Limit on box set?

By StormCharger, in WFRP Rules Questions

Hi all

Our group just strated playing the game and already, two of the players got the basic box (to read the books and the actions cards).

We figured that the game balance require the use of only one set of cards... But we are not sure yet.

Any tought on that?

Thanks all

It's kind of implied that there be only one set of all but the basic actions, to encourage (force) players to diversify, but it won't harm the game any to have more.

what if two people want the same action? they just have to fight over it or what? :)

Since you have multiple copies, just let them have one each. I doubt it will matter, balance is boring anyway. If you run varied and not always combat-focused adventures it will actually work against them to choose the same action card (I assume it is a combat action).

The whole system encourage the diversification of the group (with the method suggested in the rulebook, when you choose a career nobody can choose the same) but I don't think there will be any problem repeating action cards. A group with 2 trollslayers (for example) with the same action cards may be devastating but in addition to lacking other skills it will be quite boring, every player wants to do something "unique" (and the GM always can throw harder encounters).

It may encourage diversification, but telling a player 'no, you can't fire two pistols because Steve already 'bought' that action and there's only one card' feels wrong on every level.

In my case, I don't think I will allow two players to play the same career. Being a Role-Playing game, I believe that some uniqueness is required for the players to feel they are part of the world and to give them opportunities to shine by their contribution.

But for action cards, I think you are right, if we do allow multiple use, it may change the balance of the game somehow, but then, I need just to give them more challenge.

Persuasion, keltheos, not coercion ;)

keltheos said:

It may encourage diversification, but telling a player 'no, you can't fire two pistols because Steve already 'bought' that action and there's only one card' feels wrong on every level.

My players agree to use differents cards because there are soooo many and they don't want to focus on some uber-cards. In fact, now we're playing, I can say they enjoy to discover all the game's capacities... combining actions etc...

keltheos said:

It may encourage diversification, but telling a player 'no, you can't fire two pistols because Steve already 'bought' that action and there's only one card' feels wrong on every level.

So say yes. Keep that shared action card with the party sheet, and have the players write the action's name in the "card inventory" space on their character sheets. If they use the action at the same time, they will still need to keep track of their recharge rates independently, but that's easy.

This is standard practice in other RPGs. Talents and other special abilities are usually described once in the rulebook, and the player refers back to the rulebook when needed. I find that having a frequently-used card on the table is more convenient than flipping through a rulebook for that same information.

Indeed. I just can't imagine anyone not allowing a character to be created because there weren't enough 'Swing Beatstic' action cards in the box.