. How much of this poo poo is color-coded?

Because I've been lusting after this for years, but I'm really worried that I won't be able to use it because I'm colorblind.

Like, I have no loving clue what you mean by the red and green sockets. Are they the things underneath career skills?

Are there just a few fiddly bits that I could memorize, or would I have to do what I did for Arkham Horror and get my girlfriend to write what color things are on every card? Because that kind of nullifies the point of pretty cards.

Paper Kaiju
Dec 5, 2010

atomic breadth

Xiahou Dun posted:

So, the Reckless vs. Conservative sockety things have got me thinking. How much of this poo poo is color-coded?

Because I've been lusting after this for years, but I'm really worried that I won't be able to use it because I'm colorblind.

Like, I have no loving clue what you mean by the red and green sockets. Are they the things underneath career skills?

Are there just a few fiddly bits that I could memorize, or would I have to do what I did for Arkham Horror and get my girlfriend to write what color things are on every card? Because that kind of nullifies the point of pretty cards.

Color-blindness might be a problem in this game. Not so much with the stance meter itself (if you're more Reckless than Conservative, then you know that the Reckless side is the one with more sockets). But I think there is no way to identify which side of the Action cards are which other than the colored label at the top. A solution, however, is to get some card sleeves with opaque backs, then have someone sleeve your actions with your dominant side facing out (I pretty much never see anyone use any side other than their dominant).

Another aspect that might be of concern are the dice, which are color-coded. You could still identify them by what symbols are on them, but relying only on that would slow you down when you needed to build your dice pool. Of course, your fellow players could just help you with that as well; just tell them how many Characteristic, Stance, Expertise, and Fortune dice you need, and the GM will hand you your Challenge and Misfortune dice.

Paper Kaiju fucked around with this message at 00:37 on Mar 27, 2012

homullus
Mar 27, 2009

Xiahou Dun posted:

So, the Reckless vs. Conservative sockety things have got me thinking. How much of this poo poo is color-coded?

Because I've been lusting after this for years, but I'm really worried that I won't be able to use it because I'm colorblind.

Like, I have no loving clue what you mean by the red and green sockets. Are they the things underneath career skills?

Are there just a few fiddly bits that I could memorize, or would I have to do what I did for Arkham Horror and get my girlfriend to write what color things are on every card? Because that kind of nullifies the point of pretty cards.

The colors on these two may not look different to you, but the border on "you must be within close range of and able to make eye contact with the target" seems to be consistently different on the action cards. The one on the right, with the straight line border, is the red reckless.

Paper Kaiju
Dec 5, 2010

atomic breadth

homullus posted:

The colors on these two may not look different to you, but the border on "you must be within close range of and able to make eye contact with the target" seems to be consistently different on the action cards. The one on the right, with the straight line border, is the red reckless.

I never noticed that before. Neat.

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



I've looked at the dice : they aren't bad because then I'm just telling that they're the same. I might not be able to say that they're the "green" dice or whatever, but I can still match them. Eventually I can memorize them by how dark they are, or just group them.

And the Steely Gazes I'd just memorize what one has a bigger number.

Looks possible, if a little annoying.

Wish game-makers would realize that about 5% of the population is colorblind and stop making everything green vs. red or blue vs. purple, though.

Looks like a great game otherwise, and I'm glad this thread finally happened.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

homullus posted:

I believe the skills on the Career Sheet are the only ones you can train at character generation (p.30 Skill Training, end of first paragraph).
Oh goddammit.

Xiahou Dun posted:

So, the Reckless vs. Conservative sockety things have got me thinking. How much of this poo poo is color-coded?

Because I've been lusting after this for years, but I'm really worried that I won't be able to use it because I'm colorblind.

Like, I have no loving clue what you mean by the red and green sockets. Are they the things underneath career skills?

Are there just a few fiddly bits that I could memorize, or would I have to do what I did for Arkham Horror and get my girlfriend to write what color things are on every card? Because that kind of nullifies the point of pretty cards.
Are you red/green colourblind or fully achromatic? If it's red/green it's only the stance dice (red or green d10s) you'd have a problem with. If fully achromatic you might also have problems with the Skill/Fortune/Misfortune dice (yellow, black, and white d6s, obviously black and white wouldn't be an issue but I don't know what yellow would be whitish/blackish enough to cause confusion) and the skill vs challenge dice (blue and purple d8s).

