Card Duplication w/core set

By Kryyst, in Warhammer Fantasy Roleplay

I did a search but several pages in, I haven't found an answer.

Thinking to 2nd ed you could have more then one character with the Might Blow or Strike to Injure or Dodge skill for that matter even from varrying careers. How does that translate into 3rd edition. Specially when you consider defensive actions and other actions likely have recharge qualifications. Even if they have 4 dodge cards in the deck. What happens if you have a 5th player? One answer is buy the Adventure Kit, what happens if you have a 6th player....

Do you then start just keeping counters on phantom cards, sharing cards between player etc...etc..etc... I'm trying to get a sense for how well this game can expand outside of the box set even with additional sets and it's not very clear. Buying multiple core sets is certainly not an option and I personally don't even see buying a new adventure kit with each additional player as being practical.

Kryyst said:

I did a search but several pages in, I haven't found an answer.

Thinking to 2nd ed you could have more then one character with the Might Blow or Strike to Injure or Dodge skill for that matter even from varrying careers. How does that translate into 3rd edition. Specially when you consider defensive actions and other actions likely have recharge qualifications. Even if they have 4 dodge cards in the deck. What happens if you have a 5th player? One answer is buy the Adventure Kit, what happens if you have a 6th player....

Do you then start just keeping counters on phantom cards, sharing cards between player etc...etc..etc... I'm trying to get a sense for how well this game can expand outside of the box set even with additional sets and it's not very clear. Buying multiple core sets is certainly not an option and I personally don't even see buying a new adventure kit with each additional player as being practical.

there have been many answers to this....one is photo copy FOR PERSONAL USE, the other is share : ) we plan to share/ memorize the cards and thus not need them : )

Farin said:

there have been many answers to this....one is photo copy FOR PERSONAL USE, the other is share : ) we plan to share/ memorize the cards and thus not need them : )

Sometimes I've not clear why if someone say that all the gadgets aren't practical it is practically put on fire.
If you "memorize" the action cards, so you can forget about them, is a good idea preocupado.gif

Farin said:

there have been many answers to this....one is photo copy FOR PERSONAL USE, the other is share : ) we plan to share/ memorize the cards and thus not need them : )

I've seen that solution before. That's not really an answer, that's a hack. Also more annoying in that all the cards are double sided and further it diminishes the value of $100 product. Share/Memorize also doesn't really help with cards that require counters on them. It just starts to get more clunky.

Wait... You run games with six players? That takes talent. I refuse to run games with more than four. But anyhoo, that's personal preference.

Outside of photocopying, I'm not sure what else you can do.

Also, I don't think that all of the cards are double sided, based on that product photo someone posted last week. The Action cards are double sided to represent the Reckless/Conservative variants, depending on the current stance of your character. I don't see how that's a bad thing, considering all the hundreds of other things to keep track of.

Kryyst said:

Farin said:

there have been many answers to this....one is photo copy FOR PERSONAL USE, the other is share : ) we plan to share/ memorize the cards and thus not need them : )

I've seen that solution before. That's not really an answer, that's a hack. Also more annoying in that all the cards are double sided and further it diminishes the value of $100 product. Share/Memorize also doesn't really help with cards that require counters on them. It just starts to get more clunky.

with the memorization of the BASIC cards we can then remember how long it will take to recharge and there for keep the counters mentally. Furthermore, this also shows experience and will take A LOT of game session. we plan to memorize ONLY the basic cards....it would take to much to get all the special cards down and ever more so when you make a new character. sorry for not explaining that before

Necrozius said:

Wait... You run games with six players? That takes talent. I refuse to run games with more than four. But anyhoo, that's personal preference.

For 12 sessions I had 16 peoples gui%C3%B1o.gif

Now I hower between 3 to 8 players, with 5 average.
Now that I think of it, WFRP base set isn't sufficient for my gaming table.

Farin said:

there have been many answers to this....one is photo copy FOR PERSONAL USE, the other is share : ) we plan to share/ memorize the cards and thus not need them : )

lengua.gif Here we go again....GROGNARD ALERT, TURN AWAY IF YOU ARE EASILY OFFENDED!

So, you couldnt, say, memorize a passage from a book or photocopy a rule out of a book but you can with a card?

