Overwhelmed with possibilities

By Silverwave, in Warhammer Fantasy Roleplay

I've finally had my first game as a player lats night!

I had good time, but after completing my character sheet and get into the first encounter (a social one that ended into blood bath), I've really felt overwhelmed with possibilities. I have like 6-7 basic action cards, 4 action cards, 1 career ability, 2 talents and 2 party talents... woooooooo! Too much at the same time, and that's only rank 1 with no advancement. What will it be few ranks later with even more actions and talents? There's no "replace old action with new one that is more powerfull" (except for improved parry/dodge/block/guarded position, and you still need the old card for some) mecanic, soo you just end up accumulating more and more talents and actions. Add to this the career ability that you keep if you complete the career. Gosh!

I kind of start to think that I would have like to restrict myself to "slottable cards". Like, you have to slot talents and actions into your character sheet, so you limit yourself to fewer actions active at a time. And I would have like to have a limit on the number of actions/talents, like 8 maximum. When you get a new one, you must replace one (so when you get rank 2 card, you choose to remove a rank 1 which is less powerfull)

Anyone felt like this?

I love the many options as a GM and my players do too. You can only slot 1-3 talents and having more means you can be prepared for a lot of different situations. The action cards aren't that hard to manage once you get to know them. But the first session can be overwhelming. Don't worry. You'll soon start to discover that it's even more complicated and full of options than you think now, when you realise how some action cards influence other action cards etc.

But the depth of WFRP 3rd ed. is the very reason the system is so great.

It's much more fun than learning the rules completely in 20 minutes and knowing all you'll be doing every session is rolling that d20 to hit and a d8 for damage.

Yeah I'm in a similar boat to Gallows. I like the expanding options. As you play you start to learn what actions your going to use given a situation and stick to your favorites, but you've always got those others to fall back on. Plus as you continue you just generally learn, you aren't going to need to read every card over on each action then debate what to do you will get a feel for it.

Think of D&D if you've played any recent editions. Characters are made up of feats, class talents and possibly spells. Everytime you have a chance to do something you aren't going over the various things you are capable of each and every time you build up a feel for it. WFRP 3 isn't much different. The advantage of course is you have all the rules at your finger tips so you aren't having to pass the book around all the time and you can sort your deck of cards into groupings for a quick glance. You have attack, defense, reaction, misc types of cards. So at most you may have 1/4 of your total cards as valid actions at any one time.

I find I get 1 or 2 actions for common use during combat,(mocking blow, my character is fel 5 and str 2) I also picked up a reaction that complements my abilities (dirty trick, I have subterfuge and guile trained) and every one should get some kind of "***** in the armour" like card to ignore the soak of chaos warriors in full plate.