Vault or Toolkit?

By Omegamack, in Warhammer Fantasy Roleplay

Hello everyone, I just recently bought the core set and I'm first time GM. I want to get more stuff for the game and I look through each of the products, but I still a bit confused. I know this question might have been asked a hundred times but what is the difference in the Toolkit or the Vault for Players and GM?

Thanks in advance, for your replies.

I'm not quite sure what you're asking, but if you're wondering wether to buy Vaults or Toolkits:

Buy the Adventurers Toolkit, then maybe the GM toolkit.

Then start buying the 4 boxes, Winds Of Magic, Signs Of Faith, Omens Of War and Lure Of Power.

The only Vault I'd consider worth buying is the Creature Vault, which has a bunch of cards for monsters/NPCs and actioncards for them.

yeah, i'd also highly recomment the GM toolkit.

and get as many extra dice as you can! you'll need em

vaults are essentially the components (cards, tokens, standups) of the core set and some of the subsequent supplements without the rules .

the GM toolkit is effectively an extension of the Tome of Adventure from your existing core set, it has new rules, examples and it's own components.

the GM Toolkit is not the most valuable supplement out there but i think it is under rated by the community generally. as a first time GM i think you will find it very useful.

the content of the GM Toolkit covers

Nemesis NPCs & Organisations

Episode Templates

Progress Trackers

Enjoying the Journey

Advancement Insights

Setting the Scene

Rewards and Incentives

Optional Rules

Let me try to rephrase my question, what's the different between the player's toolkit and the player's vault?

New Zombie said:

vaults are essentially the components (cards, tokens, standups) of the core set and some of the subsequent supplements without the rules .

the GM toolkit is effectively an extension of the Tome of Adventure from your existing core set, it has new rules, examples and it's own components.

the GM Toolkit is not the most valuable supplement out there but i think it is under rated by the community generally. as a first time GM i think you will find it very useful.

the content of the GM Toolkit covers

Nemesis NPCs & Organisations

Episode Templates

Progress Trackers

Enjoying the Journey

Advancement Insights

Setting the Scene

Rewards and Incentives

Optional Rules



Basically, if you've bought the Core box, you don't need any of the vaults, while the toolkits expand on the Core box.

Ralzar said:

Basically, if you've bought the Core box, you don't need any of the vaults, while the toolkits expand on the Core box.



Omegamack said:

Let me try to rephrase my question, what's the different between the player's toolkit and the player's vault?

I have some of the stuff here but your starting to confuse me lol

Ok The Adventures Toolkit has no duplication outside of some action cards and possibly a couple of talents, but for the most part its an expansion to the core set, so you get a bunch of new goodies. This one should be at the top of your list, its awsome and well worth the money.

The GM Vault and The Players Vault have a lot of duplication with the Core set. I think even in the ffg video series where they introduce the products they tell you "if you have core you don't need the vault". The creature vault I personally think is extremly handy and worth getting especially if you are creating your own adventures. It allows you to effectively organize all the monsters in your adventuer into a deck of cards which is awsome.

The really good stuff can be found in the story/adventure suppliments like Lure of Power (which I just got) and is super awsome. Each of these adds some new extras and tons of great material to base campaigns on as well as new careers and lots of cards and stuff, none of which is duplicated in the core or adventure toolkit. Really you want to get these if you can afford them, they do wonders to expanding the game, but I find that it becomes option over kill as well so it can be bad if your a first time GM to have too much of this stuff.

I personally think the three books (player, GM and Monster Manual) are extremly useful and handy. While the core books are sufficient, having the big books as guides at the table is extremly helpful in picking up the pace of the game and quick references. I love them.

Just a side note, something I hear people say all the time about "how many players" you can have with the sets. The core set gives you sufficient for 3, the adventure toolkit sufficient for 1. But really the only missing component to add 2 additional players is the basic cards and perhaps a couple of talents. I photo copied mine, printed them out and cut them out and put them into plastic. The rest of the components are sufficient to have 6 players with a adventures toolkit and the core set. I really wish that they had a "player set" that was cheap that gives you the base components for making characters because the adventure tookit really isn't it as you end up with a lot of unescessary duplication if you buy two.

What we really need is a "player set" which should include.

1. Dice sufficient to run a single character without needing more dice.

2. Character sheets.

3. All the basic action cards with some of the more common action card types (perhaps even a duplication of all the action cards in Core)

4. More puzzle pieces (really it should included enough puzzle pieces for 2 characters since each character added to the game often requiers added GM based tracking as well).

5. Fatigue and stress tokens

6. Duplication of all talent cards from core.

There might be a couple of other things that might be worth adding but I find that adding professions, stands and character tokens is unescessry.. that stuff is in core and in sufficient quantity. This is the stuff we really need.