Peacekeeper_b said:

Farin said:

there have been many answers to this....one is photo copy FOR PERSONAL USE, the other is share : ) we plan to share/ memorize the cards and thus not need them : )

lengua.gif Here we go again....GROGNARD ALERT, TURN AWAY IF YOU ARE EASILY OFFENDED!

So, you couldnt, say, memorize a passage from a book or photocopy a rule out of a book but you can with a card?

ah good point my friend...very good point....and with that i must say...you are rightgui%C3%B1o.gif...you could jsut as easy...but we dont have a book or rules do we?....no lol so we have the cardsgran_risa.gif and i dont expect to have it all memorized anytime soon....im gana be running a Midnight campaign during WFRPv3 so yes....you are right and i say you win this onegran_risa.gif

I assume there are duplicates but probably just enough for three players.

For me personally, that is ideal as I prefer GM'ing with 3 players. I don't like large RPG groups at all. But I can see it being a problem for those who do like playing with more. Perhaps the adventurer's kit contains more cards?

I wouldn't photocopy them, that would look so cheap amidst all the pretty stuff :)

Peacekeeper_b said:

So, you couldnt, say, memorize a passage from a book or photocopy a rule out of a book but you can with a card?

Of course you can. Still not as good as the information being on a card, of course.

If you don't have enough cards for everyone at the table it won't be as convenient, but I don't really forsee it causing much of a hassle. Same as if there aren't enough corebooks for everyone at the table, you just pass the ones you have around when they are needed. You'll do the same thing with the cards.

Passing around cards wont be that convinient given they will have cooldown tokens on them, Im also presuming all the tokens will look the same making it a bit more difficuilt to have the 4-5 piles (prehaps even more) around the character sheet at once.

Pity the adventure pack is for one extra player given the careers will most likely be the same every time you get it.

macd21 said:

Peacekeeper_b said:

So, you couldnt, say, memorize a passage from a book or photocopy a rule out of a book but you can with a card?

Of course you can. Still not as good as the information being on a card, of course.

Macd, I can't but but refrain me by noting that you have some "twisted truth" for everyone that is pointing out something obvious (or at least generally obvious) but that isn't v3 compliant.

Sorry, I've read bad the Macd post.

I apologize.

But an edit function in this forum? Can FFG invest some $ to improve these forum? gui%C3%B1o.gif

Being limited to four PC players, due to the limitations of the cards and components, isn't a big problem for me and my friends since we dislike larger groups than that.

But it sucks for you guys who like have larger parties. You might just have to draw straws to see who has to use the double sided photocopied cards...

Sooo the official answers to my question seems to be:

A) Photocopy extras of what you need

B) Deal with it

C)Sucks to be you

D) Get fewer friends

That's just weak sauce. I fully understand developing a boardgame that supports up to 4 players. But last I checked RPG's were about flexibility and freedom. Artificially limiting player count through lack of components to only 4 players just seems silly. I'm fine with swapping dice around, copying character sheets all of that jazz, that's normal behavior. However if there aren't enough action cards to go around and tokens to support a group of 6.... Well it just leaves a bad taste in my mouth. While I've read previous posts saying that you can play with a larger group using the core sets. I haven't really seen anything presented yet to support that fact.

Kryyst said:

Sooo the official answers to my question seems to be:

A) Photocopy extras of what you need

B) Deal with it

C)Sucks to be you

D) Get fewer friends

That's just weak sauce. ...

Well, what do you suggest?

Maybe, if enough people complain, they'll sell "booster" packs of extra cards.

Necrozius said:

Kryyst said:

Sooo the official answers to my question seems to be:

A) Photocopy extras of what you need

B) Deal with it

C)Sucks to be you

D) Get fewer friends

That's just weak sauce. ...

Well, what do you suggest?

Maybe, if enough people complain, they'll sell "booster" packs of extra cards.

Yeah, it's hard to know what sort of answer would have satisfied the OP, short of 'a new card magically appears from the Aethyr whenever you wish it.'

Perhaps FFG (or someone) could open a card dealership from where you can order specific singles, a la M:tG.

I talked about this a bit during the GenCon seminars, but it looks like that particular Q&A did not make the final edit.