They are all differentiable with a little effort (they have different symbols on them) but it might slow you down a bit if you're assembling your own dice pools.

While I'm here I'll explain how stances work. See the four funny-shaped yokes under his skills? That's his stance track. The circles in the middle of the left ones are green(Conservative), the circles in the ones on the right are red (Reckless).

Different careers give you different amounts of each, some have 3 conservative 1 reckless, some 3 reckless 1 conservative etc. You can also buy more as advances.

During combat you move down one direction of your stance track (your choice). You get to move one step per round for free, or can burn stress/fatigue for more. Each step down you are lets you replace one of your Ability dice (the blue d8s) with a reckless or conservative die (the red or green d10s) depending what direction you went. Also, which side you're on (or, if you're in the middle, what your default stance is) dictates which side of the non-basic action cards you have. Each has a Reckless side and a Conservative side, with subtly (or not so subtly) different mechanics. If you move from one stance to another, you flip them all over. (Wardancers have a class gimmick that messes with this but we'll ignore them for now)


The real issue would be action cards, as the Reckless and Conservative sides are only differentiated by colour and mechanics, with the colour telling you which mechanics to be using. That said, once you know a card well you'll know by the mechanics when it's the right way up for your stance (and the basic cards are the same on each side anyway). Additionally sometimes the cards have dice modifers, symbolised by a shape and a colour for the dice to add to your roll, or grant you free dice, symbolised the same way. But again, once you've used a card a few times you'll know what it does well enough that you'll know what dice you should be adding/being rewarded with. I also don't think any of them do the red, green or blue dice, so you're basically looking at black square, white square, occasionally yellow square, or purple diamond.

Finally, since your cards should always be the same way up as each other (again except wardancer) and you never roll Reckless AND Conservative dice in the same roll, anyone playing will be able to tell you now pretty much immediately if you have a card wrong/grabbed the wrong die.

Edit: If people are going to invalidate my big long posts before I finish them I'm not going to try anymore :colbert:

Splicer fucked around with this message at 01:06 on Mar 27, 2012

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Which expansion contains the wardancer? I want to play as a fantasy harlie.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Adventurer's Toolkit. As previously stated, a pro purchase.

Blamestorm
Aug 14, 2004

We LOL at death! Watch us LOL. Love the LOL.
WFRPG is the best fantasy RPG on the market. My trouble is that nobody except me ever reads the rules. My friends are not terribly experienced at RPGs. D&D4e was kind of OK because of the character builder, but the 40K rpg's were so drat hard, particularly character creation and advancement.

WFRPG means when someone levels up I can just hand them a deck of cards and they pick one. The major rules can be explained in two minutes (roll this many dice, this is what the results mean, this is what happens when you get stress and fatigue, this is how you play / cool down cards) and everything else is on the cards. It has been by far the easiest RPG to run as a GM that I've done. I love the setting for the RPG (more than 40K) because it's great running around germanic towns with decadent cults, crazy rat monsters in the sewers, and political machinations. I've used some of the older 2E adventures to GREAT success (Rough Night at the Three Feathers and the one where they are hired by the Poirot-like detective to watch the house then break the hostage out). I've also run the shorter adventures from Winds of Magic and Sign of Faith, which were both really solid. We're on a short hiatus now but I intend to do The Witch's Song when we get back. The adventures are all really good, in my opinion - sometimes they throw in some unnecessary mechanics or components, but they are very flexible and encourage GM's to move things and people around with in them.

I almost think the Winds of Magic expansion and the Signs of Faith are near mandatory not just if you have a wizard or priest character as they have the mutation and disease rules, plus a bunch more careers and general abilities and two great adventures. Depends how much you're willing to spend - the core set + adventurers vault would last years by themselves. (Especially as you can just get the mutation/disease rules from other adventures or online) I've bought everything to date because I feel like I've gotten great value for money, as even the adventurers have extra abilities, spells and careers that can be reused forever.

