Ok i am sold...

By boggle2, in Warhammer Fantasy Roleplay

At first i was amazed then as i began to play test it with my group issued showed themselves.

Now im back on board with the hard backs due out in the winter i know this will answer all my issues..

well done ffg why did i ever doubt you.

my apologies

and sorry to any i may have upset with my views....

out of morbid curiosity ... what issues did you encounter Boggle?

space issues and having a large group...

Make it a bad situation for me although i love the game...

Regards

Hey welcome back Boggle.

I have had the same issues as you and feel/hope that the hardbacks may contain the solution to the space issue. I have been working on a token free version of the game but I'm putting it on hold now to see what FFG has to offer.

I must admit that where the game broke for me was after I bought the Game Master's Toolkit. For me that was the most disappointing buy of an RPG product ever. I was sorely disappointed by the Nemesis rules. It sounded really cool and I was looking forward to some inputs on how to incorporate these bad guys into the game. Instead I found 1½ page adressing this aspect and more cards with spaces to track things that would need to be adjusted once maybe twice each session! I lost it there. and no clear examples of the Rally mechanic either.

Well luckily the Winds of Magic came out and I found some interest for the game again.

I really llike the basic mechanics of the game:

The dice system is fun though I think that already at low rank there are too many. How will it be at higher ranks. I'm pondering on ways to reduce the amount as it takes too long to decipher the result from 15-20 dice which takes away from the action and roleplay.

I love the Fatigue/stress system. I use red and blue dice to track the number of points in each category.

I love the way the magic system works, the iherent risk in casting magic. This is actually what won me over in the first place since it was perfect for use in my own low magic fantasy setting and something I had been looking for for a while.

I like the stance idea but I will the stance meter from now on. As I mentioned in another post I think there is sufficient inherent risk in using to many red/green dice to keep player's from maxing the amount at all times. Let player's choose how many they want to use. The more red the greater the risk of banes and fatigue. The more green the greater the risk of running out of special actions. the only problem here is if you take away the recharging system the green dice will loose their risk and another rule will have to take its place.

another problem with removing recharge system is that some cards depend on the recharging for greater effect and I think this is the hardest issue to adress. But lets see if Jay & Co. has some ideas in that regard. if there is a way to use the cards without having to track recharging then the player's can just hold the cards in their hands or have a 'library' (like magic), that way it will use very little table space.

ok. time's running out. A few Pennies here.

cheers

-L

Recharging works as a duration. If its recharge 3, it lasts for 3 rounds (or equivalent). That's it, nothing fancy needed. Add to the recharges? You add rounds of duration.

Just as some tips.

In our game most of our players have their character sheet (front), career and talents on the table. Most of us just hold a deck of actions in hand. The little 'counters' are nice, but mostly we just use dice. Red and Blue on the sheet for Fatigue/Stress, some d6es on the action cards and when we take wounds I just put a wound card down with a d20 on it, and keep the crits face up. Overall that leaves most of the counters for the GM and keeps the table clear of tokens and less prone to bumps causing disasters.

Don't know if that helps.

yes some good points thanks....

Very helpful

Yes, we use the dice as well for tracking recharge, and fatigue etc. though my players have the action cards placed on the table. But since its only two players still it can work. but with more players I'll surely tell them to hold their deck of actions in the hand.

@Ketheos: I realize that it's what's been done for generations of roleplaying systems, spells lasting a number of rounds etc, but it seems in this game there are alot more 'spells' (actions, attacks and what not) that needs tracking for a few rounds. Its just too much to keep track of in your head, like you can do with for instance pathfinder type systems. but I also realize that its part of the mechanic of some of the cards.

But to come up with a version of this system where you don't need recharging for at least 'normal' special attacks like Troll-slayer Strike (can't remember the name exactly) that would perhaps make it possible to do away with tracking completely. Since the last few things can be tracked in your head.

Talents and some actions are not far removed from feats in Pathfinder for example or once per encounter abilities of 4th. And I'm not trying to make WFRPG into Pathfinder or 4th, far from it. We already have one of those systems (or more). But it would allow players who prefer to play the game without to many gadgets to do so. Like when I do play Pathfinder for instance, my group really only have their characters heets and a handful of dice on the table (and snacks, cola, fast food....) But compared to the Pathfinder rule system I really liked the rules-light and casual system of WFRPG. It fits the style of our group very well. But I think that all the tracking needed detracts from that and I know my Pathfinder group would get frustrated by it.

Hmm. Speaking of talents. How do you guys explain, in game wise, that a character has more talents than he can have active at one time? I mean a person doesn't just forget a skill/talent just because he hasn't readied it.

-L

Lucas Adorn said:

Hmm. Speaking of talents. How do you guys explain, in game wise, that a character has more talents than he can have active at one time? I mean a person doesn't just forget a skill/talent just because he hasn't readied it.

Let's say that you have a talent for running very fast, one talent of jumping long distances and one talent of doing complicated arithmetic in your head. WHen out running and facing a stream that you need to jump over you decide to use your running and jumping talent to get over the stream. Fully concentgrated on making the jump you are perhaps not able to do the complicated arithmetics at the same time, you cannot use another talent while fully concentrated on using the other two. The third talent could even be something more applicable for running in terrain, like having very good balance or something, you might still not be able to focus on more than two things in the same situation. I know I work like that in a real world situation, I have to an approach when trying to solve a problem or perform something, I can't just try everything at once. But maybe that's just me ;)

Spending a manouevre to switch talents could be explained as the time it takes to rethink things to use a somewhat different approach.

Isn't that exactly the rationale they use to explain it? That Talents represent abilities and knowledge that requires specific concentration and so there is a limit to how many you can juggle at one time.

Perfectly rational for the "Focus" ones, which are described as representing focussing on that task, same with "Tactics", which could easily represent focussing on one specific aspect of a fight. "Reputation" is a bit odder though, as you don't loose any reputation because you are concentrating on a different field... truthfully, just calling them "Skill" "Combat" and "Social" would have avoided that oddity (as many of the "reputations" don't seem to be reputations at all).

Come on... It takes 1 round to change talent... that hardly equals "forgetting" it...

Regarding reputation. I might have friends in both financial world, but I'm also good at socialising with neo punkers. Does that mean I can juggle charming both at the same time? Reputation is a matter of social dealings, and in that people will see through you FAST if you're trying to charm everyone.

I actually think that it's VERY generous to allow a talent exchanged by using 1 maneuver. Talents are a set of mind, and changing that around is not an easy thing.