What's That Under Nuln?

Game Master Aubster

Sewer Jacks in Nuln are disappearing. Representatives of Emmanuelle von Liebwitz, (Grand Countess of Wissenland, Countess of Nuln, and Duchess of Meissen) have sent the word out for experienced adventurers to explore the Undercity of Nuln and find out what happened to the Sewer Jacks. Rewards are promised.


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Please note that this is a private recruitment.

Sewer Jacks in Nuln are disappearing. Representatives of Emmanuelle von Liebwitz, (Grand Countess of Wissenland, Countess of Nuln, and Duchess of Meissen) have sent the word out for experienced adventurers to explore the Undercity of Nuln and find out what happened to the Sewer Jacks. Rewards are promised.


Go ahead and post your Nuln character discussions here.


Sister Amelia is here! Sent PM on talent and Trappings question. Besides that I think she is good to go.

Warrior Priestess of Ulric. Brings a sharp axe, Heal and some blessings to the table.


Working on a few builds to see what I like. What are we doing for trappings? Do we get some amount of money to play with?


You all are very successful adventurers at this point so how about you can either pick and choose amongst the trapping of all the careers your character would have had OR you can have 100 gold crowns to use as you want to buy your own trapping.


Weapons: 2x Battleaxes (Hand Weapon), Dagger, Throwing Axe, Shield

Armor: Mail Coat and Chausses underneath Breastplate, Bracers, Plate Leggings, White Wolf Cloak (1 armor vs shooting)

So Armor is (7/3) melee and (8/4) shooting, as no helmet. Approximately 40 gold

Adding in backpack with 2x antitoxin kits, bandages, bedroll, and 5x healing droughts (TB healed in wounds), 5x vitality droughts (removes fatigue) and 5x healing poultice (no infection from critical wound), common clothes, noble clothes, foldable tent

Lost track of cost of the above. But it shouldn’t add up to 60 gold. The noble clothes can take up whatever is left. But this should be enough gear to not be protected without being too weighed down. And she will have enough healing supplies...I hope.

As for the foldable tent, that is for the road. When it rains and the like it would keep gear dry. A necessity.

Will assume...20 gold or so left over? Enough for someone with noble blood and position to live comfortable for a bit. Not enough to get by on.


OK, before I get too far into this, let's make sure I'm getting this xp expenditure right:

Advancing out of Peasant: requires 5 advances in 8 skills and 5 advances in Strength, Toughness & Agility. Also 1 Peasant talent.
* Character creation takes care of skill advances (Animal Care, Athletics, Consume Alcohol, Endurance, Gossip, Lore (Local), Melee (Brawling) & Outdoor Survival) & Strength advances
* 125 xp for +5 toughness
* 125 xp for +5 agility
* Character creation gets me the Strong-minded talent
* 100 xp for career advancement

Peasant Total: 350 xp

---

Advancing out of Villager: requires 10 advances in 8 skills and 5 advances in Weapon Skill, Strength, Toughness & Agility. Also 1 Villager talent.
* 275 for +10 weapon skill
* 150 xp for +5 strength
* 150 xp for +5 toughness
* 150 xp for +5 agility
* 75 xp each for +5 advances in Athletics, Endurance, Lore (Local) & Outdoor Survival - total 300
* 125 xp each for +10 advances in Dodge, Haggle, Melee (Basic) & Trade (Smith) - total 500
* 300 xp for two purchases of the Hardy talent
* 100 xp for the Very Strong talent
* 100 xp for career advancement

Villager Total: 2025 xp, running tally 2375 xp

---

Advancing out of Councillor: requires 15 advances in 8 skills and 5 advances in Weapon Skill, Strength, Toughness, Agility & Fellowship. Also 1 Councillor talent.
* 200 xp for +5 weapon skill
* 200 xp for +5 strength
* 200 xp for +5 toughness
* 200 xp for +5 agility
* 475 xp for +15 fellowship
* 100 xp each for +5 advances in Athletics, Dodge, Endurance, Melee (Basic), Outdoor Survival & Trade (Smith) - total 600
* 225 xp each for +15 advances in Charm & Intimidate - total 450
* 100 xp for Stout-hearted talent
* 100 xp for Very Resilient talent
* 100 xp for career advancement

Councillor total: 2625 xp, running tally 5000 xp

So I can barely reach tier 4 if I advance like this. I did spend some xp in places where I didn't have to spend quite as much, but that's what my first draft looks like.


