PRODUCT BREAKDOWN for New Players

By GullyFoyle, in Warhammer Fantasy Roleplay

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.

Yup, fair point. (I was doing it from memory)

The rules for disease and corruption can be found in SoF and WoM, respectively, if you went down the boxed set route rather than the vaults/guides route.

And yes, this is getting quite complicated. Had I the time I mught try one of those flow diagrams to sort it all out, as I suspect that my initial thought (Venn diagram) would become far too complicated...

donbaloo said:

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...

You're most welcome.

MRoxs said:

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?

Not really. You'd still be missing out on the Chaos Powers fluff, the two adventures which come in the chaos books (and the relevant handouts/components) plus most of the chaos creatures detailed in the tzeentch and nurgle book are not included in the Creature guide/vault.

The spells and miracles are included on the pages of the players guide but not in card form in the payer's vault, so if you want the cards the only place you can get these is in WoM or SoF (though, just to be clear, the full info is in the PG, but on pages, which personally I don't find as useful). The same is true for things such as the college of Magic cards and the order of faith cards, both of which are 'completed' by their respective supplements when added to the materials from the core set.

Likewise the careers from WoM and SoF are included in the pages of the PG, but not at all in the PV.

The Player's Vault *only* contains the player components from the Core Set (and includes *nothing* from the Adventurer's Toolkit, WoM or SoF)

The Players Guide contains all the info from the core set plus AT, WoM and SoF, but obviusly only on pages, not as cards.

In summary- if you want the components, avoid the guides and vaults (except the creature ones- the only ones to include significant new material) and get the core set, Adventurer's Tookit, WoM and SoF.

With only one or two small exceptions, none of the materials from the adventures have been made available elsewhere (the only exceptions being some of the actions being summarised in the PG, but that's a tiny percentage of what you get in those boxes).

Again this is all from memory so please do feel free to correct or clarify anything I've said.

The situation is certainly not straightforward, but the hassle is worth it- it is an exceptional game.