Has anyone created a flowchart for casting? I'm thinking it would be a great handout for a demo I am hoping to run.
Flowchart for Casting
Sorry no, but that does sound handy for new players. Are u thinking something simple I.e. evaluate power, channel power, reevaluate power, spend power, Make spell craft check +1 challenge die, apply spell results, adjust power toward equilibrium? Or do you plan to go into every possible outcome spread out between blessings and spells? Miscast, insanity, to much power/not enough etc?
I think initially I would start simple but adding in additional steps makes sense. Spellcasting is not "user-friendly" in this game.
No offense intended, but spellcasting seems pretty simple to me.
* Wizard needs X amount of power to attempt to cast a spell.
* If they don't have that much power, they have to Channel Power first in order to have enough power to attempt to meet the power requirement. Wizard makes a Channel Power check.
* Once the Wizard has the minimum amount of power for the spell, make a spellcasting check to successfully cast the spell.
* When successfully cast, remove an amount of power from the Wizard equal to the cost of the spell, and place an appropriate number of recharge tokens on the spell action card.
Pretty straight-forward, it seems to me. There are a few additional rules that are a little trickier, those being overchanneling, equilibrium, and miscasting … but those aren't significantly more difficult to deal with.
Don't get me wrong. This isn't to say that a flowchart is a bad idea. I think it would be useful. I just don't understand what is so difficult about spellcasting. IMO, the way priests cast Blessings is worse. That isn't because the process is more difficult, it is just less intuitive, IMO.
I usually just hand the book to the player and say, "If you want to play a spellcaster, you figure it out
" Any player who is vested into a game is more likely to stick with it as well.
I quick reference sheet would probably be a good thing though. Ideally a 4x5 small sheet size would be good with an area for placing power tokens.
jh
So when I demo it's going to be that simple huh? Really? How many steps was that you layed out? It's simple to anyone who has played the game but for someone with zero familiarity? Compared to Pathfinder or d&d it's a maze of steps. Hence my request for a step by step flowchart to hand out.
I'm with you on this but I just dong think there's anything out there for this. Even if you make one, you still need the player to read up on the additional details. The text below from Uhead may be useful for coming up with ideas.
Not a flowchart but a 1 page handout.
Arcane Spellcasting Steps
1) As your Action you have chosen to cast a Spell.
2) Do you have enough Power as required by the spell to cast it?
3) If not, you must perform a successful Channel Power Maneuver.
4) If you do have enough Power you will now make a Spellcraft Check to determine the outcome.
5) The Power used by the spell is consumed.
Quickcasting
1) You may attempt to Channel Power and cast on the same turn but you must add an extra Challenge die to your Spellcraft Check.
Channel Power Manuever
1) Roll 1 Challenge die and a number of WillPower Characteristic Dice but be sure to convert a number of these Characteristic Dice into either Conservative Dice or Reckless Dice based upon how many spaces deep into a stance you are. This is not optional. IF you are Trained in this Skill, add 1 Expertise die to your roll as well.
2) Determine how much Power you now have and take that many tokens.
Spellcraft Maneuver
1) As per the Spell indicates, roll a number of n Misfortune dice, 1 Challenge die and a number of Characteristic Dice based on your Intelligence but be sure to convert a number of these Characteristic Dice into either Conservative Dice or Reckless Dice based upon how many spaces deep into a stance you are. This is not optional. If you are Trained in this Skill, add 1 Expertise die to your roll as well. Additionally if the Spell you are casting is fits the criteria of a Specialization you have, you may Add 1 Fortune die to your roll if Specialization fits the spell's criteria.
2) Determine the outcome of the spell.
Miscasting
When 1 or more Chaos Stars are generated on a Spellcraft Check those effects are resolved first but if there are any unassigned Chaos Stars in the dice pool remaining, you must draw a Miscast card.
Dangers
When forced to lose Power through an effect of a Bane or a Chaos Star, that Power is immediately lost. If you do not have enough Power to satisfy the loss, you are reduced to zero Power and immediately suffer 1 Stress. If you are already at zero Power you must immediately attempt a Discipline check, with a number of Challenge dice equal to the amount of Power you are unable to lose. If the Discipline check succeeds, you suffer 1 Stress. If it fails, you suffer 1 Stress and immediately gain a temporary Insanity with the Chaos or Trauma trait. You then place a number of tracking tokens on the Insanity card equal to the difficulty of the check.
Discipline Check
Roll a number of Challenge dice as required by the check and a number of Characteristic Dice equal to your Willpower. If trained in Discipline, add 1 Expertise dice for each level of training. If Specialized in Discipline you may also add additional Fortune dice to the check. The Discipline check succeeds if you have more Successes than Failures.
Good summary. The summary and letting your player have access to the magic book helps.
jh
Check the following link, it has the summary and charts you need:
http://www.gitzmansgallery.com/docs/WFRP3%20Reference%20Guide%20-%20Court%20Dimon%206.pdf
Wolvercote said:
So when I demo it's going to be that simple huh? Really? How many steps was that you layed out? It's simple to anyone who has played the game but for someone with zero familiarity? Compared to Pathfinder or d&d it's a maze of steps. Hence my request for a step by step flowchart to hand out.
I have demo'd to players who have never played WFRP before. Yes, it actually is that simple. Of course, I was walking them through it. I never had them attempt it alone until they were familiar enough with it.
Again, if you are demo'ing it, then just be prepared to step through it with them … which you are probably doing to both ranged and melee actions too.
"You want to cast spell X? "
"Ok, how much power does the card say it costs?"