That seems right to me...will need to check mine again.

Also is it just me or do Wounds not go up? Is there any other method besides higher S/T/WP?


Maybe there are talents that raise wounds?

Relatively low wounds probably help keep things...interesting. ;)

I hope to get Ubaldo up and ready within the next day or so. I'm more familiar with the system now.

Also, this is a handy Empire Name Generator for Warhammer, with links for other factions.


Sister Amelia wrote:

That seems right to me...will need to check mine again.

Also is it just me or do Wounds not go up? Is there any other method besides higher S/T/WP?

They should, shouldn't they? You can take talents that improve s/t/wp and also spend xp to increase characteristics?


Can you take talents out of career? If so, how much?


There is a talent that raises Wounds. On the career I plotted out for my villager, I have two copies of it. The talent is Hardy.

Unlike characteristics and skills, talents can't normally be taken out of career. The only way I know to do so is through one of the downtime Endeavors, and it's like an XP gambling system. It is not meant to be done easily.

That's part of what I meant when I said that this Villager could make a good tank. I haven't statted out the characteristics yet, but if we assume that they have 50 Strength, 50 Toughness & 30 Willpower (not too difficult), they'll have.

+5 Strength +10 Toughness +5 Hardy #1 (Toughness bonus Wounds) +5 Hardy #2 (again) +3 Willpwer = 28 Wounds


Damn. That’s amazing. Let’s see...I can get 600xp back from dropping Melee Basic, Cool, and Pray down to +20.

Then need Fearless (Beastmen and Skavem) for 200xp to finish my career.

Then drop my second miracle for 200 xp. That let’s me move into Hunter.

Finally 200xp for Hunter x2. So 24 wounds in total. Much more survivable.

All in all? +8 wounds. Well worth it...and it opens up an interesting background. A warrior priest, who tired of the responsibility of command and left to hunt down the dark creatures of the woods and deeps without politics getting in the way. That and the orders to not pursue skaven too deep beneath Middenheim and to not speak of what killed her men. It would also explain why she is adventuring as a ‘hunter.’


Looking at your character sheet...I'm doubtful that works. I only see +10 to Weapon Skill, for instance. If you are going to complete Priest Captain, which you'd need to do in order to get War Leader at all, you'd need to have at least +20 advances in all five of your career characteristics.

I could be off or something, but I don't think you're spending nearly enough in your characteristics. Although buying more characteristics will get you more Wounds anyhow.

There is another option, though. You can bail on any career at any time, but it costs extra XP.

Also: edited my post above talking about my Villager's Wounds. I wasn't giving them double Toughness for Wounds yet. So 28 Wounds total.

IMO, your end talents are strong enough, you should just focus on getting them.

See page 48 for how to Complete a Career level.


Ohhhh....really. Huh. So I’m going to have to redo it all then. I might just scrap this and restart then.


I like your character concept. Just the numbers need to be fiddled, I think. We could do a hammer & anvil thing if I'm the tank and you run around killing stuff.


Ok. So....

Novitiate — Brass 2
WS, T, WP
Skills: Cool, Dodge, Endurance, Heal, Leadership, Lore (Theology), Melee (Basic), Pray
Talents: Bless (Any), Etiquette (Cultists), Read/Write, Strong-minded
Trappings: Book (Religion), Leather Jerkin, Religious Symbol, Robes, Weapon (Any Melee)

Warrior Priest — Silver 2
STR
Skills: Charm, Entertain (Speeches), Intimidate, Language (battle), Melee (Basic), Ranged (Thrown)
Talents: Dual Wielder, Inspiring, Invoke (Any), Seasoned Traveller
Trappings: Breastplate, Weapon (Any)

Priest Sergeant — Silver 3
I
Skills: Animal Care, Intuition, Perception, Ride (Horse)
Talents: Combat Aware, Holy Visions, Pure Soul, Stout- hearted
Trappings: Light Warhorse with Saddle and Tack

Priest Captain — Silver 4
Fel
Skills: Consume Alcohol, Lore (Warfare)
Talents: Fearless (Any), Furious Assault, Holy Hatred, Warleader

475 for each stat. 2375.
Talents with only getting Furious Assault: 900
15 advances in 8 skills is 225xp each, so 1800
300 for leaving careers...

