For those who've read it: Questions to benefit everyone if we got answered!

By commoner, in Warhammer Fantasy Roleplay

monkeylite said:

commoner said:

One last question, bit of a dispute we're trying to clarify really, do Boons count as successes if there are no effects on the action card? I'm saying no (because I've never read it) my friend says yes (something with the dice roller or other). Could anybody clarify please?

They do not.

Maybe he's thinking about Sigmar's Comet. You can use it to trigger effects on cards, or use it as a boon or a success. You can also use it to activate your weapon's crit.

The Chaos Star, on the other hand, may only trigger card effects or otherwise count as a bane.

Can a character advance in characteristics like they could in 2nd edition? Can they advance in charateristics at all or is it stuck at what they bought at character creation? I would really like to know because I haven't seen any characteristic advances on the careers from the designer diaries.

lordsneek said:

Can a character advance in characteristics like they could in 2nd edition? Can they advance in charateristics at all or is it stuck at what they bought at character creation? I would really like to know because I haven't seen any characteristic advances on the careers from the designer diaries.

Yes, it just costs more if it's not one of your 'primary characteristics'. Advancements cost a number of advances equal to the new rating. 4 to 5 costs 5.

So if characteristics cost that much, how much do skills, talents and action cards cost then? My assumption would be 3 for a skill rank, 1 for a talent, and an action card would cost equal to its charge rate? Just my best guess, but could anyone give us a little more insight into that?

commoner said:

So if characteristics cost that much, how much do skills, talents and action cards cost then? My assumption would be 3 for a skill rank, 1 for a talent, and an action card would cost equal to its charge rate? Just my best guess, but could anyone give us a little more insight into that?

Pretty much everything else in your career costs 1. You pay more for advances outside the career (usually 2).

dvang said:

No rituals, yet, as far as I can tell. There are a set of "basic" generic spells, plus each college has their own set of spell cards. Spell cards are ranked, with higher ranked spells costing more power and having better effects.

There is information about hedge wizards, dark magic, Dhar, Necromancy, etc. Remember, though, this is the Core Set. So, like v2, a lot of the detailed information will probably need to wait until the "Realms of Sorcery" and "Tome of Corruption" for 3e get produced.

Are there, within the basic box, rules for Necromancy, Hedge and Chaos magic to build NPCs or evil Pcs or do we have to wait for the respective expansions?

Erik Bauer said:

Are there, within the basic box, rules for Necromancy, Hedge and Chaos magic to build NPCs or evil Pcs or do we have to wait for the respective expansions?

I really hope that at the very least the basics are there in the Bestiary.

Necrozius said:

Erik Bauer said:

Are there, within the basic box, rules for Necromancy, Hedge and Chaos magic to build NPCs or evil Pcs or do we have to wait for the respective expansions?

I really hope that at the very least the basics are there in the Bestiary.

That is my concern as well; I presume there is hedge magic as there are hedgewizards. But the extent to which it is flushed out... not sure? That is the one big advantage to an already realized/expanded system. I love the magic system in v2, and with just a handful of the additional books, you can get a very rich magic system.

Obviously, with respect to the realms of chaos, necromancy and hedge magic, there will be less details/crunch than current v2, but I do hope there is more than what was contained merely in the v2 core book.

And I REALLY hope ritual magic makes an appearance, along with the rules around creating rituals, potions/apothecary stuff, etc.

HedgeWizard said:

Necrozius said:

Erik Bauer said:

Are there, within the basic box, rules for Necromancy, Hedge and Chaos magic to build NPCs or evil Pcs or do we have to wait for the respective expansions?

I really hope that at the very least the basics are there in the Bestiary.

That is my concern as well; I presume there is hedge magic as there are hedgewizards. But the extent to which it is flushed out... not sure? That is the one big advantage to an already realized/expanded system. I love the magic system in v2, and with just a handful of the additional books, you can get a very rich magic system.

Obviously, with respect to the realms of chaos, necromancy and hedge magic, there will be less details/crunch than current v2, but I do hope there is more than what was contained merely in the v2 core book.

And I REALLY hope ritual magic makes an appearance, along with the rules around creating rituals, potions/apothecary stuff, etc.

If they haven't written up all the lores of magic yet, I highly doubt the rules for creating rituals will be in the set. Some example rituals would be expected though.

HedgeWizard said:

I presume there is hedge magic as there are hedgewizards.

There are?

So anyway, went to the demo today, loved the game, but the guy forgot to bring the party sheets or card or whatever. I was really interested in The Brash Young Fools Party sheet does. What does it do? Any other info about the party cards as well would be fantastic! I really liked the demo, but not a huge fan of that module.

Erik Bauer said:

dvang said:

No rituals, yet, as far as I can tell. There are a set of "basic" generic spells, plus each college has their own set of spell cards. Spell cards are ranked, with higher ranked spells costing more power and having better effects.

There is information about hedge wizards, dark magic, Dhar, Necromancy, etc. Remember, though, this is the Core Set. So, like v2, a lot of the detailed information will probably need to wait until the "Realms of Sorcery" and "Tome of Corruption" for 3e get produced.

Are there, within the basic box, rules for Necromancy, Hedge and Chaos magic to build NPCs or evil Pcs or do we have to wait for the respective expansions?

Funnily enough threads that talk about the strong point are full of demo GMs posts, while these questions find themselves lost under tons of other threads.

Is there someone that red the books of the Start Box answer this question please?

I think the lack of an answer tells you everything you need to know.

Hedge wizardry, necromancy and Chaos magic are touched upon, but they don't have rules for building PCs.

monkeylite said:

Hedge wizardry, necromancy and Chaos magic are touched upon, but they don't have rules for building PCs.

