Adding a 5th Player

By agduncan, in Warhammer Fantasy Roleplay

I own:

Core Set
Adventurer's Toolkit
GM Toolkit
Monster's Vault

and most of the other supplements/adventures.

With this, I have 4 sets of basic action cards (+the GM set)

If I want to add a 5th player, what's the best set to buy? I'm leaning towards another Adventurer's Toolkit - but I don't need all the extra Careers, standups and party Sheets.

FFG - Please release a $20 supplement that contains - 15-20 dice + all basic action cards + 1-2 small sheet of counter tokens (stamina/stress/counters)

You could go for the Player's Vault, and that way you'd have some extra copies of careers and actions.

The easiest way, though, is to print up one of the many basic action cheat sheets around (here is Fantasy Flight's official version). That should cover it. I use Headless Hollow's, but that is no longer on his site (but I'm sure you can find it around somewhere).

... that and get some more dice.

Are the dice really that much of an issue? We have 4 players and a GM and while we have to take turns rolling sometimes I don't think it slows the game down that much.

Doc, the Weasel said:

You could go for the Player's Vault, and that way you'd have some extra copies of careers and actions.

The easiest way, though, is to print up one of the many basic action cheat sheets around (here is Fantasy Flight's official version). That should cover it. I use Headless Hollow's, but that is no longer on his site (but I'm sure you can find it around somewhere).

... that and get some more dice.

I host that file at Gtizmans Gallery WFRP3 Resources page now since it went away.

Alfonzo said:

Are the dice really that much of an issue? We have 4 players and a GM and while we have to take turns rolling sometimes I don't think it slows the game down that much.

I didn't used to think so, but I visited a game recently to see how other people run it - having players compile their own dice pools as they wait for their actions, then having the GM make minor additions... it shaved more time off the game than I would have guessed. Combat felt, in many cases, like a blow-by-blow battle because people were working on their action pre-emptively. Let me be the first to point out that combat can change situations so it isn't fool proof but I think it's an improvement.

I think more dice is the answer to a faster game. In fact, I've started rolling the negative dice and have the player roll only the positive, plus action action related challenge and misfortune dice. That's really sped things up.

I run a six player game, I made copies of some of the cards, and put them in sleeves. Very helpful. And everyone has enough dice of their own. Big difference.

Then again, I'm an adult with a decent job and the means to spend $60 in extra dice. I've also used the app, but its not a fast, or as exciting, as picking up a handful of dice.

I wish you could order them individually or in same dice sets.

I think I'm missing something here. Which supplement was the 5th set (you refer to it as the GM set) put in? I'm pretty sure I only have four sets of basic actions and I have everything except the GM Vault and Player Vault.

The basic cards can be summarized and printed on a 3x5" card pretty easily...not sure why everyone is so card dependent. All the basic cards do is take up a lot of space on the table....

jh

Emirikol said:

All the basic cards do is take up a lot of space on the table....

Side-note: Are you guys laying out all your action cards out on the table when they aren't recharging? I've been keeping all my actions in a "deck" until they are used.

My players were finding they had loads of cards either in their hands or on the table, so i bought some 9 card plastic sleeves for them to have. by only putting one card in each slot the players could flip over the sheet whenever they want to see either the conservative/reckless side. It works quite well for us.

Doc, the Weasel said:

Emirikol said:

All the basic cards do is take up a lot of space on the table....

Side-note: Are you guys laying out all your action cards out on the table when they aren't recharging? I've been keeping all my actions in a "deck" until they are used.

I've been having the players play the current action cards in the manner of MTG, they then return a recharged card to their hands... I find that generally there aren't more than 3-4 cards per player on the table - even that is a lot.