5075, with that xp coming from character generation. Is that right? Looking at it this way I can’t get warleader, fearless or holy hatred


In all honesty, the 5000 XP was kind of a guess. You all need to be solidly in your fourth career considering what I've got planned. If 5500 XP gets you to the build you have in mind that's perfectly fine.


Valghaz:

Not quite, but that's pretty close. A lot of the difference is due to the stuff we get at character creation:

Characteristics: +15 advances in 5 characteristics (WS, S, T, I, WP) for 475 each
* except that you get 5 characteristic advances during character creation. It doesn't really matter which you put them in. So:

(475 * 5) - 125 = 2250 xp for characteristic advances

Skills: again, character creation gives you 40 advances at character creation. How you assign those and which exact skills you choose to advance matter a lot. For instance, in the Villager layout I gave above, I chose to learn Charm from tier 3 of my career, so I had to buy it up from the beginning and had several 5 and 10 advance skills. If we assume that we run things almost as efficiently as possible, it would look something like this:

0 xp per advance for 1-5 since we get that from character creation
15 xp per advance for 6-10
20 xp per advance for 11-15

35 * 8 * 5 = 1400 xp for skill advances. This makes a big assumption, though, that you choose to only advance the eight skills you get at tier 1 of your class. That looks plausible given the skills that you get...they're pretty good. The details here matter a lot though.

Career Advancement: 300 xp

I'm not entirely sure which talents you are taking. You only need to have one talent per tier of the career, and you do get one during character creation. In theory, you could spend as little as 200 xp on talents while getting to tier 4.

So a theoretical minimum without talents (yet) would be something like:
characteristics: 2250
skills: 1400
career advancement: 300
total: 3950 xp

I could come up with some ways to scalp a bit more xp off the top if needed, but it doesn't look really necessary right now. Especially if we get 5500 xp instead.


Wait, we get 5 charaistic increases in character creation? So we do! Valghaz never did that! I’ll get him updated. Man, so much I’m getting wrong. Sorry for all the trouble.

Ok. Then...

Skills for +15 each (keep it simple)

Cool, Dodge, Endurance, Heal, Leadership, Lore (Theology), Melee (Basic), Pray, Charm, Perception (1750)
+15 WS, Str, T, WP, Fel (2250)
Career Advancement (300)
Talents: 2x Invoke (300), Stout Hearted, Pure Soul, Fearless Assault, Combat Aware (400) Fearless Beastmen, Skaven (200), 2x Warleader (200) Noble Born, GM (100) = (1200)

Total: 5500 and have everything I wanted and nothing I didn’t. Perfect!


And btw, updated again. Quite happy to feel that I got this right (finally)


Ubaldo Hartig wrote:

Maybe there are talents that raise wounds?

Relatively low wounds probably help keep things...interesting. ;)

I hope to get Ubaldo up and ready within the next day or so. I'm more familiar with the system now.

Also, this is a handy Empire Name Generator for Warhammer, with links for other factions.

That name generator is really good.


Yup...it's where I got Ruprecht's awesome name :)


This is Landolf's Undernuln character.

See initial character creation here.

So, I'm doing the 100-point characteristic buy now, but just to keep it interesting I'm going to use the initial rolls, adding 1 point and moving characteristics around. After that, my starting characteristics are:

Weapon Skill 28
Ballistic Skill 23
Strength 30
Toughness 39
Initiative 26
Agility 34
Dexterity 26
Intelligence 26
Willpower 35
Fellowship 33

Characteristic Purchases:
15 Weapon Skill advances (475 xp)
15 Strength advances (475 xp)
16 Toughness advances (525 xp)
15 Agility advances (5 advances were from character creation & 350) xp
15 Fellowship advances (475 xp)
Characteristic XP Subtotal: 2300

Skill Purchases:
Peasant Skills: Animal Care, Athletics, Consume Alcohol, Endurance, Gossip, Melee (Brawling), Lore (Local), Outdoor Survival
Villager Skills: Athletics, Consume Alcohol, Dodge, Endurance, Gossip, Haggle, Melee (Basic), Trade (Smith) - dropped Animal Care, Melee (Brawling), Lore (Local), Outdoor Survival & picking up Dodge, Haggle, Melee (Basic) & Trade (Smith)
Councillor Skills: Athletics, Consume Alcohol, Dodge, Endurance, Haggle, Intimidate, Melee (Basic), Trade (Smith) - dropped Gossip & picked up Intimidate