But does it have rules for making a basic enemy Beastman/Orc/Goblin/whatever spellcaster?

Necrozius said:

monkeylite said:

Hedge wizardry, necromancy and Chaos magic are touched upon, but they don't have rules for building PCs.

But does it have rules for making a basic enemy Beastman/Orc/Goblin/whatever spellcaster?

Not so much formal rules, but it makes it very easy to do so. You just have to borrow or make up appropriate actions.

Yes, like Monkey said. It gives some info and background, but no rules for making such PCs/NPCs. It shouldn't be too hard to make some rules, tweaking the existing magic mechanics, and making action cards for spells. Most NPCs only have access to 1-3 action abilities, so you'd only need to make a few spells for a bad-guy caster, and there are plenty of spell/blessing cards to get design ideas from.

Ok. That's what I wanted to hear.

Now my even little possibilities to purchase that thing are completely gone.

FFG can keep my copy in the warehouse.

Erik Bauer said:

Ok. That's what I wanted to hear.

Now my even little possibilities to purchase that thing are completely gone.

FFG can keep my copy in the warehouse.

LOL - you come in here every day to say that. You've said, "I'm not buying this thing!" like 50 times. We get it man - it's not for you happy.gif

Erik Bauer said:

Ok. That's what I wanted to hear.

Now my even little possibilities to purchase that thing are completely gone.

FFG can keep my copy in the warehouse.

We know You don't like it Erik gui%C3%B1o.gif

But You can always come back here later in time, when some addons will be available (that will add everything 2-nd ed has right now, and lets hope many, many more), and this system spreads its wings.

Your copy will be waiting for You then gran_risa.gif

Nope... my concern is not the fact things are missing... my concern is about "Things are missing in the Basic Box so even if you have to pay 60€ for it you'll have to buy other expansions in order to have the same material you could have with V1 - V2 Handbook for much less".

My concern is the philosophy behind it... and that will not change in a couple of years for sure.

That is most probably my last post in V3 forums, so goodbye to everyone that will not follow V2 forums.

Later dude - I hope you change your mind and come back later. If you don't - many happy V2 games!

Erik Bauer said:

Nope... my concern is not the fact things are missing... my concern is about "Things are missing in the Basic Box so even if you have to pay 60€ for it you'll have to buy other expansions in order to have the same material you could have with V1 - V2 Handbook for much less".

My concern is the philosophy behind it... and that will not change in a couple of years for sure.

That is most probably my last post in V3 forums, so goodbye to everyone that will not follow V2 forums.

Be careful not to let the door hit you on the way out. It tends to do that.

<shrug> Can't get the fatigue/stress, stance meter, dice pool, action cards in v2. So 3e has "basic" things v2 doesn't. 3e also has information on Wood Elves, and a lot more information, IMO, on the colleges of magic and the religions and how to play those types of PCs than the v2 book (for example). The information is different, and sometimes about different things, but there still seems to me to be about the same amount of info overall between the two basic books.

Anyway, I'm sorry you just can't see all the stuff that is in 3e, and instead are still picking at what isn't. (Good thing you didn't do that when v2 came out). WFRP v2 is still an excellent game, so enjoy and I hope you try back later.

dvang said:

<shrug> Can't get the fatigue/stress, stance meter, dice pool, action cards in v2. So 3e has "basic" things v2 doesn't. 3e also has information on Wood Elves, and a lot more information, IMO, on the colleges of magic and the religions and how to play those types of PCs than the v2 book (for example). The information is different, and sometimes about different things, but there still seems to me to be about the same amount of info overall between the two basic books.

Anyway, I'm sorry you just can't see all the stuff that is in 3e, and instead are still picking at what isn't. (Good thing you didn't do that when v2 came out). WFRP v2 is still an excellent game, so enjoy and I hope you try back later.

That's exactly my own concern.

V3 trades freedom for tools. What do I mean with that? Simply enough: In V2 you could decide to play a low level campaign aswell as a high level campaign. You had 8 + 2 = 10 magic schools with each one having it's own different spells, almost the same number of divine lores with different spells. Enough background material to start playing wizards and priests. EVERYTHING needed to run a long term campaign with more than 5 players was included within the basic book, the other books were additions to an already complete game. Realms of Sorcery added details to magic and schools, even added spells. But you did not need it to run a campaing with a 4th level player/NPC. Same thing could be told for Tome of Salvation.

Moreover, not only, with the same rulebook you could GM 3 different campaigns to 3 different gaming groups without having them to buy extra materials, without fear of leaving-loosing cards-markers.

I'm not just picking at what is'nt... if you read carefully my "Damned if you do - Damned if you don't" post, you'll see that I recognize several strong points in V3, but the bad ones are just too bad for my point of view, first of all that Modular/Collectable philosophy FFG kicked in.

What I'm talking about?

Here it is: You want to play a high level campaign/convert your ongoing V2 campaign to V3? You have to pay for the Basic Box AND for the expansions.

You want to play a Jade Wizard? Ok, go to the shop and buy the appropriate expansion!

You want to play in my campaign? Oh, sorry, we are already 4 players! Basic material is yes enough for everybody but a 5th player will require more sharing and bookkeeping so maybe it's better if you buy your player's kit.

Long story short, everything in V3 screams out "Collectionable"! The fact you need cards to play, the fact "some" careers, included in V1 and V2 books, are missing, everything lends to the fact that a gaming group wishing to start a V3 campaing will HAVE to think it as a continuous money investment.

My keyword is HAVE . Most V1-V2 gaming groups would anyway do it, but you see, being pushed buying things is not my view of an hobby.

I can see the point of view of FFG, they are a company and need to make money... but that philosophy is just too much for me and I'm not surely going to promote it in any way.