PRODUCT BREAKDOWN for New Players

By GullyFoyle, in Warhammer Fantasy Roleplay

Here is a quick break down of products:

((feel free to link to this and added corrections/changes with additional posts))

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Core Set = basic players info, basic gm info, basic player bits, basic gm bits + dice x3, sample adventure

GM Toolkit = extra Gm info, bad guy party sheets, extra basic GM bits (+dice x1?)

Adventurer's Tollkit = more player careers, player bits for new careers, extra basic player bits

Winds of Magic = GM rules for corruption, fluff for magic, more magic like careers, more magic options, bits for new magic, adventure

Signs of Faith = GM rules for disease, fluff for faiths, more priest like careers, more priest options, bits for new faith stuff, adventure

GM Guide = basic GM info (core set), GM rules for corruption, GM Rules for disease, less fluff for faith/magic, sample adventure (core set), better explanation of rules/errata, no bits rules

GM Vault = basic GM bits (core set only) + dice x1

Player's Guide = Basic players info (core set), extra careers (Adventurer's toolkit), extra careers (Winds of Magic), extra careers (Signs of Faith), better explanation of rules/errata, no bits rules

Player's Vault = basic player's bits (core set only) - ((does not include player bits from Adventurer's Toolkit, Winds of Magic, Signs of Faith))

Creauture's Guide = Beastiary, new bad guys, gathers most bad guys from other supplements

Creature's Vault = cards for bad guys (and bad guy actions) in Creature's Guide, plus cards for creatures in previous adventure/supplements

The Witch's Song = New magic options and careers, new magic bits, new creatures, adventure ((none of this is anywhere else))

FULL ADVENTURES

The Gathering Storm (no new careers, has misc. bits)

The Egde of Night (no new careers, has misc. bits)

The Witch's Song (see above)

Great post, it really helps.

I do have 1 question though: i was under the impression that The Gathering Storm also has some extra carers; am i wrong ? ( I only have the core set by the way, and this is a very nice guide to help me decide on what to get next )

Great post, over the last few weeks you've really helped me choose the right direction for me and my group to get into 3E. It may be worth mentioning that the Core set comes with three full sets of dice, while the GM's Vault only has a single set as far as I know.

Sarium said:

I do have 1 question though: i was under the impression that The Gathering Storm also has some extra carers; am i wrong ? ( I only have the core set by the way, and this is a very nice guide to help me decide on what to get next )

No new careers in either Gathering Storm or The Edge of Night, there are new careers in Witch's Song.

(good catch CharlieBananas)

updated original post

CharlieBananas said:

It may be worth mentioning that the Core set comes with three full sets of dice, while the GM's Vault only has a single set as far as I know.

It's better than 3 sets of dice.

Core Set is :
- 8 blue / characteristic
- 4 purple / challenge
- 4 green / conservative
- 4 red / reckless
- 4 yellow / expertise
- 6 white / fortune
- 6 black / misfortune

Dice Pack is :
- 3 blue / characteristic
- 1 purple / challenge
- 2 green / conservative
- 2 red / reckless
- 1 yellow / expertise
- 2 white / fortune
- 1 black / misfortune

With white and black being the most needed, dice packs are poorly assorted

The GM Tookit doesn't contain dice. But I think the GM Screen it contains is worth mentioning.

I would make it very clear that Signs of Faith includes cards for Rank 3 spells for Sigmar, Morr, and Shalya and rank 1,2,3 spells for all other faiths. Same idea for Winds of Magic.

Or conversely the Player's Vault only contains cards for Rank 1,2 spells for Sigmar, Morr, Shalya, etc.etc.

Great list, OP.

We should ask a mod or admin to sticky this thread. It seems like every second new thread that appears these days can be answered by just reading this.

Cudos, I have several GM friends who have played the odd game of WHFRP with me and love it. I'm going to copy this and e-mail it to them so that they can really decide what direction they want to go when purchasing these products. Cheers

MODIFICATIONS

(no longer able to edit original post)

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Core Set = +rank 1, 2 spells/blessings for three colleges and three cults, ~x3 dice

GM Toolkit = +GM Screen, no dice ((GM screen only semi-useful, not the best charts IMO))

Winds of Magic = +rank 1, 2, 3 spells for 5 colleges, rank 3 spells for core set colleges

Signs of Faith = +rank 1, 2, 3 blessings for 6 cults, rank 3 blessings for core set cults

*bits = tokens, stand ups, action cards, career cards, party cards, talents, wounds cards, etc

Keep any corrections coming ... I'm going to try to keep this near the front page for a bit. Doubt it can get stickied, but it would be great.

Does anyone think this would be useful as a PDF hosted at some third party site?

I could make it more detailed, and then I (or others) could update it as new releases come out ...

Any thoughts?

It's a great 'common man' summary of the products, merci.

So am i right in thinking that the winds of magic comes with all the cards and everything as well as the book?

Winds of Magic/Tome of Faith come with the book (no summary of the cards/components in them like the Guides have), their respective 'new rule cards' (mark of chaos, diseases and mutations), as well as action cards (Rank 1-3 spells/miracles for the orders/faiths) as well as for WoM some NPC/evil spells. They also come with the new career cards, location cards, standups, task tracker pieces, etc.

both also have new creatures and a short adventure

curly24242 said:

So am i right in thinking that the winds of magic comes with all the cards and everything as well as the book?