5 Animal Care advances (5 advances from character creation)
15 Athletics advances (5 advances from character creation & 175 xp)
15 Consume Alcohol advances (5 advances from character creation & 175 xp)
15 Dodge advances (225 xp)
18 Endurance advances (5 advances from character creation & 265 xp)
10 Gossip advances (5 advances from character creation & 75 xp)
15 Haggle advances (225 xp)
15 Intimidate advances (225 xp)
1 Language (Battle) advance (20 xp)
6 Lore (Local) advances (5 advances from character creation & 15 xp)
20 Melee (Basic) advances (375 xp)
5 Melee (Brawling) advances (5 advances from character creation)
5 Outdoor Survival (5 advances from character creation)
15 Trade (Smith) advances (225 xp)
Skill XP Subtotal: 2000

Reiklander Talents: Animal Affinity, Acute Sense (Smell), Resistance (Disease)
Peasant Talents: Strong-minded (character creation)
Villager Talents: Hardy x2, Very Strong (400 xp)
Councillor Talents: Stout-hearted x2, Very Resilient (400 xp)
Village Elder Talents: Nimble Fingers (100 xp)
Talent XP Subtotal: 900 xp

Career Advancement XP Subtotal: 300 xp

Current XP Expenditure: 5375 xp

Characteristic Update
Weapon Skill 28 +15 advances = 43
Strength 30 +5 Very Strong +15 advances = 50
Toughness 39 +5 Very Resilient +16 advances = 60
Agility 34 +15 advances = 49
Dexterity 26 +5 Nimble Fingers = 31
Fellowship 33 +15 advances = 48

Final Characteristics:
Weapon Skill 43
Ballistic Skill 23
Strength 50
Toughness 60
Initiative 26
Agility 49
Dexterity 31
Intelligence 26
Willpower 35
Fellowship 48

Skills:
Animal Care 31 (+5)
Athletics 64 (+15)
Consume Alcohol 75 (+15)
Dodge 64 (+15)
Endurance 78 (+18)
Gossip 58 (+10)
Haggle 63 (+15)
Intimidate 65 (+15)
Language (Battle) 27 (+1)
Lore (Local) 32 (+6)
Melee (Basic) 63 (+20)
Melee (Brawling) 48 (+5)
Outdoor Survival 31 (+5)
Trade (Smith) 46 (+15)

Fate: 2/2
Resilience: 5/4
Wounds: 32 (+5 Strength +12 Toughness +12 Hardy & Hardy +3 Willpower)
Encumbrance Limit: 11


Dirk Trappings:
2 Hand Weapons, Dagger, Shield, Spear (weapons subtotal: 4 gc, 31/-)
Lightweight Plate Breastplate, Lightweight Plate Bracers, Lightweight Plate Leggings, Leather Skullcap (armor subtotal: 28 gc, 8/-)
Backpack, Waterskin (container subtotal: 5/18)
Boots, Cloak, Clothing (clothing subtotal: 21/-)
3 days Rations (food & drink subtotal: 6/-)
Crowbar, Hammer, Knife, Manalces (tools & kits subtotal: 31/6)
Trade Tools (Smith) (trade tools subtotal: 3 gc)
Faxtoryll, 4 Healing Draught, 2 Healing Poultice, 2 Salworth, 2 Vitality Draught (herbs and draughts subtotal: 97/-)
10 Bandages, Bedroll, Blanket, Chalk, Cutlery, 5 Lamp Oil, Rope (10 yards), Storm Lantern (miscellaneous trappings subtotal: 1 gc, 27/68)

Money Spent: 36 gc, 226/92 or 47 gc, 13/8)

Encumbrance:
2 Hand Weapons, Shield, Spear (5 encumbrance)
Lightweight Plate Breastplate, Lightweight Plate Bracers, Lightweight Plate Leggings (3 encumbrance when worn)
Backpack & Waterskin (2 encumbrance)
Crowbar (1 encumbrance)
Trade Tools (Smith) (1 encumbrance)
Bedroll, Rope (10 yards), Storm Lantern (3 encumbrance)

Total Encumbrance: 15
Dirk Carry Limit: 11
Backpack Carry Limit: 4

I still have about half of Dirk's money allocation remaining. Should I buy more qualities on his gear? Currently, I'm using three Qualities to make his armor lighter, dervied from his Trade (Smith) ranks as per the Making the Rounds Discussion thread.


Dirk is a boss. That’s one badarse villager.


