Should i buy the vaults or the core-set?

By Xephyron-Qorrel, in Warhammer Fantasy Roleplay

Hi all,

I want to GM a small group of three people on the week-ends, but i need to decide what i should buy. I can buy the creature, GM and players vault along with some additional dice for the same price as the core-set. I know most of the rules already as i have been playing as a PC in another campaign, but apart of me feels that i would at some point need i'll need the core rules, possibly for character creation. Im just left now curios to what i should buy and what advantages each set would have over each other.

-Oh if this is any way useful i am mainly wrtiting the scenarios/Story myself.

Thanks for any help in advance,

Xephyron-Qorrel.

Thats an easy answer for anyone new to this game: Core set.

Liber Fanatica #7 has all of the careers made up in pre-generated format btw with the Talent slots on the side.

If your players need a reference, later pick up the Players Guide. It has all the actions and talents in it. It's a lot easier than sorting through 800 cards. Skip the guides and vaults unless you're going to get extra serious about this game at a later point.

Product-Flowchart.png

..from The Daily Empire website

Xephyron-Qorrel said:

I can buy the creature, GM and players vault along with some additional dice for the same price as the core-set.

Are you comparing what you can get the vaults for to the core's MSRP of $100, or what you can get it for online ($60ish)?

Side note: I believe the number of dice you get with the GM vault + 1 set is still less than what you get in the core, so consider that.

You would get almost as many dice in the |GM vault + dice set s in the core set, but you would end up with a bad mix of dice - not enough challenge or expertise and likely too many stance.

The core box is really your best bet, If you've got the extra money the creature vault is probably the best expansion to grab.

Get core set, followed by Creature Guide/Vault, followed by Winds of Magic/Signs of Faith if your players like to cast or invoke spells. You might also consider the Adventurer's Toolkit for the 10 more careers it provides and the extra action cards. I would advise avoiding the guides/vaults except "Creatures" because you will end up buying the core+expansions anyway (guides/vaults together don't add up to core+expansions).

thank you for the advice, i'll get the Core-set, Out of curiosity what sort of creatures will be in the Core-set?

Xephyron-Qorrel said:

thank you for the advice, i'll get the Core-set, Out of curiosity what sort of creatures will be in the Core-set?

You get most of the creatures in the Creature Guide/Vault (everything you would expect in a fantasy setting, e.g. orcs, goblins, trolls, dragons etc.) but obviously no cards depicting each creature and its stats, or what actions it can perform. That's why I recommend getting the Creature Guide/Vault as well. The Creature Vault on its own would probably do but the Guide is fairly cheap (at only 96 pages long) and supplements the Vault quite well.

The way I see it is this. If you have absolutely NO intention of playing the game with components (e.g. WFRP "lite") then get all three Guides and leave it at that. You can now happily play the game with rules and stats for pretty much everything up to Signs of Faith. If you have even the slightest feeling that you might like to play with the components at a later date, the only Guide/Vault worth getting is "Creatures". All other rules/components should be sourced from the Core set plus expansions. Don't be fooled into thinking you can just buy the Vaults later to convert over into using components. As a simple example, the Player's Guide lists careers and spells that are not included in the Player's Vault. You would need the Adventurers Toolkit, Winds of Magic and Signs of Faith as well to get all the components lists in the Player's Guide (and even then there might be a few missing, which are from other expansions and scenarios).

SmokeGunner makes a good point. If you have even the slightest interest in playing the game with the "components", buy the Core Set and pursue the game that way. If you are dead-set against the "components", just buy the guides and don't bother with the vaults.

Personally, I think the card-based play is one of the greatest strengths and appeals of the new edition. It allows the players to have everything they need on the table, readily accessible and allows instant expandability when new material is released. Case-in-point, the Player's Guide is already outdated as of Omens of War and will be even more so when Black Fire Pass releases. At that point, if you want to incorporate any of those elements into your game (such as the new careers, actions, talents, etc.) you have to buy the respective box sets which then only presents the material in the card-based format anyway.

The long and short of it is that the Core Set is a better value for beginners who don't mind the cards and bits. Going the way of the Core Set also allows you incredible ease in expanding the game as much or as little as you like with the various expansion sets with out worrying about integration.

The creature guide and vault are a must. However, the core set, signs of faith, winds of magic, and GM's Toolkit, are probably a better purchase than the players/DMs guide and respective vaults.