How many different cards?

By Yepesnopes, in Warhammer Fantasy Roleplay

This is out of curiosity after reading a post of Emirikol. For those of you that have played to this game for a long time.

Is the variety of cards between PCs parties big?

Or on the contrary, more or less the same cards appear each time with each new character /character party?

Do you limit the cards to one copy or two copies per PC party in order to force variety?

I am just asking because I always had the impression that 70% of the cards (actions and talents) where totally not cool as compared with the other 30%, and players tend to pick up the same ones over and over again.

Cheers,

Yepes

as soon as a card is bought it is out of stock so to say with our group. no 2 PCs can ahve the same action card.

we just started a new campaign with new characters and so far they have not taken any cards they had before. im curious how they will continue, will keep you updated

I like the rule that only one person in the party can have a particular action. That includes talents as well.

My group has been pretty good though (except for #1 below). Sometimes they get to be a bit of the same after time. Our Fop has Berate. Our MOrrite priest has Staring Contest. As a GM, I'd like to see some better use of Perform Stunt to do other things over time.

Here's what you're going to get otherwise:

1. the talent that allows you higher initiative for each eagle rolled

2. Reckless cleave, thunderous blow, Mighty swing (all have too fast of a recharge and can simply be fixed by increasing that by one or two)..but with 3 variations of the same thing, that's an issue.

The spellcasters each have a "holy/magic weapon." They all have a 7 CR2 except for one (Celestial maybe?).

Fast weapons appear to seem to have more importance over hand weapons if that helps.

Soak is the only thing that matters, but the improved versions of the actions should STILL be limited. Personally I still think that bothering with recharge on defenses is an inane waste of time..and hence why we just went with misfortunes as applicable, and then bonus dice for each training placed into it. I feel that way because we are already playing an abstract attack system, but suddenly need to track whether a SINGLE black die recharges?

There are very powerful social action as well: good/bad witch hunter and Twist the Knife. These are all assessed at the end of my house rulebook (see sig).

jh

Edited by Emirikol

I had similar expirience as Yespesnopes. So after many session I must say that, even when I had all expansions, my groups alway choosed almost the same action. The ones that they thought are the best and strongest of all. Like almost 80% of all cards where not used, especialy the supports where like never taken from the box. I don't know but maybe it's the case of how we play our games. When players, like me and my group, are old time players that rather roleplay many things and don't see the need for cards we use only battle cards. Others whant to play everything with cards so they using theme more offten and change them. Either way my group did not used almost 80% of all cards in the game.

That's kind of how our short-lived D&D 4e group did things. We didn't use well over 95% of the stuff they had released. I suppose it's the same for any game where there's more than one special ability. That gives a game portability as long as player arent' taking the same crap over and over and over again. It is always near and dear to my heart as I typically try to integrate any products that I have purchased into the game by making mention in the house rules (this was especially true of my Elric and Conan campaigns, D&D, Pathfinder, Shadowrun, etc.)

Are your players taking the same stuff over and over again? Any thoughts on encouraging diversity or is it perfectly fine that some players seem to gravitate to towards the familiar and others crave the diversity?

It would be interesting to hear more opinions on this.

..

Edited by Emirikol

That's kind of how our short-lived D&D 4e group did things. We didn't use well over 95% of the stuff they had released. I suppose it's the same for any game where there's more than one special ability. That gives a game portability as long as player arent' taking the same crap over and over and over again. It is always near and dear to my heart as I typically try to integrate any products that I have purchased into the game by making mention in the house rules (this was especially true of my Elric and Conan campaigns, D&D, Pathfinder, Shadowrun, etc.)

Are your players taking the same stuff over and over again? Any thoughts on encouraging diversity or is it perfectly fine that some players seem to gravitate to towards the familiar and others crave the diversity?

It would be interesting to hear more opinions on this.

..

Playing to the math instead of the narrative. Tough habit to break. The last Shadowrun game I ran will probably be my last foray into the older style systems. My glasses were a bit rose-colored :)

On topic though I, as usual, have the opposite experience of Yepes and Beren. My players seldom, if ever, want to use the same cards. Their never-ending quest for character and party diversity fuels part of that, I'm sure. Still maintaining that I'm the luckiest GM within countless kilometers of my table. Wonderful group of players. We all have our shadowy, munchkin-laced, min/max pasts though :)

Edited by Keeop

We use the singleton rule, where only 1 PC can buy any given card. Character niche has been a bit of an issue, and the Dwarf and Wizard can get kinda competitive about damage output and territorial about skills. The jury is still out on whether limiting each card to one character has helped or exacerbated those envy issues. The other two have no interest in taking part in that competition.

It definitely makes the characters more diverse, though, and I think that's a good thing. We see more social and support actions than I initially expected, and that's kinda cool. Everyone seems to be having fun.

A lot of cards should be common rules, not action cards. Power blow, grab, smash the instrument, seduce, social drinking... Most of the social cards make you get a White dice !? Who need a special rule for that -- star wars is great main streaming it -- and moreover who Will pay an xp for a White dice when a 3 successes perform a stunt worth that benefice. And have we mentionned White die is 50% blank ?

I made a rulebinder with those "common rule" action cards.

Pcs may buy some cards without career trait : powerful melee cards, clever range cards, many réactions cards, teamwork cards...

Pcs Will certainly buy cards with their career trait : ancestors, pet, way of the sword, zweihander, thunder, etc...

I should make à list.

Looking at greenskin mêlée cards, i thought on my last game There was a lot of useless cards.