Ok, today was my first tryout of FG2 WFRP3 with one of my player (my wife). She was very impressed by the ruleset! She felt it may even make it easier to play WFRP3 through FG2 than at a table. Our group of rookie RPG players (sister and brother in-law) are still confused with all the bits and pieces of WFRP3 and the recharges rules, but the ruleset allows the GM to help players resolve actions, fatigue, stress and wound management more smoothly than around a table.
I have now coded everything needed to manage PCs and basic play: all criticals, mutations, diseases, insanities, miscasts, conditions, armour, weapons and careers, talents, actions for my specific players characters. Now, I'll move on to code locations, creatures and learn to create maps and tokens.
Here are coding/test play feedback, these are not critical, but some may be possible to implement, some not.:
- My first time trying FG2 WFRP3 with my wife as player, I attempted to force load the library.mod to her while in FG2. However, she had a spider web icon appearing on her side, and couldn’t open the library. I resolved it by emailing her the library.mod that she installed inside FG2. Is that the normal way to do it, i.e. players need first to download and place the library.mod in the right folder?
- Ranged and Melee weapon items are missing the quality & weapon group field. For now, I simply entered those under description, and it’s even better as I could put the entire explanation of each quality.
- It would be great, in the future, for each player to be able to create a mini window (like in FG2 other rule sets) where all rechargeable actions, rechargeable talents, rechargeable conditions can be moved. Then, if a button could allow removing 1 recharge from all those at once, it would save lots of time at the end of each player turn.
- When an ability, weapon quality, etc… has a die mentioned, it would be great to be able to grab that die and drag it to the die bar. For example, "Nature Bond" says to add a fortune die to nature lore checks. The player could then grab the die in the card and drag it. I am not sure whether it's however possible to code that within the ruleset.
- When socketing talents, often when socketing for the 1st time during an FG2 WFRP3 session, that first socketing talent don’t socket and get duplicated. Trying again right after works and the duplicated talent just need to be deleted. It’s not a big deal, but it’s a weird behavior.
- Drag/drop recharge tokens on talent currently doesn’t work.
- Minor feedback (thanks the wife for pointing this out ), but the challenge dice could use more red hue to make it more purple, as on some computer screens/lights, it looks almost as blue as the characteristic die.
The ruleset is amazing, especially when all the bits and pieces are coded and characters takes life. I feel it will also be very helpful to use even at a table (to manage NPCs and wounds).
I plan to show it to all my family players over Easter, and hopefully get to play WFRP3 more often after that, through it.
Thanks!
Ceodryn/Philippe