Quick Question about possibilites for 3e WAR

By Abhoth, in Warhammer Fantasy Roleplay

I dont actually have this yet but a friend has bought it for me for christmass, Um first the games we play usually revolve around dark magic and nercromancy and so on, from what I understand there will be NO rules for PC use of dark magic/necromancy? (same goes for Vampires) is this correct (I should point out that 2e I am really happy with atm, just a little bumed there wont be any more supplements for it, and the main book had basic rules for dark magic/necromancy).

Second question my gaming group consists of 5 people and 1 GM, I have been told that we can only have 3 players and 1 GM is that really correct? Is there any way of expanding the number of players with the core set (its not really fair to tell 2 people to go jump ><).

Thank you for helping me,

Cheers all

No dark magic or details for vampires in the first set. They talk about dhar but that's just flavor text. Nothing you've not read about before.

You can play with a larger group but it gets tricky. There are only so many action cards available. There are only, for example, 3 sets of 'basic' action cards that are available. If you want to play with more players, they can always share those.

After that, so long as they agree to take different 'advanced' action cards/talents, then you shouldn't have much of a problem. In a way, you have to do this already. The game has only 1 copy of most 'advanced' cards. So if two players wanted to use the "Sword and Board" card, they would have to share anyway. In my experience, players want to have a distinct fighting style difference from other players and so that will rarely happen.

What I feel the best solution to this is: if you were going to buy a copy for yourself, manipulate/convince your players (5 of them right?) to chip in a purchase another base set. Then there will be absolutely no problems. Enough cards for everybody and an extra set of dice! For 5 players, it's only a $20-$25 investment. Just make sure you steal their GM's book so they can't read the monsters. =D

ok so for 5 of us to play I need a second box essentially (I will have to see how the group "takes" to that idea). But I think the real killing point is the lack of varied magic carriers, one of the things my group of players loved to do is each play a different magic user forced together by fate (the storm of chaos) and finding out about each other. While its ridiculously easy to do this in the 2nd ed editions (Colour Mage, Witch, Norse Sorcerer, Maledictor (riding the edge of chaos magic, essentially using chaos to fight chaos), Necromancer). This seems impossible atm in this game, given that there is only 1 wizard class card and 1 apprentice wizard card per a box, to do what I want I would need a box for each player which imho is excessive to the extreme given the massive price of the game (its 150$ Australian down under) assuming of course the rules for dark magic, mutation and corruption where actually in there.

So from that point of view its a investment for my group (we are grad students btw) of 150$ each (for all 5 + the GM = 900$) UNLESS I am missing somthing.

PS-I also read there are only 2-3 colleages/8 as well?

Abhoth said:

ok so for 5 of us to play I need a second box essentially (I will have to see how the group "takes" to that idea). But I think the real killing point is the lack of varied magic carriers, one of the things my group of players loved to do is each play a different magic user forced together by fate (the storm of chaos) and finding out about each other. While its ridiculously easy to do this in the 2nd ed editions (Colour Mage, Witch, Norse Sorcerer, Maledictor (riding the edge of chaos magic, essentially using chaos to fight chaos), Necromancer). This seems impossible atm in this game, given that there is only 1 wizard class card and 1 apprentice wizard card per a box, to do what I want I would need a box for each player which imho is excessive to the extreme given the massive price of the game (its 150$ Australian down under) assuming of course the rules for dark magic, mutation and corruption where actually in there.

So from that point of view its a investment for my group (we are grad students btw) of 150$ each (for all 5 + the GM = 900$) UNLESS I am missing somthing.

PS-I also read there are only 2-3 colleages/8 as well?

You don't NEED need a second set in order for them to play, but it'd help, yes

I played last session with 4, and it was a bit awkward. Two of the players both wanted the same focus card. I solved the problem by pointing out you can attach the talent to the party sheet and both get the benefit, but then realized their sheet didn't have a focus slot. With five, you might want to try getting a second set though. If you purchase online you might be able to save some money, but shipping for Aus can be a pain. I'm half Aussie, and shipping anything back is way pricey.