Oops. I missed updating the total line in Dirk's XP expenditure post, although the subtotals are right. He totals to 5500 XP now.

Adela, I glanced at your profile and saw the heavy armor. Does some of that stuff have the Lightweight quality? Without it, the five armor pieces alone would put you at your Encumbrance limit even if they are worn, unless I'm missing something.

Also not sure how you got to 7 APs on most locations before the cloak. The plate and mail each add 2 and the shield adds 2. I'm not seeing more than 6. I'm also not sure whether the shield APs should be added as part of the character's static attributes, since I think we only get shield AP when you actually use Melee checks to defend with it (not 100% on that).

Sorry if I'm nitpicking too much.


Not at all. This is new territory to me. I’m happy for any help I can get.

With 100 starting gold and noble blooded, can I afford the lightweight modification? I suppose if so, what we can do is this:

Armor: Lightweight Plate and Mail
I’ll change melee basic to melee two handed and take a great axe. That way you are the tank and I’m the damage.

That should keep things simple.

——-

Background:

Adela stood in the cold, shivering despite herself. The snow was up to her shins and the wind was blowing. All she had in her hands was an incredibly crude axe that she had made herself. A very large white Wolf was circling around her, it’s blue eyes boring into hers. Not for the first time she questioned the life choices that had led her to that moment.

She had been born in Suderberg. It was a small town in Middenland, and one that was relatively safe. Her father was a fairly wealthy nobleman, who wanted nothing more than to marry his daughter off to increase his wealth and prestige. And yet she had been a constant disappointment to him. By the time she was of age to marry, there were no more suitors, despite her reputation as a beauty. For everyone remembered the ‘demon-child’ of Suderburg. Especially the last suitor, who thinking himself fortunate to find her alone in the gardens at night, ended up needing the urgent attention of a doktor. And that was the last straw. As punishment, her father foisted her onto the cult of ulric, stating that if she was going to act like a she-wolf, then she should be one. Little did he know that she would take to her new life with ease, finding it much more liberating than her cloistered life before.

But now here she was. Wearing no armor and wielding a home made axe against a white wolf. Part of her wanted to run. Part of her screamed that she would die here, that the show would be red with her blood and the wolf would eat her entrails. That nobody would mourn her. She pushed the thoughts away and bowled a prayer to Ulric. This was who she was. This was who she had to be. The only way was forward.

———

Adela sat in an office in Nuln. She was no longer the girl that she once was. Now she was a woman, with enough scars to earn her a place in any mercenary company. Across her back was a well-made axe bearing the holy script of Ulric. Across her shoulders was the spot of the white wolf that she had personally killed in holy combat. And on her form was the plate and chain of her order. And on her body we’re the scars that came from hunting Beastman in the Drakwald, and Skaven beneath the Fauschlag. And the latter was why she was here. She had lost so many men down there. Their screams still haunted her sleep, but even worse was the silence of her superiors. Avoid a panic they said. Stay quiet they said. Don’t go back down there unless absolutely needed they said. Leave the city for a time, they said. Spread the word of Ulric...they sounded like her father, and that made her despise them. Ulric would never ignore an enemy like that. It was cowardly, and unbefitting of their station.

So, on her forced sabbatical, she had found the hand of Ulric guiding her to Nuln. For there it seemed as if though her path would cross with the foe once more. And this time, she told herself, she would be ready.


Ok, gonna get to my character today....should only take me all day :)


I'm assuming it's OK if we buy Qualities on our gear. Probably good to check with the GM though.


Hi all - Aubrey gave me the heads up on this one and kindly invited me to join the party.

Here's my initial rolls

Species: 1d100 ⇒ 93 Halfling

Career: 1d100 ⇒ 60 Coachman

Weapon Skill: 2d10 + 10 ⇒ (9, 3) + 10 = 22
Ballistic Skill: 2d10 + 30 ⇒ (2, 10) + 30 = 42
Strength: 2d10 + 10 ⇒ (8, 8) + 10 = 26
Toughness: 2d10 + 20 ⇒ (1, 6) + 20 = 27
Initiative: 2d10 + 20 ⇒ (6, 2) + 20 = 28
Agility: 2d10 + 20 ⇒ (4, 7) + 20 = 31
Dexterity: 2d10 + 30 ⇒ (4, 5) + 30 = 39
Intelligence: 2d10 + 20 ⇒ (9, 9) + 20 = 38
Willpower: 2d10 + 30 ⇒ (1, 9) + 30 = 40
Fellowship: 2d10 + 30 ⇒ (4, 3) + 30 = 37

If everyone is agreeable to me joining I'll get to work on developing this colourful character :)


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I was actually thinking that we could use a ranged specialist. Neat rolls!