The single best thing about it is that I can run short or long adventures, including entirely social-combat based ones (with the Lure of Power rules) and it takes five minutes to get going. Turns are way faster than in D&D4e because of the cards and the flexible movement system. Advancement is a bit clumsy and the magic stuff can sometimes take a bit of extra management but otherwise its brilliant. One thing that's worth mentioning is that I've never seen a useless character - many of the abilities even in combat can be based off the social skills. True, you can make a combat monster fairly easily, but the scenarios really encourage using a wide range of skills and attributes - it feels like you can easily run an investigation style game, a social/narrative style game, or a big combat game very easily - or transition between all three. We've had a lot of games with no combat but still lots of skill checks and fun stuff happening. There is no "combat" then "not combat" periods, everything works with the same mechanics so a foot chase or a debate at a banquet or a bank heist effectively works the same way as a combat (or a combat works the same way as persuading a guard to let you in somewhere, to look at it another way).

Two examples of great abilities are "trick shot" (shoot someone not in line of sight) which has led to all sorts of hilarious results when chaos stars and banes come up, or even when they roll a sigmars comet, and there is one called "Conundrum" (I think) which the player can make someone confused for a moment - they always roleplay it as "two caravans leave from Altdorf and Ubersreik at the same time, but one travels 30% faster than the other. The road is ten miles long. Where do they meet?" then my dockhand brings his crowbar on the back on the marks' head while he's trying to sort it out. Or the mark fails the defence roll but rolls a few boons, so gets into a philosophical argument with the player's character about whether the luggage in the caravan affects the result, and what if a wheel breaks, so the player gets confused as well.

Inherently everyone gets involved in discussing what the dice might mean when they come up with interesting results, which keeps everyone interested when it's not their turn.

Blamestorm fucked around with this message at 03:22 on Mar 27, 2012

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

How does this game handle casters? Are they Vancian ubermenschen or WoD style gamebreakers? Are they balanced against their nonmagical counterparts?

Mikan
Sep 5, 2007

by Radium

Blamestorm posted:

words

This is the best post in the thread and everyone should read it, it is basically "Why WFRP 3e owns" the post.

Fenarisk
Oct 27, 2005

The one thing I still don't really get from this thread is how range/location/movement work.

Blamestorm
Aug 14, 2004

We LOL at death! Watch us LOL. Love the LOL.

Lotish posted:

How does this game handle casters? Are they Vancian ubermenschen or WoD style gamebreakers? Are they balanced against their nonmagical counterparts?

It's a bit different for priests and wizards, but they are quite different from either.

First, two different wizards can have significantly different capabilities. There are three schools of wizardry in the core set and I think 9 all up with Winds of Magic. Each school has its own spells. Practically speaking there is some overlap, but rather than having a wizard be a versatile toolbox, you are more likely to have EITHER "fireball guy" OR "illusions guy." (All have some flexibility, so even the fireball guys have a spell like "enflame people's hearts" or whatever, but it's not like the D&D wizard who can have a bit of everything).

Second, they normally require a few turns to power up. Casting spells uses a certain amount of power. It takes an action to gather power and then another action to spend it in a spell. The big spells take lots of power so may take several turns to gather for. You do have a somewhat minimal "default" power level - if you don't do anything, you automatically gain or lose power to return to this level turn by turn. Just to hold on to power that you've gathered is an effort. You can KIND of bypass some of this stuff - for example, gathering and casting in one turn - but it costs you in both difficulty and stress. (more on this next) Difficulty is significant because gathering power is a roll to see how much you can grab. This all sounds more difficult than it actually is - you have a "gather power" card which you play, resolve the roll based on the card (maybe you get 2 successes which lets you grab 4 power), then you play a "fireball" card which costs you, say, 3 power to use. However, you just rolled a couple of banes on your fireball roll so you take a stress while roasting the dude. You use tokens to represent how much power you have. Then you throw a token back a turn if you aren't doing something with it.

