Post here when you find the extra dice kits on sale locally!

By daddystabz, in Warhammer Fantasy Roleplay

Title says it all...........

Are these extra dice sets EVER coming out because we need them BAAAAAADLY. This is the biggest hurdle right now to having a decent amount of players.

They've been "at the printer" forever. I am wondering if there was an issue with the quality of the original run.

Also, they may be reconfiguring the allotment of each dice in the pack (since the new listing is vague and suggests you get 12 dice, at minimum 1 of each type). I would have preferred a more player-centric focus on the dice:

  • 4 Characteristic
  • 2 Reckless
  • 2 Conservative
  • 2 Expertise
  • +1 boon, bane, challenge. I know that = 13 and not 12, but that seems to make the most sense to me, as it would get just about every character through the first career.

Since challenges don't seem to go above daunting, I don't see why they would need a lot of extra challenge dice, or boons and banes as those are typically awarded or assigned by the GM. Since they're limiting the dice offering, I would think it would be easier to build your base character's pool, and then have the GM hand you the modifiers.

I'll have to agree with you there on the quality bit. When I opened my box set, i had an extra set of Conservative and Reckless dice and a note mentioning that the quality in the first set was not up to their standards. You can definitely tell the difference, but they still aren't as crisp as I would like.

edit for clarification

Two per dice type per pack is what I hope for. It is perfect for players and Game Masters. I think the pack that is posted now which has three characteristic dice is way off the mark. Two packs of two dice of each type gets four of all the essential dice, including four challenge dice which is the real limit of the game...only four challenge dice for all players when most rolls are 1-2 dice difficulty is a real pain. To run my group of four, I generally find when they all want to make checks at the same time, we need eight challenge dice. With only one set, a brief recover wound roll takes a good fifteen minutes to resolve, especially with a heal check for each of them thrown in. As it stands now, the pack only has one challenge die in it. That means to beef up my running set alone I need four of the dice packs which is fourty eight dollars. It just stands to reason two of each type is a much better buy. The one characteristic die a player may be short if they buy two packs could easily come from the GM or their friend next door. But, since most of the time a stat is generally converted to conservative or reckless, they would not need to borrow that extra characteristic die that often.

That is my two cents.

HedgeWizard said:

They've been "at the printer" forever. I am wondering if there was an issue with the quality of the original run.

Also, they may be reconfiguring the allotment of each dice in the pack (since the new listing is vague and suggests you get 12 dice, at minimum 1 of each type). I would have preferred a more player-centric focus on the dice:

  • 4 Characteristic
  • 2 Reckless
  • 2 Conservative
  • 2 Expertise
  • +1 boon, bane, challenge. I know that = 13 and not 12, but that seems to make the most sense to me, as it would get just about every character through the first career.

Since challenges don't seem to go above daunting, I don't see why they would need a lot of extra challenge dice, or boons and banes as those are typically awarded or assigned by the GM. Since they're limiting the dice offering, I would think it would be easier to build your base character's pool, and then have the GM hand you the modifiers.

+1

You could probably leave one of the expertise dice out, bringing it down to 12. Since you can't train a skill twice till rank 2, most games won't get there for a while. And when they do you can just use the ones from the core.
* 4 Characteristic
* 2 Reckless
* 2 Conservative
* +1 boon, bane, challenge, expertise.

This seems like it would cover most things at this stage in the game.

And FFG, I still want chessex versions of these dice.

commoner said:

With only one set, a brief recover wound roll takes a good fifteen minutes to resolve, especially with a heal check for each of them thrown in. As it stands now, the pack only has one challenge die in it.

Seriously? Fifteen minutes to resolve across your table? Please tell me that is hyperbole. With my party of 4 players and just the core set, it takes about 5 minutes to resolve recovery/resilience checks for healing.

Looks like the dice are listed as "on the boat" now!