Why Wizards have miscasts and Priests have no more Gods anger (V2 style) ? + how to better use the fact that miscasts are on a card ?

By willmanx, in WFRP House Rules

Everything is in the title. I want to share that thought with you guys. Enjoy your games !

1) Priest doesn't risk a lot by RAW when taking chaos star in WFRP3. By the time of V2, they risked some God's anger (listed in Tome of Redemption). Looking at that table, I find the effect really similar to the miscasts from v3 (lost round, wounds, a demon hears your prayer...).

So that is why in my game, MISCASTS concerns the wizards' spells and the priests' blessing when there are chaos stars around.

2) we like our bits to be smart

Miscasts cards are so rarely and (mostly) briefly used that they should have been on a table only like in GM guide, aren't they ? Think about it : You take it, you read it, you give it back to the GM. That's all for miscasts, where you keep Wound/insanities/diseases/mutations/talents/careers cards in game longer (or ever).

So that is why in my game, MISCAST cards are also used to count POWERS and FAVOURS the wizards and priests gain and give back when consumed

The rules in signs of faith about omens and the effect of rolling sigmars comets and chaos stars is really nice. As for wizards, the backlash is nasty enough as it is, because with the addons wizards risk corruption and mutations.

But priests:

When a priets has rolled a total of 5 chaos stars durring a session, then something terrible could happend. The GM could give a cryptic warning to this through an omen. Just like it's presented in the book but with a more physical effect. Perhaps the effect could be that in the next combat all party members get extra black dice on all their attacks (just presented as creature defence by the GM). Sigmars comets could give positive omens, but I don't think they need an actual effect since the effect of a sigmars comet will be rewarded when doing the blessing.

I love the idea of using miscast cards like wound cards to track power, and flip one on a miscast as if it were a critical wound. I may just use that.

We use stars for priests a bit differently.

Taking inspiration from the Tome of Blessings, stars either give omens...or when there isn't time to create a flavorful omen on the fly, each chaos star adds one misfortune die on the Priest's next Invocation check.

The Black Dice reflect the forces that be either being angry or other divine forces using their influence against the caster.

Then, we have gone one step further and keep it on a tracker. Instead of every star causing an instant omen, we track them, two chits one positive and one negative. Based on location (Priest of Taal in the woods for example or Ulric Battle), the event spaces and how much the chits move on the track per star varies. Each event space triggers an omen. Reach the end of the track and the omen is not only big, but may either aid (in the case of comets) or impede the caster in some way, such as adding challenge dice, making maneuvers cost more fatigue, creating a condition, etc.

We feel it adds way more dramatic punch to the influence of the gods when using one, multiple, or all of the above. What I like about the lack of an "anger of the gods" deck is it allows GM's to create truly unique characters of the gods themselves. We aren't limited by something as bland as take 1 fatigue or you teleport somewhere else - which sometimes doesn't make sense or the confines of a prescribed chart of effects like in 2e. We are allowed a real opportunity for the divine to work in mysterious and powerful ways in a style fitting the way we are telling the Warhammer genre.

I would have liked to have seen this sort of agenda pushed even more in Signs of Faith, but it wasn't. Like I would have loved to seen a "roleplaying the gods" and more in-depth and fun ways to play with omens and divine favor/scourge (as listed above). The designers love to leave this game open, which is absolutely great, but sometimes they need to get in there more and mess around, really push the flavor and how to use their tools to create that flavor even more. I know we're meant to discover it on our own and they don't want to be overhanded, but sometimes, I think they need to give us a little more inspiration. Here's crossing my fingers now for it in the future. But, it does sound like one for the Fanatica mag.

Good Gaming,

Commoner

In WFRP3 a god's anger/displeasure is determined based on roleplaying and adhering to the tenets of the religion. It is not something random and fickle that would be generated by a single symbol on a die roll. This is quite unlike the Winds of Magic, which ARE chaotic, random, and fickle, and are appropriately represented by a random die result.

Signs of Faith adds a thing called "Omens" on comets and chaos stars as an additional effect, providing some obscure (for good or bad) vision/information to the priest (and not necessarily accurate in the case of a chaos star).