Third, they are high risk/high reward. Stress and fatigue (mental and physical respectively) are almost like hitpoints in this track in that bad things happen if you hit your limit. Spells mostly cause stress but sometimes fatigue as well - PLUS there is always the chance of miscast on both the gathering step and the casting step. Frequently going over your limits will probably have you picking up insanities and mutations in no time.

Essentially, wizards can do some unusual and cool things but take some heavy risks along the way, and will be taking a lot of negative effects. The conservative/reckless stance things also have a big effect - the fireball wizard will be going full reckless and throwing out big critical damage, but also blowing himself up periodically and going insane. The conservative buffing wizard will be slowly and incrementally adding to the effectiveness of the group round by round, but it takes a while to get going.

This being warhammer, it's all nothing that an axe to the face won't fix. By the way, another thing I love is that all weapons have fixed damage and it's based on broad categories. So you don't roll to hit then roll to damage - it's just one roll to hit and then that determines (based on the card) if you do weapon damage + 2 or whatever. All one handed weapons do 4 damage from memory, so you can say you are holding a sword or a pick axe or a mace or whatever and you don't have to pick it based on mechanical effectiveness, but instead what kind of weapon you like. I really like this compared to D&D where there is no point to having most of the weapons.

There are different attacks depending on if you have a one handed weapon, or a dagger, or a great weapon, or a shield, or whatever, plus some ones that work with all of them. Again, it's all super flexible, so you can really do what you want and the system will give you tons of support. Drawing careers randomly often adds to the fun.

My players are a:

Giant dockhand who is super strong with an axe and buckler. Currently suffering from Stenchfoot and has the insanity "Paranoid". He's being played as a conspiracy theorist thinking that he's been out of work for years due to a demon always screwing things up for him. (This is actually half true due to when a demon was coming out of a painting and they rolled it up and put it in the blacksmiths forge before it got the whole way out - from the core adventure)

Barber Surgeon who dual wields bonesaws in a fight (again, the 1H weapon flexibility is great here, don't even need to retheme) and also uses them for haircuts and "close" shaves. Massive facial scarring (critical wounds) that have reduced his good social skills from some horrible mutant bird creatures that got him in a clocktower. He's currently wearing a doctor's mask to hide it.

Bright wizard apprentice hiding some forbidden texts with a high corruption score due to a wand found in a chaos cultists home. Mortal enemy of the Altdorf fire brigade who have hired thugs to kill her due to the fires started around town.

Blamestorm
Aug 14, 2004

We LOL at death! Watch us LOL. Love the LOL.

Fenarisk posted:

The one thing I still don't really get from this thread is how range/location/movement work.

It's super easy. You get one manoeuvre a turn which you can spend on 1 movement.

Everything is either:

Engaged (put two miniatures touching each other) - within arms reach, usually in melee combat

Close range (put two miniatures near each other but not touching)

Medium range (put one token in between where they are and where someone else is)

Long range (put two tokens between where they are and where someone else is)

Extreme range (put three tokens between where they are and where someone else is)


Each token = 1 movement to close the distance. So to go from extreme to close range takes 3 movement. While you can normally only do 1 movement a turn you can spend fatigue to do extra manoeuvres - so doing it in one turn would cost 2 fatigue. This is more expensive than it seems because things get more difficult with more fatigue plus you can fall unconscious if you take enough of it.

Moving around within close range = 1 movement, engaging an enemy or disengaging = 1 movement, standing up from prone = 1 movement, etc.

It's pretty quick because you can look around and go, well, there is two tokens between me and that guy, so i'm at long range, so I'm going to move from long to medium range by spending one movement then shoot him with my pistol, which is now firing at medium range.

The GM has to use a bit of fiat when you have multiple places with things going on, but it's normally pretty simple just to guess it and fling tokens around to indicate relative distances.

edit: And while you are engaged ranged stuff is tricky, and you can start throwing in fortune dice if two of you are engaged with one enemy, or if you are getting ganged up on, expect misfortune dice. It's very easy to work in conditional bonuses like that - for example, if its raining heavily, you can add misfortune dice to each roll to represent the chance of slipping. Or if you say "i'm going to attack him from the east so the sun is behind me" you can either give them fortune dice or give the enemies misfortune, your call.