Abhoth said:

ok so for 5 of us to play I need a second box essentially (I will have to see how the group "takes" to that idea). But I think the real killing point is the lack of varied magic carriers, one of the things my group of players loved to do is each play a different magic user forced together by fate (the storm of chaos) and finding out about each other. While its ridiculously easy to do this in the 2nd ed editions (Colour Mage, Witch, Norse Sorcerer, Maledictor (riding the edge of chaos magic, essentially using chaos to fight chaos), Necromancer). This seems impossible atm in this game, given that there is only 1 wizard class card and 1 apprentice wizard card per a box, to do what I want I would need a box for each player which imho is excessive to the extreme given the massive price of the game (its 150$ Australian down under) assuming of course the rules for dark magic, mutation and corruption where actually in there.

So from that point of view its a investment for my group (we are grad students btw) of 150$ each (for all 5 + the GM = 900$) UNLESS I am missing somthing.

PS-I also read there are only 2-3 colleages/8 as well?

Abhoth said:

ok so for 5 of us to play I need a second box essentially (I will have to see how the group "takes" to that idea). But I think the real killing point is the lack of varied magic carriers, one of the things my group of players loved to do is each play a different magic user forced together by fate (the storm of chaos) and finding out about each other. While its ridiculously easy to do this in the 2nd ed editions (Colour Mage, Witch, Norse Sorcerer, Maledictor (riding the edge of chaos magic, essentially using chaos to fight chaos), Necromancer). This seems impossible atm in this game, given that there is only 1 wizard class card and 1 apprentice wizard card per a box, to do what I want I would need a box for each player which imho is excessive to the extreme given the massive price of the game (its 150$ Australian down under) assuming of course the rules for dark magic, mutation and corruption where actually in there.

So from that point of view its a investment for my group (we are grad students btw) of 150$ each (for all 5 + the GM = 900$) UNLESS I am missing somthing.

PS-I also read there are only 2-3 colleages/8 as well?

You do not need an extra set but it would help and then you're looking at an extra $150 between 5 people, that isn't that bad at all. Do your players only want to be mages? Am I understanding you correctly? If that's true, I hope the GM makes them realized that it may not be the best idea when it comes to the game for everyone to be a caster.

I've said it before, but I'll say it again. There are tons of action and talent cards. With that much variety, I don't see the lack of duplicates being a problem. I intend to encourage my players to only cards from those that no one else has already chosen. This will give the party the most diverse set of actions and talents possible. On the rare occasion where a player is adamant about acquiring an action or talent someone else in the group already possesses, and can't be talked out of it, I'll make a copy, but I'm far from feeling the need for an additional set.

Cool thanks for the replies people :), it helps! Yeah my group does like the magic setting in WAR, the whole thing, the society, the mysteries, roleplaying oppertunites and so on. So Do I need multiple sets for a everyone to play a mage? and as I still know nothing really about the game, how bad is it for everyone to be a mage?

Abhoth said:

Cool thanks for the replies people :), it helps! Yeah my group does like the magic setting in WAR, the whole thing, the society, the mysteries, roleplaying oppertunites and so on. So Do I need multiple sets for a everyone to play a mage? and as I still know nothing really about the game, how bad is it for everyone to be a mage?

Do you need multiple set for a PC group of spell casters? - No, but it would make things easier. You can just allow the players to share the card or create you own duplicates on what is on the card. The PC who is pleasing the GM the most gets to use the original card, and the other deal with the GM made cards.

My biggest problem with Magic / Priest is the system is incomplete

  1. You currently only get three orders (Bright, Grey, Celestial) and three cults (Sigmar, Morr, Shallya) to chose from.
  2. There are no rules for Hedge wizards, chaos spellcasters, necromancer, nor Elf Mages
  3. The college careers are incomplete as you have the basic apprentice and then the acolyte (journeyman).
  4. The spells are limited and only go up to Rank 2

These problems should go away with more expansions as card, careers as added. When that happens is dependant on FFG release schedule. You may have to make up rules if you group games regularly. Conceivably After 20 or so sessions, you group will be ready for the Rank 3 ca