Character builds

By radioboyeric, in Warhammer Fantasy Roleplay

Wondering if there was a section in this forum that discussed Character build optimization.

I'd like to see what other people have for character selection and builds.

What are good party configurations/optimization as well. What has worked well for others out there?

I do alot of solo because of availability of players around my area...so I just built a team of 3.

- High Elf Swordmaster

- Human Initiate

- Human Wizard's apprentice (Celestial)

Thanks,

CHeck out LIber Fanataica 7 - available at http://www.liberfanatica.net/LF7download.html

It is a fan project with loads of ideas and details for GM's and players. In the Web Enhancement Downloads section you will find an example of each Basic career pregenned - you will need to download the strangeons application and the relevant extension file to view them. These will give you a good idea of how characters have been built.

As to party composition and optimisation - well that is subjective to the playing style and adventures that you are embarking on, but I would suggest covering your bases with a good fighter (whether a soldier, thug, etc), a priest or wizard and a social character.

I hope this is of some use, but Warhammer is not a min / maxing game. It is just gritty and deadly .... and the best RPG i have ever played. 1st ed, 2nd ed and 3rd ed are all great games.

Alp

Thanks for the advice! Liking the website.

I love discussing character builds, but in this game, it so hard to figure out how you want to build a character. As much as the World is grim and perilous, it really supports Role Playing / Character Stories really well. Some of the character types have so many different options and ways to play the character that it makes it frustrating almost if you are trying to determine the best way to build to character.

radioboyeric said:

Wondering if there was a section in this forum that discussed Character build optimization.

I'd like to see what other people have for character selection and builds.

What are good party configurations/optimization as well. What has worked well for others out there?

I do alot of solo because of availability of players around my area...so I just built a team of 3.

- High Elf Swordmaster

- Human Initiate

- Human Wizard's apprentice (Celestial)

Thanks,

For a moment I thought I had clicked a bad link and ended up in a MMO forum lengua.gif

I would go with the most impossible mix of careers, created to be completely unoptimized... that's fun gui%C3%B1o.gif

The thing I like about this system and game world in general is that your most unlikely character will be able to shine. While in many games, you need to be a Fighter/Wizard/Healer/Rogue in order to be valuable, in Warhammer the mission can be made or broken by the actions of a Commoner. They're the ones that can use their contacts to get you information ("Lord Meyerling? I know his Valet, maybe he can get the Lord to give us an audience."), and providing an entirely different and useful set of skills than your standard Weapon Skill trained Soldier.

If your GM is adaptable, he should be able to come up with lots of different scenarios in which a non-combat character will succed, bypassing battles, taking combatants out of the picture, providing information, or discovering an important clue.

I think just about any "build" is viable, just as any mix of characters will be effective, provided your GM gives you challenges that are appropriate. Too often the combat group is made because that's what people know and what their GM presents them with... "You're in the local bar, when you're told by *NPC patron here* to go into the Cave of Trolls to the North and return with *lost heirloom here*. You will be paid many monies upon your successful return."

I guess that's the beauty of this game. It's how you want to create your theme and content within your campaign. I guess I'm still in a mode of looking at playing an RPG with certain types of characters. Obviously this RPG allows to create a "Commoner" and actually have fun with it because it really revolves around good roleplaying. Like I said I'm in a mode of creating more hero-type characters rather than commoners. This is just my own personal reserve to a character that I might not actually like. But who knows...if I created a non-heroic type of character I probably would have a blast with it. Maybe it's that I've played D&D for so long. I know I know...get out of the box!!! I can hear it now.

In regards to the comment of MMO forum...I know it's more of a joke, and I get the joke...but in defense to my optimization questions, I guess I figure it's more of a question of what other people have used their characters and skills and talents. It gives me an understanding of how people are thinking and how they are having fun with their characters. It may seem that I'm looking into this like a sociology experiment, but I like to see how people thing, simply.

If the GM actually adheres to assigning STRESS to people in social situations, then the non-heroic characters really can have an in-game impact.

For example: The party wants to convince two farmers to stop fighting so they can quiz one of them on why the beastmen have been attacking their farms. If the Trollslayer, with his Fellowship of 2 tries to convince the farmers to stop arguing, he's going to fail miserably and sit around nursing a couple mental frustration/stress points from the ordeal..that is, if the GM actually does that.

It's best to use a tracker in this case. Someone had the awesome suggestion of making the tracker the length of the NPC's Willpower score. That way, the Trollslayer doesn't get a lucky roll (confirming that non-heroic characters would, in fact, be useless and that a person can be a one-trick battle-pony in this game and still outshine the other careers.)

imho...

jh

Every game is different every GM has a different style. There's just no real optimal build. You could perhaps look at the optimal defensive fighter, the optimal sniper, the optimal battle mage, the .... But as to say any one type is better then the other is so short sighted that it's pointless. About the only truth you can say is that you can make broken characters if you want.

This is actually a decent idea. While I agree (somewhat, if less radically) with Gallows - it's a common occurrence for other RPGs enough that it can help some folks out.

As to our original poster - the difference between WFRP and say DnD is that most characters are 'people' to whom adventure 'happens' rather than heroes who happen to stumble on adventure. A commoner is actually a great class (Stam and Will in-class (as well as disc and resil!), with 3 fortune dice and a great class ability? Sweet. No wonder the empire has survived with such BEEFY and tough commoners). And the idea is that while you can start out as a farm boy (commoner) or a dockhand your adventures change up your class and you grow through careers into the hero you want to be.

When I first started out folks on this board really helped me polish up my priest who I've been rockin' with since. So if you have specific questions, go ahead and post them (possibly on the question forum) and I'm sure you'll get plenty of great advice.

I wasn't that serious. While I don't encourage making optimized builds, I don't discourage it either. Usually the scenarios dictate that the players need a variety of skills anyway, so being too one sided will have consequences and I will have them suffer the full consequences of bad social/mental skills, that can be just as deadly as combat.

All I ask from my players is that they create an interresting group... giving me fuel for side plots.