In practice it's very easy for players to just say "i wanna do blah" and you to represent it on the table rather than letting the table dictate what you can do. The cards actually encourage interesting things rather than limit them, I've found - we still have people say stuff like "i'm going to jump on the horse and cart and charge it at the ogre and smash him into that tree and jump off at the last minute" and unlike D&D, where I'd have to work out what to roll when, in this one I can just say "OK lets see, its not HARD per say so only 2 difficulty dice but I can see a lot of things going wrong so here is a bucket of misfortune dice, plus the ogre is going to get a chance to dodge - but you have animal handling so throw in an expertise dice plus two fortune dice for the hilarious idea". You can be very ad hoc. Rather than going "well there is 1 good factor and 2 bad factor so I will throw in 1 bad dice" - better to throw in all 3 dice because the results will be more interesting.

Blamestorm fucked around with this message at 04:35 on Mar 27, 2012

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

I love that Warhammer does that with movement because it's basically what I already did with DnD because I can't be arsed to keep track of how many feet everyone has moved when we're just bullshitting around the dinner table. I got tired of drawing maps a long time ago, sad to say, and being able to say "You're a long way from that guy" over saying "You're 115 feet away, which means it'll take you four move actions, so you'll have to spend two full turns" is fantastic in my opinion.

Blamestorm
Aug 14, 2004

We LOL at death! Watch us LOL. Love the LOL.
Sorry, I'm spamming the thread here but I keep thinking of stuff to add. Another thing I find that works really well is how deadly combat is. As a GM, you can tune it quite a bit, but the fact that often it only takes a couple of good hits to put someone down encourages players to play cleverly and avoid huge slugfests. There are some serious consequences, especially with the severe wounds from the Omens of War expansion, which include stuff like missing limbs and things, but it gives you options to mitigate or defer them. Most likely, though, players will start gathering insanities, mutations, and critical wounds and it won't be cheap or easy to get rid of them. (Or possible, in some cases)

This can be a love it or hate it aspect, but the game gives you a fair amount of flexibility in either mitigating this stuff, so you can play the nastiness as temporary or roll with it and have characters die heroic deaths or become evil NPCs, eventually. It's not like D&D3e where there are save or dies but it's also not like 4e where combat is sometimes about resource management (damage versus HPs). Sure, if you have a fully tricked out Dwarven Slayer or a high level Light Wizard they will be able to take on some heavy threats, but 99% of the time when a big rear end demon appears everyone is going to get destroyed unless they work together or run away. Even a regular old city guard or mugger has the potential to bring down a glass bottle on the back of a high level wizard's head and knock him out. It means that there are very few people or creatures which aren't a potential threat if used well. Especially because you can have an effete noble deliver a cutting insult which delivers enough mental stress to drive someone insane and take them out of the game that way.

You can also play it light and fun and just have everyone turn up to the priests to have all the problems prayed away. It's your call. I personally find it more fun to have the dockhand say "I'm going to pick up this mook and throw him through the window," have him do it, and not have the mook just go -5 hitpoints and run straight back through the door. If the assasin comes over and shanks one of the players in a surprise move, he won't be now 30/50 hitpoints, instead he'll have a critical wound card and be bleeding out, but maybe he uses the last of his energy to then unload his blunderbuss at the assasin and paint the wall with him, then the other players help him to the apocothery while they discuss what to do next - and have that take 2 minutes rather than half an hour of combat in D&D4e.

(I still really like D&D4e, but I feel like I can do anything in that in WFRP3e if I want to - it's just more flexible)

Blamestorm fucked around with this message at 04:49 on Mar 27, 2012

Rexides
Jul 25, 2011

Blamestorm posted:

Barber Surgeon who dual wields bonesaws in a fight

Haha, wait, there is actually a career called "barber surgeon" in this game? I thought that the poster who mentioned this earlier was just being funny, this is awesome!

Speaking of which, how is healing handled in this game? Is it like DnD where it is taken into account that it will happen in combat (classic healing spells, second wind, warlord yelling at you to stop being a little whiny bitch), or are wounds something that stays with you for several encounters?