"Alright, your standing power, called equilibrium, is equal to your willpower … so that is 3(or 4 or 5)"
"Ok you have enough to power the spell, so you will be making a check as listed on the card…" OR "Ok, you don't have enough power to cast the spell this turn. Your option is to instead take an action to only gather power this turn, and cast the spell next turn … or else you can do what is called 'quickcasting', which means you try to gather power and cast in the same turn, but it will make actually casting the spell slightly more difficult."
and so on…
Do this a couple times, and people will pick it up fairly quickly from what I've seen.
Part of the issue is that while I'm demoing the game I have also never played it myself. Hence my desire for a user-friendly guide. I've read through the rulebooks ad nauseaum but that means nothing until you've actually run the game. Which I haven't.
Here is a good thread on how to teach and learn WFRP3: http://rpggeek.com/thread/915289/tutorial-how-to-learn-it-how-to-teach-wfrp3
I recommend trying out this website dice roller to make sure you get the hang of a couple of dice rolls : http://laakmann.free.fr/wfrp/
Essentially, this RPG is like all other RPGs in that you primarily need to tell your players how to make a basic skill check and what the opposing dice are. Lift a log? Athletics with a difficulty of how tough you think it should be (one purple for example).
Its crucial for the GM to know the following things:
1. How to translate the dice
2. How to tell players difficulties against skill checks (just go with 1 purple for most checks until you get the hang of things). Combat is a bit more.
3. How to track initiative and keep the action moving
4. How combat works
5. How wounds work
6. How healing works
7. How stress and fatigue ebb and flow
8. How an ordinary skill check (pass/fail), Perform Stunt, Melee Strike, and Ranged Attack SHOULD cover everything you need to do. These are basic actions. There is no "card" for an ordinary skill check obviously. Perform stunt is used for anything beyond a basic pass/fail skill check. For example: convince a guard that the blood on your clothes, hands and face is from shaving and not from the other guard standing dead at your feet ![]()
Here are some tips and confusion reducers (random):
1. The recharge for exhaustable talents is (4). Remember to remove one token at the end of the round you use it.
2. Recharge happens at the END of the round you just used a card. For example if a card has a recharge of (2), it should only have (1) token on it at the end of the same round you used it. PLAYERS WILL FORGET to remove one recharge from EACH of their recharging actions so remind them at the end of their turn to do so.
3. I HIGHLY recommend that you use fortune point cards until your players get the hang of the game. It has the rules on them. As the GM, I recommend giving them out for heroic actions.
4. Our group doesn't use talent socketing or party sheets. For a beginning group, they're just not necessary IMHO.
5. Let all stress and fatigue reset to ZERO after each encounter unless you as the GM feel that it wouldn't heal (for example if the group is on the run and doesn't get a chance to rest after a bad encounter).
6. My house rulebook has some suggestions on random effects of unresolved Chaos Stars and Comets on the dice. (see my sig). There is also a conditions summary in there in case you need one.
7. Remember: characters can benefit from each type of healing ONLY ONCE PER DAY. That means if you fight 4 combats, you can only benefit from a First Aid check once in that day. Medicine check once that day. Benefit means that the check must be successful, hence you can keep trying until you succeed. The same goes for healing draughts. If you roll zero successes and didn't benefit, you can still drink another one. Another point goes for healing magic: each SPELL can only work on a player character once per day. FATUGUE AND STRESS however can benefit as many times as you want in a day (up to the GM), hence why they are usually resolved between encounters.
8. RALLY STEPS occur when you, the GM, decide you want them to occur. I usually shoot for 4-5 rounds if the combat is really long (such as in the DEMO: Day late shilling short).
9. Print out and read the errata and Living Index if you didn't get a copy in your boxed set. They are VERY handy ![]()
10. Sort your stuff with card album sheets. That goes for the PLAYERS as well. Give them an album sheet to put their action cards into. All the same color on one side.
11. It's not worth bothering sorting your tokens. Whether you need one for fatigue, stress, or an advanced action card recharge, just stick something on there. Sorting just wastes time.
12. MONSTERS that take a critical wound: We usually just give them extra wounds equal to the severity if the effect would otherwise be lame.
13. Players that are used to playing on a grid with 5' inch markers will not instantly understand "engaged" or "close" and that there is no flanking (it is just assumed that you are attempting to flank and move around so there aren't little nit-picky rules for that kind of stuff).
14. Give out bonus white die liberally for good ideas and penalty black dice for inopportune things liberally as well.
15. Remind players to have a back-up character and that characters die very easily in this game. Life can be nasty, brutish and short!
If you have any other questions you can PM me or post here. We love to help out newbies on these boards (even if we do rib a little).
jh
Awesome cheat sheet there. I absolutley will refer to that in my prep work. Thanks!
The range/movement thing is weighing on my mind too. I was trying to make some kind of grid-system but got frustrated and will simply opt for putting a number of tokens in between pcs and npcs.
I'm starting to this I should just go for theatre of the mind combat when it comes to placement.
Awesome write-up Emirikol. I totally agree with everything there!
You're supposed to disagree so we can have a heated debate. I'm bored and I'm avoiding paperwork ![]()
jh
Working on a Divine Prayer version for this. I'm finding it quite convoluted.
It does seem more complicated than it needs to be, but such as it is with spell point systems. Everybody flips out over Vancian magic systems, so this is what we get instead.
The only difference between wizard and priest is that the wizard can't even /start/ his spell until he has enough magic. The priest can start it, but it doesn't go /off/ until he has enough magic.
jh