My Conclusion

By Rat Catcher, in Warhammer Fantasy Roleplay

I think I'm going to love this game, eventually.

Please FFG, please speedily bring to our tables more careers, more depth of advancement, and a tidied up set of core rule books. But more than anything, it's the depth I crave. The breadth, new lands to explore, can come later.

I already love this game regardless of its detractors, but I really want to play the game too. I view 3ed as the old D& D red box by Mentzer - enough to get your teeth into, but not quite enough to fill you up.

In all honesty, I can see this game being a massive success in the future, it's new, it's different, and it's Warhammer. I'm putting all my trust into FFG on this one, over to you guys!

Interesting point, would people complain about the lack of this or that, if the 3ed was in reality the first exposure we'd had to Warhammer? Probs not.

People who brought the game on first release and played it weekly will have already run into the career limits.

A Wizard, Priest and general advanced career expansions aren't even on the schedule - I would guess it'll be 2011, maybe even 2012 before we have all these...

Fresnel said:

A Wizard, Priest and general advanced career expansions aren't even on the schedule - I would guess it'll be 2011, maybe even 2012 before we have all these...

Isn't the supplement after the GM kit going to be the on magic? I'd imagine the wizard careers would be in there.

Rat Catcher said:

Interesting point, would people complain about the lack of this or that, if the 3ed was in reality the first exposure we'd had to Warhammer? Probs not.

Probably not, but then FFG/GW had a choice between standing on the shoulders of the giants that came before, or doing their own thing, and they chose the latter.

The one real drawback I can see with this game is that eventually, you will not be able to fit everything you need to carry in the ginormous box that comes with the game.

I foresee things comparing to carrying all of the expansions of Descent over someones house to play. It's going to be too cumbersome to put up with at some point if every product adds new cards and books to carry around.

I think this system has a lot to offer, but I don't want to be carrying around 1000+ cards and 15 softcover books in a dozen or so boxes just to play a game.

Please tell me the initial tools are the only things that are going to do this....

Hopeful, but not holding my breath.

LeBlanc13 said:

I think this system has a lot to offer, but I don't want to be carrying around 1000+ cards and 15 softcover books in a dozen or so boxes just to play a game.

You don't have to bring everything with you. The standard parts that you do need (miscasts, wounds, insanities) can all fit in the adventurer's kit. The parts that will most likely get the most expansion are for the characters (actions, talents, careers), and for those you only need the ones that your party currently uses.

Doc, the Weasel said:

LeBlanc13 said:

I think this system has a lot to offer, but I don't want to be carrying around 1000+ cards and 15 softcover books in a dozen or so boxes just to play a game.

You don't have to bring everything with you. The standard parts that you do need (miscasts, wounds, insanities) can all fit in the adventurer's kit. The parts that will most likely get the most expansion are for the characters (actions, talents, careers), and for those you only need the ones that your party currently uses.

Yes, but normally, with an RPG, I just take the books that matter to the adventure at hand.

Going forward, I'll have to weed through a bunch of cards in addition to prepping an adventure. It adds to my overall prep time. I don't really want to mess with aspects of a card game when I RPG. There are many reasons that the cards are innovative and useful, specifically, the location cards and the career cards are welcome additions for me.

A few well placed tables in the books eliminates the needs for many of these cards stacks (Insanities, corruptions, wounds are but a few of the card stacks that could have easily have been dealt with in in the rulebooks.) These are more of a novelty than a necessity, in my opinion.

I concur with the need for more material.

I already have a Grey Wizard who doesn't like the fact that he can't get any more spells. I need more bestiary info/pictures and such. There need to be more advanced careers along with "super advanced" or third-tier careers.

And number one on the list of needs: An campaign adventure path.

Being a college student I don't have the time I used to to come up with my own adventures or tailor pre-existing adventures for 3rd edition.

LeBlanc13 said:

The one real drawback I can see with this game is that eventually, you will not be able to fit everything you need to carry in the ginormous box that comes with the game.

That's already a problem for us, since I bought Campaign Coins, have lots of minis, use item cards from Paizo, and have an extensive collection of other visual aids I like to use for GMing.

There's a really, really easy solution, though.

I always host. :)

Maybe reversing the D&D 4e process will help, you have cards with all the information on them, convert this into a booklet for your own use (however you're going to go about it) and use that to reference instead of the cards when building characters/adventures/checking rules/etc. I'm already looking at how to easily represent the information in a spreadsheet or some other simplified manner so I won't have to worry about sorting/finding issues when I need to quickly look something up.

Fresnel said:

People who brought the game on first release and played it weekly will have already run into the career limits.

A Wizard, Priest and general advanced career expansions aren't even on the schedule - I would guess it'll be 2011, maybe even 2012 before we have all these...

May well be true for the casters - but not for more general careers. I haven't played 2nd, and very little of 1st - but careers seem constructed a bit differently in this edition so that there is not such a need for advanced careers - you can just switch to another of the included ones to get stat, dice, talent and action card additions. I reckon the core set + adventurer toolkit could keep 3-4 (non-caster) people busy for close on a year at the weekly play session rate (that is only about 5 careers each - about half of what is on offer). By that time, they should have all died or be in semi-retirement.

Bloodtyrant said:

I concur with the need for more material.

I already have a Grey Wizard who doesn't like the fact that he can't get any more spells. I need more bestiary info/pictures and such. There need to be more advanced careers along with "super advanced" or third-tier careers.

And number one on the list of needs: An campaign adventure path.

Being a college student I don't have the time I used to to come up with my own adventures or tailor pre-existing adventures for 3rd edition.

I have two ways characters can get spells.

1. Buy them for advances.

2. Find them in the world in dusty tomes and learn them for free. I use this with the spells I created myself, but could also be used with other spells. I also allow players to pick spells from any order, but they wont get their bonus of course. Since we never have more than one wizard I like him to be well rounded. They aren't really that powerful in WFRP, so it will never be an issue.

Gallows said:

Bloodtyrant said:

2. Find them in the world in dusty tomes and learn them for free. I use this with the spells I created myself, but could also be used with other spells. I also allow players to pick spells from any order, but they wont get their bonus of course. Since we never have more than one wizard I like him to be well rounded. They aren't really that powerful in WFRP, so it will never be an issue.

As for creating your own spells, it isn't that difficult to take old source material (from any game) and pretty easily translate it into WHF 3rd.

Grashnak said:

Gallows said:

Bloodtyrant said:

2. Find them in the world in dusty tomes and learn them for free. I use this with the spells I created myself, but could also be used with other spells. I also allow players to pick spells from any order, but they wont get their bonus of course. Since we never have more than one wizard I like him to be well rounded. They aren't really that powerful in WFRP, so it will never be an issue.

As for creating your own spells, it isn't that difficult to take old source material (from any game) and pretty easily translate it into WHF 3rd.

Yeah I use the tome of sorcery and the core rulebook for 1st ed. Lots of nice spells.