Here is what I discussed during the seminars regarding the cards in the core set:

  • There are three copies of each basic action
  • The basic Active Defences (Dodge, Parry, Block) have a very short recharge rating (2)
  • None of the other basic actions have a recharge rating - they're the "ol' reliable" abilities that can be used as often as required
  • The basic actions are among the very few actions that perform identically whether you are conservative or reckless (that is, the effect on both sides of the card are consistent. your stance still very much influences success/failure, and whether or not you exert yourself or are delayed).
  • The lack of recharge rating on the majority of action cards and the consistent performance reckless/conservative is an intentional design element this helps ensure that the basic actions are the easiest to share with other players without disrupting what your character is doing or the options at his disposal.

There are also several different types/colours of tracking tokens, to make it easier to distinguish one player's tokens from another, or tokens used for different purposes.

ynnen said:

I talked about this a bit during the GenCon seminars, but it looks like that particular Q&A did not make the final edit.

Here is what I discussed during the seminars regarding the cards in the core set:

  • There are three copies of each basic action
  • The basic Active Defences (Dodge, Parry, Block) have a very short recharge rating (2)
  • None of the other basic actions have a recharge rating - they're the "ol' reliable" abilities that can be used as often as required
  • The basic actions are among the very few actions that perform identically whether you are conservative or reckless (that is, the effect on both sides of the card are consistent. your stance still every much influences success/failure, and whether or not you exert yourself or are delayed).
  • The lack of recharge rating on the majority of action cards and the consistent performance reckless/conservative is an intentional design element this helps ensure that the basic actions are the easiest to share with other players without disrupting what your character is doing or the options at his disposal.

There are also several different types/colours of tracking tokens, to make it easier to distinguish one player's tokens from another, or tokens used for different purposes.

That - that's an answer I can accept.

Kryyst said:

ynnen said:

I talked about this a bit during the GenCon seminars, but it looks like that particular Q&A did not make the final edit.

Here is what I discussed during the seminars regarding the cards in the core set:

  • There are three copies of each basic action
  • The basic Active Defences (Dodge, Parry, Block) have a very short recharge rating (2)
  • None of the other basic actions have a recharge rating - they're the "ol' reliable" abilities that can be used as often as required
  • The basic actions are among the very few actions that perform identically whether you are conservative or reckless (that is, the effect on both sides of the card are consistent. your stance still every much influences success/failure, and whether or not you exert yourself or are delayed).
  • The lack of recharge rating on the majority of action cards and the consistent performance reckless/conservative is an intentional design element this helps ensure that the basic actions are the easiest to share with other players without disrupting what your character is doing or the options at his disposal.

There are also several different types/colours of tracking tokens, to make it easier to distinguish one player's tokens from another, or tokens used for different purposes.

That - that's an answer I can accept.

when you need a really good answer...its best to ask the source gran_risa.gif and also Kryyst........lol weak sause...made my day!!! but that helps my group alot : ) and ill make a demo session video and also a review on juicy entrails of the box...assumeing FFG sends a copy to my FLGS....tehe

So the main set comfortably handles 3 players without having to worry about swapping/sharing (at least for the basic actions).

Am I also right in thinking that the adventurer's kit (that surely any group getting the basic set, will also purchase) will provide another set of basic cards to support a 4th player without sharing, as well as additional cards specific to the extra careers added via the set?

We have 4 players in our group so that's sorted, but from the sounds of it, you can probably pretty easily support up to 8 PCs with the basic+adventurer's kit by sharing cards and using your own tokens.

that sounds fine to me. It's a different concept to what anyone has been used to previously with an RPG (but isn't that partly the point?), but in practice i reckon it will work out pretty smoothly.

I'm sure all of this stuff must have come up in play testing and the like, and all of the issues probably resolved themselves pretty easily, because I doubt FFG would want to risk releasing a game who components (or lack thereof) were as fundementally flawed as some people (who haven't even seen how all the components work, or how many there are) seem to suggest.

I was just going to suggest they could still share card, but use different color tokens for any potential recharge with different players on the same action. Jay beat me to it, and even added more information that the game comes with some different color/types of tokens for this purpose.

Simply purchase the expansion set that is the Adventure's Tool Kithappy.gif

Gilead te tuin lothain said:

Simply purchase the expansion set that is the Adventure's Tool Kithappy.gif

indeed that is good one :)