I yield!

By Gnutten, in Warhammer Fantasy Roleplay

I yield!

Ok, I confess. I’m giving in!

When 3:ed came I was rather upset and was frequently trolling this forum nagging about the direction of the new edition.

Recently I GM:d a rather complex fight in 2:ed with some spellcasters, and a bit badly prepared had to flip between different books during the fight.

Then I fought “Darn, to bad I don't have all spells on prepared spellcards... and hey perhaps some cards with stats for the opponents”

Next thought “Ehh... what did they include in 3:ed?”

And after all, I was surely missing the feeling of buying new WH suplements.

So now I ordered 3rd Edition Box, Adventurer´s Toolkit, Dice Accessory Pack, The Creature Vault and Edge of Night.

Sigh... man of principles... BAH! Well lets give it a nice try!

Looked like Wind of Magic and Signs of Faith and Omens of War were rather essential... but if this works out fine then I have to make them on another order.

Best regards
Old dog with new tricks.


Hey,

Its a fun little ride!

Hi,

I too had a tantrum when 3rd ed came out. But bought it anyway to give it a try. I can honestly say its the best rpg I have played. 3 sessions to get things running smoothly then even the player who moaned the hardest about the change couldnt help but have fun.

Oh and heartly reccomend winds o magis and signs o faith, full of spell/blessings cards, careers, tzeentch and nurgle baddies and each has a rather fun adventure.

I even had thoughts that if 40KRPGs had similar makeover in a few years I would be more than happy (hides behind nearest dwarf)..

Have fun you wont regret it.

Welcome to the cult brother. Here's the secret handshake (comet, hammer, hammer, exploding hammer, bane, boon).

Now that there's actually enough stuff out, I can see more people probably getting in. It was tough for many of us initially when there just wasn't that much out there for careers.

jh

No.12 said:

I even had thoughts that if 40KRPGs had similar makeover in a few years I would be more than happy (hides behind nearest dwarf)..

I would kill for DH, RT and DW based on the WFRP 3rd rules!!!

sinkarna said:

No.12 said:

I even had thoughts that if 40KRPGs had similar makeover in a few years I would be more than happy (hides behind nearest dwarf)..

I would kill for DH, RT and DW based on the WFRP 3rd rules!!!

Me too. I looked into the 40k RPG, but I just don't like the way it is set up. If they released a version of the 40k RPG, in which all carreers (inquisitor based, trading based, or space marine based) were more compatible ala WFRPG 3e careers, and based on the WFRPG 3e rules, I would pick that game up as soon as it was released.

Yeah, I loved the mechanics of WHFRP 3e so much, that I started to create cards and stuff for my Rogue Trader campaign too. It's really amazing how easy it is to create the cross-over. Just the creation of all the cards is VERY tedious ...

I too have come sniffing and crawling back from my extended hiatus. Shortly after WFRP 3e released I bailed from the community as I would have had nothing constructive to add around here beyond the waving of my picket signs and yelling boo over and over. I surrounded my self with 2e stuff and continued on to the end of my group's campaign...then we spent time playing other games (no need to call these other games out and start a derail of which games are better than others).

It seemed as though my lust for Warhammer FRP that had lasted for over a decade would finally spend some time moldering in the archives. No setting has captivated my attention like warhammer fantasy though. Others have come close but in the end they turn out to be far too sunny and full of my-little-ponies masquerading as doom and gloom.

So I have begun climbing back up onto the fence after a year and a half of abstinence and obstinance. I have some questions for the loyalists who have stuck with it and grown with the new system:

  • Are the rules complete? (ie: tons of careers, halflings, gods, magic, monsters, cults, madness, disease, horses, and plenty of PC misery)
  • What do I really need in order to run this for a group who will not be aiding me in the costs? (I have four players who will need gear & dice, and I want to be able to handle any rules situation that could have come up in previous editions as well as offer careers and character options my guys are familiar with...ie 10 careers to pick from or something is not going to go over well)
  • Are setting supplements hopeless intertwined with new careers that used to be essential and rules needed to flesh out a complete system? (I'd rather not buy a lot of setting books because I've been here before, and it would be largely "do over" for me...but if that means that I have to miss out on essential rules I'll bite the bullet)
  • WFRP has always rested on the backs of creative fans and brilliant GM's so who around here has dove in feet first and emerged as the new "go to" person to download fan-mats from and offer insight and broadly appealing work-arounds to system hang-ups? (Every system has blind spots and embarassing mutated cousins living in the basement...I just want to know who my ghostbusters are so I can call on them to help me provide a better...err this is WFRP so "miserable"...experience for my guys)

Sorry if this seems like a total thread jack, but seeing Gnutten put forth a tentacle of peace has me feeling like doing the same. I just don't have his bravado to toss down a few c-notes on new swagg.