As Keitheos said, Winds of Magic, like Signs of Faith comes with all the needed bitz for the rules and careers it covers.

To make sure if I follow the breakdown at the moment.

If I'd get the GM Guide/Vault combination instead of the seperate Winds of Magic and Signs of Faith, I'd miss out on the enemies/spells/actions of those two expansions?


Great post but i could still use some guidance. Been out of the loop for quite a while. I see guides and vaults are available now. I own the core set and the gms tooling. Assuming i like and want the bits, what's my best route from here. I'm assuming just stick to finishing out the box sets but I'm wondering if there's much benefit to the guides even if you have all the boxes?



I'm also thinking that even with the boxes, the creature guide may still have some value, correct? Lend a brother hand...?


donbaloo said:

Great post but i could still use some guidance. Been out of the loop for quite a while. I see guides and vaults are available now. I own the core set and the gms tooling. Assuming i like and want the bits, what's my best route from here. I'm assuming just stick to finishing out the box sets but I'm wondering if there's much benefit to the guides even if you have all the boxes?

I'm also thinking that even with the boxes, the creature guide may still have some value, correct? Lend a brother hand...?

OK, from here, the player's vault and the GM's Vault only contain stuff you already have (from the base set and the GMs toolkit).

The GM's guide is mostly just repeated stuff from the Tome of Adventure and the GM's toolkit, with the only new stuff being extra examples, as far as I can tell. Not worth it, IMHO, given what you have.

The player's guide contains all of the cards (actions, career sheets etc) from the base set but also from Winds of Magic and Signs of Faith. I bought it as a useful reference guide (I also already had the core set and the Gm's Toolkit, along with WoM and SoF and though it's a *very* nicely produced book I've hardly used it a s both my players and I prefer just looking through the cards... If you get WoM and SoF, you don't need the Player's Guide as the only new stuff is more clrifications and examples and rules for component-free play (which pretty much amounts to: 'here's a copy of all the cards, write down the ingo your charatcer needs, and improvise the rest'. You will still need dice, but none of the cards/other components). get it if you like it (ideally, have a lok at it in a store and get it if you like it, but it's not essential.

The Creature Guide and Crature Vault contains lots of stuff not anywehere else. From your position, it's the only guide/vault product you should definitely consider getting, as it adds lots of creatures and adds new ways to use them, and I'm very glad I got these two.

The Adventurer's Toolkit is worth getting for the extra careers and actions- it just adds more variety to the base game, but it's not essential if funds are tight.

As for the others, it depends what direction your game is going in, or what direction you want it to go in.

If you have priests (or want to have Nurgle or disease/infections etc feature heavily) SoF is a must.

Likewise Wizards (or Tzeentch of mutations) WoM is great.

Both of these expand their PC types considerably by adding more spell/blessings and careers along with Faiths/Schools and also add a few unrelated careers cards to the mix.

Of the adventures, The Gathering Storm is bigger, adds a few cards to most of the core set's decks and is a good set.

The Edge of Night adds a few new actions, a shorter adventure but has some very nice mechanics used in the adventure ( to track the influence of some NPC factions- I'll not say more to avoid spoilers, but it works very well and could fairly easily be adapted for other uses).

I've not got The Witches Song yet, but it seems to add a couple of careers along with more creature cards (which come in the Creature Vault) and the adventure.

I hope this is helpful- feel free to ask anything else if you're still unsure, and I'll try to help (as I'm sure others will).

Thanks Tomba, that's just what I needed. I appreciate the effort in your detailed response as it's put me on the proper path. You're a good man...

MRoxs said:

To make sure if I follow the breakdown at the moment.

If I'd get the GM Guide/Vault combination instead of the seperate Winds of Magic and Signs of Faith, I'd miss out on the enemies/spells/actions of those two expansions?

You'd miss out on careers, spells, bitz for those, two adventures, and the some fluff. The only thing you'd get are basic corruption and disease rules and some fluff but not all of it.

Tomba said:

The GM's guide is mostly just repeated stuff from the Tome of Adventure and the GM's toolkit, with the only new stuff being extra examples, as far as I can tell. Not worth it, IMHO, given what you have.

The only thing I'd correct is the GM's guide will give you rules for corruption and disease which, depending on how your running your campaign, can be very important.

GullyFoyle said:

Tomba said:


The GM's guide is mostly just repeated stuff from the Tome of Adventure and the GM's toolkit, with the only new stuff being extra examples, as far as I can tell. Not worth it, IMHO, given what you have.


The only thing I'd correct is the GM's guide will give you rules for corruption and disease which, depending on how your running your campaign, can be very important.




I'd have that covered if I picked up Magic and Faith boxes though, right?

Geez, I'd forgotten how clunky these forums were!

GullyFoyle said:

MRoxs said:

To make sure if I follow the breakdown at the moment.

If I'd get the GM Guide/Vault combination instead of the seperate Winds of Magic and Signs of Faith, I'd miss out on the enemies/spells/actions of those two expansions?

You'd miss out on careers, spells, bitz for those, two adventures, and the some fluff. The only thing you'd get are basic corruption and disease rules and some fluff but not all of it.

Is the situation salvagable through the Player's Guide/Vault? Or will I miss out the Dark Magic Spells, Creatures (with Creature Guide) and location cards still?

I think that we're gonna have to make a power point presentation to explain this. Or some sort of chart.