Blamestorm
Aug 14, 2004

We LOL at death! Watch us LOL. Love the LOL.

Rexides posted:

Haha, wait, there is actually a career called "barber surgeon" in this game? I thought that the poster who mentioned this earlier was just being funny, this is awesome!

Speaking of which, how is healing handled in this game? Is it like DnD where it is taken into account that it will happen in combat (classic healing spells, second wind, warlord yelling at you to stop being a little whiny bitch), or are wounds something that stays with you for several encounters?

They generally stay with you - there is magical healing but it typically accelerates recovery rather than auto heals. Curing some diseases and insanities and things is often quest worthy in and of itself!

Joudas
Sep 29, 2005

Now here's a kid who's whole world got all twisted,
leaving him stranded on a rock in the sky...
This is awesome. Went out and dropped $180 on stuff for this game last night based purely on this thread. Haven't had time to go through it all yet (obviously), but it looks immensely fun. The card system is fantastic, and actually gives me incentive to buy lots of things rather than just using PDFs (which I tend to for D&D, since they can be had so, so much cheaper). Thanks for bringing this to my attention!

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
There are two kinds of Wounds, Normal and Critical. Normal Wounds go away quite quickly; someone with decent first aid can usually knock two or three off you per encounter and a good night's rest will cure a number of Normal Wounds equal to your Toughness. Also the Shalya faith can heal and some Bright Order Mages and can BURN THE PAIN AWAY WITH FIRE but these are not to be counted on. e: And The Barber Surgeon special ability makes him a First Aid Machine, surprise surprise :v:

Critical wounds are different. A Critical Wound counts as a Normal Wound for Wound totals, but has an ongoing effect and cannot be healed in the above manners. The effects are usually fairly mild; rolling an additional Misfortune when using certain stats, always counting as having one stress etc. Some are worse. Expansions include horrible things. You can make a Resilience check during an overnight rest to remove one critical wound with a severity (little number in the top left) less than or equal to your Successes. (you also recover regular Wounds equal to your Boons, and can do this even if you have no critical wounds).

Also the way you die is by having a number of Wounds greater than your Wound Threshold AND a number of Critical Wounds greater than your Toughness. If you don't meet the Critical Wounds requirement but do meet the Wound Threshold requirement you just fall unconscious. If you don't meet the Wound Threshold requirement but do meet the Critical Wound requirement there's no mechanical effect but seriously, stay the hell away from anything sharp for a few days.

First Aid and Medicine checks can be used to boost Overnight Rest Resilience rolls. Better accommodation can boost Resilience rolls. Being in a hospital or similar ("Long Term Care") will boost Resilience rolls.

To put the amount of recovery available in perspective, your wound total is equal to your racial base (8, 9 or 10) plus your starting Toughness (maximum 5) + 1 for every XP you spend upping it. As you'll recall from Careers there's a limit to how many times you can do this per Career. A starting character will have a Wound Threshold of between 10 and 15 and will take between 1 and 7 damage from an average axe to the face depending on Toughness and Armour.

This is ignoring Stress and Fatigue which are kind of like alternate health tracks. They won't kill you, but they're an alternate way to make people pass out/go mad/have a scary number on their sheet that's telling them that the fight is not going their way. Stress and Fatigue recover similarly to the first paragraph about Wounds but it's Willpower for Stress.

So generally you'll go through the adventure see-sawing up and down your wound total in standard RPG fashion, but you'll gradually accumulate long-lasting injuries that will require some serious post-adventure care to get rid of. And while this may seem like a lot of bookkeeping... Cards! During the session whenever you take/lose Wounds the Wounds will be physically added to or removed from your character. After the session you just put your Wounds in a baggy, put them in the box, pull the baggy out next session and there you are!

e: Buy some baggies. You get some with the game but more is always better.

Splicer fucked around with this message at 15:53 on Mar 27, 2012

Rexides
Jul 25, 2011

Putting all these together, I want to ask how it translates to two problems that have been plaguing DnD (3E at least).