-Cal

Cal,

Each of your questions is dealt with in other threads on the forum. But to kind of boil it down in one place for you:

1. Rules are "becoming complete." There is a suppliment put out every 3 months or so. Each suppliment adds more carrers and actions and so on to the game. Major item arriving soon: mounted combat. Major item not on the horizon yet: Halflings.

2. Tough question...really you want a good portion of the material that has been put out so far. An expensive proposition. For sure you want: a) Core Set, b) Adventurer's Toolkit, c) Creature Vault and Guide, d) LOTS of dice packs (in our games, guys are regularly rolling around 15 dice per check...you'll need lots more white/black dice than provided in the game.) e) Winds of Magic, f) Signs of Faith. That's just for starters...once you're into the game, you'll want more of the expansions.

3. You'll want Witch's Song to get the Witch and Warlock character sheets. Otherwise, you can probably get by without the other boxed adventures if you don't want them.

4. There are a couple of podcast guys on the forums here (Gitzman and Strolling Bones, et al). They, plus all the other GMs seem to be happy to help out with game questions (see the rules and GMs sub-forums).

Good luck!

Kevin.

Hey don't worry about thread jack! Is a tradition! =) And its always nice when friendly souls boils it down for you when you haven't been at the forum for a while.

The missing Halflings actually bugs me. I still wont have Elves as playable races. They work better as NPC and I'll surely don't want Legolas and Drizzt clones in my group. Warhammer Halflings are fun and vicious! I haven't lost ALL my trolling viewpoints. Grumble grumble nag nag...

Kevins list of “a) Core Set, b) Adventurer's Toolkit, c) Creature Vault and Guide, d) LOTS of dice packs e) Winds of Magic, f) Signs of Faith” sounds reassuringly like my planned shopping list. =)

I don't know how dependant Creature Vault is of Creature Guide, the creature cards actually took first pick here sine I feel I have all the fluff and background from earlier sources.

Wind of Magic and Signs of Faith feels rather like a MUST for this game. You cant play Warhammer without Tzeentch and Nurgle. The plague cards I saw in the seminar looked rather fun. =)

How is Game Masters Toolkit? It feels like we seen tips and guidelines for GM:s before. Is the GM screen usable? (still got the 2:ed one WITHOUT the Critical Hit chart...)

Gnutten said:

Kevins list of “a) Core Set, b) Adventurer's Toolkit, c) Creature Vault and Guide, d) LOTS of dice packs e) Winds of Magic, f) Signs of Faith” sounds reassuringly like my planned shopping list. =)

I don't know how dependant Creature Vault is of Creature Guide, the creature cards actually took first pick here sine I feel I have all the fluff and background from earlier sources.

Wind of Magic and Signs of Faith feels rather like a MUST for this game. You cant play Warhammer without Tzeentch and Nurgle. The plague cards I saw in the seminar looked rather fun. =)

How is Game Masters Toolkit? It feels like we seen tips and guidelines for GM:s before. Is the GM screen usable? (still got the 2:ed one WITHOUT the Critical Hit chart...)

Just a few thoughts:

d) rather than lots of dice packs, I would recommend getting another core set. You can get them relatively cheaply - certainly not for a huge amount more than say, 4 extra dice packs would cost - and you'll get duplicate career cards (possibly useful) and lots of duplicate action cards (definitely useful) plus some other handy stuff and some spares.

The creature cards aren't completely stand alone... But if you know the setting, and you know all the creatures, then I'm sure you won't have a problem using the cards without the guide. Any questions you've got, you can ask on the forums. Chances are, you can work out which actions go with which creature. Any that are ambiguous? Chances are the action can be used by both / all of the creatures that you're having trouble deciding between.

Winds of magic and Signs of Faith are both very good!

The GM's toolkit is definitely not a 'must-have'. There are some nice cards in there, some useful bits and pieces... The screen is rubbish though (there are much more useful ones available for download). And I wouldn't really say that any of the cards are essential. Some of the GM tips are handy, but if you have plenty of experience, and are quite confident, then you'll manage without them.

Thanks for the guidance!

