New nemesis rules rock

By sinister6, in Warhammer Fantasy Roleplay

LeBlanc13 said:


I asked questions about how the impacts of adding a misfortune die or extra challenge die could impact the rolls in the game and got told multiple times that I just needed to play a couple of times to see how it worked. That doesn't work for me. I'd like to know my chances of accomplishing something before I attempt it when I play a game. It helps me to weigh my options. If I'm playing DH, I know that I roll a 53 or less on the percentile dice and I hit with my hellpistol. In WFRP3 it's not clear at all. If I'm rolling 3 blue dice, 2 red dice, 1 white dice, 1 black dice, 1 yellow dice and 2 purple dice, what are my chances of success? Not so simple is it?



In my opinion the rules system for WFRP v3 have the game play like a action adventure story. The game mechanics (Dice Pool) is a story telling tool. Its not about min/maxing your odds of success, its building a serious of events and culminating in a roll of the dice pool.

The fact that the game is played in acts sort of also conveys that sense of story. I have played many an RPG where it is all about customizing your toon to max benefit his abilities and project power. You can do that to a degree in v3, but it still feels more fluid.

Besides, the dice pool being what it is...It does not seem that players particularly fail at much of anything. Its all about degrees of success.

That all being said, I am interested in these nemesis rules. My players are about to go into RANK 2 and man, player characters are tough SOBs in this game.

It seems the core mechanic is my main issue.

I'm glad most of you like it or find it "Freeing".

I don't think I'll ever come around to that point of view. In fact, I'm sure of it.

Thanks anyway guys! Good luck to you in your gaming endeavors!

I like the new system... percentile systems are rubbish after I have tried this to be honest.

Yeah, I think I'm going to dig these rules, actually. They're something I already do in the background, as I try to make the baddies' responses reflect the PCs successes or failures, but this will allow those responses to be a bit more balanced and fair and keep me accountable to knowing exactly how well the PCs are doing. (Not that I won't fudge it if I think it's dramatically appropriate, of course, but overall, I like the thought.)

Sinister said:

I like the fact that the GM says it's raining add misforune, the barrels the give you cover, adding a misfortune to the monsters, your idea to flank was great, take a fortune die." All these things that often spelled out at numerical modifiers are now reduced to just picking up a luck die and keeping the game moving.

This is one of the most encouraging features about v3 for me as well. Honestly, I've pretty much always run my RPGs this way regardless of system. I simply adjust things on the fly based upon what seems sensible and dramatically appropriate. The fact that the core design of v3 encourages (nay, supports) this approach really helps me feel the freedom that I should feel as a game master and story-teller.

Looking forward to the GM Toolkit...

boggle said:

Hi

I am not sure about this....

I like the idea but its tracking an organisation thats something i would do behind a screen why would i need tokens to do that if im the only one seeing it.

Or am i missing something!!!!

Thats exactly what I thought.

How well the PC's fare against any given Enemy is not something they should be able to track and I can keep track of that in my head or in my notebook. And besides its something thats gonna happen over several sessions most likely so why would I want to have a sheet just to move the tracking token token once or twice per session. Generally I don't want my player's to know exactly what skills and powers my Players are up against unless their characters would know it. Hence I would have no use for the talent sockets either. It seems a bit silly and a waste of my precious table space.

I do hope there will be some new nemesis action cards and the like, because they can surely be used by PC's as well.

LeBlanc13 said:

Is min/maxing bad?

I real life, don't you try to be the best you can be in the areas where it matters to you?

What all of a sudden makes that bad when you assign stats to it?

Anyway, my group min/maxes and has no issues roleplaying with their min/maxed characters.

The two things are not exclusive of each other.

I personally think it is too gamey. I don't think the troll slayer should think - hmm - I have an 83.9% chance of success here - just 'if I swing this axe real hard that beasts head should hit the ground'. Just my opinion of course.

LeBlanc13 said:

It seems the core mechanic is my main issue.

I'm glad most of you like it or find it "Freeing".

I don't think I'll ever come around to that point of view. In fact, I'm sure of it.

Thanks anyway guys! Good luck to you in your gaming endeavors!

Different strokes for different folks. Nothing wrong with that. That's why there are a bazillion different RPG systems out there (and why even a single gamer might play over a dozen different systems for the different play styles they offer). Variety is the spice of life, really.

I play Star Wars D6, Unisystem, WFRP, Savage Worlds, Call of Cthulhu, Mutants & Masterminds, Cyberpunk 2020, Cold City...you get the idea.

Sorry to bring back the discussion to the Nemesis rules, but after reading the Designer Diary I'm not clear on what exactly the nemesis rules are.

They showed the Nemesis Organization but that's about the only meat I found in this Designer Diary. Are nemesis rules like the converse of the Hechmen rules empowering an NPC, giving it more longevity? Do the Nemesis have access to special actions? I mean what exactly are the Nemesis rules aside from them having the equivalent of a Enemy Party card.

I'd like to get a grasp on what all the commotion is about, thanks!

I'm not sure how much I can say. Suffice that they are handy for GMs to make "Nemesis" NPCs (ie, powerful "Boss" foes), and the Nemesis Organization rules & sheet are just a portion of how that can be accomplished.

If I had to design this part of the game, I would give the members of the organisation access to special action cards depending on the tracking bar.

Lexicanum said:

I'd like to get a grasp on what all the commotion is about, thanks!

It's just gamer freakout. FFG gives us a sneak of what's coming and everyone's already figured out how the rules work/don't work without more specifics. ;)

I'll be waiting for the set to arrive and then see how nice the Nemesis/Org rules are and how much of them fit my campaign.

Lucas Adorn said:

boggle said:

Hi

I am not sure about this....

I like the idea but its tracking an organisation thats something i would do behind a screen why would i need tokens to do that if im the only one seeing it.

Or am i missing something!!!!

Thats exactly what I thought.

How well the PC's fare against any given Enemy is not something they should be able to track and I can keep track of that in my head or in my notebook. And besides its something thats gonna happen over several sessions most likely so why would I want to have a sheet just to move the tracking token token once or twice per session. Generally I don't want my player's to know exactly what skills and powers my Players are up against unless their characters would know it. Hence I would have no use for the talent sockets either. It seems a bit silly and a waste of my precious table space.

I do hope there will be some new nemesis action cards and the like, because they can surely be used by PC's as well.

This aspect doesn't bother me because the stability and the agenda aren't spelled out. It's sort of a "tension" meter at best and not a detailed portfolio of the villian's plans. I look at it as something to make the players paranoid and nervous. That's warhammer for you.

good point you could be right...Well will see as they say

..more crap to track..ugh..

jh

Emirikol said:

..more crap to track..ugh..

jh

You'll track it and like it mister!

:)

We barely use the party sheet, much less a nemesis/organization sheet. When we do the party sheet, I've got it in a vertical stand and I use little colored clothespins to mark 'whatever.' I'm sure a GM-tracker would work well that way too so you dont have to worry about losing your place with a bump of the elbow.

jh

Emirikol said:

:)

We barely use the party sheet, much less a nemesis/organization sheet. When we do the party sheet, I've got it in a vertical stand and I use little colored clothespins to mark 'whatever.' I'm sure a GM-tracker would work well that way too so you dont have to worry about losing your place with a bump of the elbow.

jh

Here's what you do. Get those sleves for those party cards like I did, then use a wet erase marker and draw an X through the numbers. Anti -Bump method.