Death Spiral: With all this talk about critical wounds and their nasty effects that don't go away that easily, how easy is it to get even more likely to get another critical would once you get one? From what I understand, they don't lower your chance of success, which is a good thing, but increase the likelihood that bad things will happen to you, right? How does it translate to the in-game experience? Is the Slayer charging while holding his own intestines in because he just doesn't give a gently caress, or does he chicken out in order to avoid more trouble?

15-minute Adveturing Day: Splicer's post gives me the impression that Overnight Rest is the main way for characters to recover from wounds. How often (in terms of battles-encounters) does the party have to retreat and seek a place to rest? Are there any daily-style abilities that reinforce this pattern, or is it just the healing issues?

Joudas
Sep 29, 2005

Now here's a kid who's whole world got all twisted,
leaving him stranded on a rock in the sky...

Rexides posted:

15-minute Adveturing Day: Splicer's post gives me the impression that Overnight Rest is the main way for characters to recover from wounds. How often (in terms of battles-encounters) does the party have to retreat and seek a place to rest? Are there any daily-style abilities that reinforce this pattern, or is it just the healing issues?

This was always my biggest problem with D&D. I ran a World's Largest Dungeon campaign a while back (which is quite awesome if you're a horrible sadistic DM and your players don't quit after the 5th TPK, but I digress) - it quickly degenerated into 'Open a door, kill the contents of the room beyond, go find some place to rest for the rest of the day'.

Mikan
Sep 5, 2007

by Radium

I'll try to explain it better after I pull out my 3e books, but I haven't run into the 15 minute adventuring day with 3e.
Wounds suck, so do Fatigue and Stress. However, there are usually ways to get rid of Fatigue and Stress more easily than Wounds. I've seen players drag on half-dead rather than 15 Minute it up, but I can't really point to exactly why it works out this way without the book.

The actions use cooldowns instead of AEDU or anything like it, so you're not gonna run into an issue where people are out of their best stuff and want to stop.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Good questions I'd like to hear experienced answers to as well. The impression I get is the length of time it takes to recover a critical wound is meant to discourage you from knocking off the adventure to top off your health. You can rest a bit to recover from your regular Wounds, but you're supposed to put up with the critical ones and work around them or use the maneuvers the game provides to avoid getting hit too much or too badly. Said Slayer would presumably still fight with one hand full of his own guts, but he may let someone else on the team give him an opening to reduce chances of a counterattack, or he might use something like the Steely Gaze ability that was shown off earlier.

No sign of dailies. Most powers have a recharge that prohibit spam but don't force you to quit in the middle of the day to get them back.

Paper Kaiju
Dec 5, 2010

atomic breadth

Rexides posted:

15-minute Adveturing Day: Splicer's post gives me the impression that Overnight Rest is the main way for characters to recover from wounds. How often (in terms of battles-encounters) does the party have to retreat and seek a place to rest? Are there any daily-style abilities that reinforce this pattern, or is it just the healing issues?

There are no 'dailies', every action and exhausted talent comes back during 'Rally Steps', which is the WFRP3e equivalent of a short rest in D&D4e (except they can also take place during combat, if the GM is running a protracted battle or a tiered boss fight). The only exceptions are some abilities that can be used only once per session, so there's nothing the PCs can do to speed their recovery.

Also, the adventure structure of WFRP runs differently than D&D. In a dungeon crawl, the default is that of static encounter, where the pace is driven by the PCs; so they can rest when they want to, and the encounter in the next room will still be there waiting for them.

In WFRP, there are no dungeons, and the pace is most often driven by the GM and the plot. If you decide to take a full night's rest after a big fight, your enemies aren't just going to sit there waiting for you to wake up; they're going to be out and about furthering their evil schemes. And it's hard to get good sleep when there's a marauding band of orcs just outside the town walls.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

I love the look of everything posted so far - is anyone able to put up some adventure stuff. Feel free to spoiler everything, but I'm just looking for an idea of how the adventures uphold the ideas and attitudes that seem to be inherent in the mechanics.

Adbot
ADBOT LOVES YOU

Mikan
Sep 5, 2007

by Radium

Somebody (not it) run a game of this for new people.

  • Locked thread