It helps immensely to get my wish lists together with good input. And while I think I may still be a ways out from being "all in", it is now just about getting my cash scraped together for the hop.

After eighteen months running Pathfinder, my boys have gotten soft so I can't wait to hit them over the head with mutations, syphillis and classic pyrrhic victories again ("Oh you saved half of Altdorf from being consumed by a hoste of nurglings? Good show gentlemen. But about those mutations...*click* *Boom*")

Angelic Despot said:

Gnutten said:

Kevins list of “a) Core Set, b) Adventurer's Toolkit, c) Creature Vault and Guide, d) LOTS of dice packs e) Winds of Magic, f) Signs of Faith” sounds reassuringly like my planned shopping list. =)

I don't know how dependant Creature Vault is of Creature Guide, the creature cards actually took first pick here sine I feel I have all the fluff and background from earlier sources.

Wind of Magic and Signs of Faith feels rather like a MUST for this game. You cant play Warhammer without Tzeentch and Nurgle. The plague cards I saw in the seminar looked rather fun. =)

How is Game Masters Toolkit? It feels like we seen tips and guidelines for GM:s before. Is the GM screen usable? (still got the 2:ed one WITHOUT the Critical Hit chart...)

Just a few thoughts:

d) rather than lots of dice packs, I would recommend getting another core set. You can get them relatively cheaply - certainly not for a huge amount more than say, 4 extra dice packs would cost - and you'll get duplicate career cards (possibly useful) and lots of duplicate action cards (definitely useful) plus some other handy stuff and some spares.

The creature cards aren't completely stand alone... But if you know the setting, and you know all the creatures, then I'm sure you won't have a problem using the cards without the guide. Any questions you've got, you can ask on the forums. Chances are, you can work out which actions go with which creature. Any that are ambiguous? Chances are the action can be used by both / all of the creatures that you're having trouble deciding between.

Winds of magic and Signs of Faith are both very good!

The GM's toolkit is definitely not a 'must-have'. There are some nice cards in there, some useful bits and pieces... The screen is rubbish though (there are much more useful ones available for download). And I wouldn't really say that any of the cards are essential. Some of the GM tips are handy, but if you have plenty of experience, and are quite confident, then you'll manage without them.

I love the screen. It works very well as a screen. Never use any of the info there though, but then again I very rarely need to look up any info so the need for info on the screen isn't great. They should have put healing rules on there though, that's my only complaint.

The screen is nice and sturdy, great images on the front as well.

But hardly something you can't live without.

Angelic Despot said:

Just a few thoughts:

d) rather than lots of dice packs, I would recommend getting another core set. You can get them relatively cheaply - certainly not for a huge amount more than say, 4 extra dice packs would cost - and you'll get duplicate career cards (possibly useful) and lots of duplicate action cards (definitely useful) plus some other handy stuff and some spares.

This advice is one I could have used some time ago...

The Players Vault and Dice packs I've bought, has been more expensive than had I just purchased the Core Set again.

You may want to get playing and see how you do with the core set's worth of dice before you run out and spend sixty bucks. My group has 4 players and a DM and we do just fine sharing. I guess it slows the action down a bit at times but it's not big deal.

Hope you guys getting back in to the game enjoy yourselves. I liked second edition but I prefer third and hopefully you'll find yourselves appreciating what third edition can bring to the table (so to speak).

sinkarna said:

No.12 said:

I even had thoughts that if 40KRPGs had similar makeover in a few years I would be more than happy (hides behind nearest dwarf)..

I would kill for DH, RT and DW based on the WFRP 3rd rules!!!

Working on it... (Sadly not web updated recently, though I have been making progress). Kriegshammer

I love many different game systems not least of which are the previous editions of WHFRP, that being said I have not fallen for a game quite like WHFRP3e the game is bold and feels new and fresh and it has really got me full swing back into RPG's.

I think that you have lots of great material to pull from if you already have the 2nd edition books the only thing that really differs is the fact that the Timeline out of the box is set before the Storm of Chaos as opposed to after it. However I found that with no more than a tiny reinterpretation all the old materials are still quite relevant. I even use my Army Books from WHFB for story info and creature flavor and tactics.

I hope that your foray into this wonderful game is a good one. The main thing to remember is that the "chits and bits" are aides and not there to slow the game down. If you crash course your players on the basic mechanics the game starts to move very smoothly, although it can be a bit of a task trying to get old Roleplayers to drop there preconceptions and just ROLL with it.