Random Starting Talents (2):1d100 ⇒ 64 Read/Write & 1d100 ⇒ 16 Coolheaded Nice...


So far, I think we have:

Adela von Suderburg - Warrior Priestess of Ulric

Dirk Liestag - Village Elder

Spazmodeus unnamed character - Hunter

Adelaida unnamed character - TBD

Talther unnamed character - Bailiff

Black Dow unnamed character - Coachman

Have I missed anyone? Don't stress about getting your character ready immediately. Take your time. It'll be the end of the week before this one gets started.


Melee tank, melee dps, ranged...so far its looking pretty well balanced.


Ubaldo Hartig is my baliff's name, just for reference!


The discussion tab is open


I'm not really feeling the Hunter...plus BW's Halfling covers our ranged ...so I might forgo some xp and choose my career....stay tuned.


Go for a Sigmarite warpriest so we can have an Ulric/Sigmar rivalry! Or whatever. Regardless, look forward to seeing what you choose. :)


heheh...maybe...


Ruprecht Scheinfelder wrote:
heheh...maybe...

If you're still considering, a level 4 wizard might come in quite handy


I'm planning on starting gameplay tomorrow night my time (East Coast US).


Yeah, going wizard :)
But I'm totally confused as to how to account for xp costs going past the 2nd level.

On page 48 there's a little chart showing that I need 5 advances in all of my character level's Characteristics and 8 of that level's available skills to go into 2nd level

That goes up by 5 for each level, 10 for level 2, 15 for level 3.

Does that mean to advance from level 2 to level 3, I need to have 10 advances in 'only' the 2nd level Characteristics, or both 1st and 2nd level characteristics....

And by 'available' skills, do they mean the skills from 1st and 2nd level....I assume so , cause it seems only 1st levels of classes have 8 skills...

For example, Darkest you applies the progression to your skill advances, ( 5, 10, 15..) but only advance your Characteristics by 5 each level.

Dirk's is all collected together so I can't tell what he did :)

And then add to that the scaling of the advance cost...

Why did they make is so complicated? In good'ol 2nd ed, everything just cost you 100xp, nice and simple.


I wasn't explicit at every point since exactly when you buy each advance doesn't matter much, but this part does show more or less what I did with my skills:

Quote:

Skill Purchases:

Peasant Skills: Animal Care, Athletics, Consume Alcohol, Endurance, Gossip, Melee (Brawling), Lore (Local), Outdoor Survival
Villager Skills: Athletics, Consume Alcohol, Dodge, Endurance, Gossip, Haggle, Melee (Basic), Trade (Smith) - dropped Animal Care, Melee (Brawling), Lore (Local), Outdoor Survival & picking up Dodge, Haggle, Melee (Basic) & Trade (Smith)
Councillor Skills: Athletics, Consume Alcohol, Dodge, Endurance, Haggle, Intimidate, Melee (Basic), Trade (Smith) - dropped Gossip & picked up Intimidate

* To graduate from Peasant, he had at least 5 ranks in all 8 Peasant skills.

* To graduate from Villager, he had at least 10 ranks in 8 Peasant & Villager skills.
* To graduate from Councillor, he had at least 15 ranks in 8 Peasant, Villager & Councillor skills.

Bonus: there isn't a strict cap on how high your skills can go at each tier. If Dirk really, really wanted to he could have purchased 20 advances in Toughness and 30 advances in Consume Alcohol (89) while still a Peasant, for instance.


Ruprecht Scheinfelder wrote:

Yeah, going wizard :)

But I'm totally confused as to how to account for xp costs going past the 2nd level.

On page 48 there's a little chart showing that I need 5 advances in all of my character level's Characteristics and 8 of that level's available skills to go into 2nd level

That goes up by 5 for each level, 10 for level 2, 15 for level 3.

Does that mean to advance from level 2 to level 3, I need to have 10 advances in 'only' the 2nd level Characteristics, or both 1st and 2nd level characteristics....

And by 'available' skills, do they mean the skills from 1st and 2nd level....I assume so , cause it seems only 1st levels of classes have 8 skills...

For example, Darkest you applies the progression to your skill advances, ( 5, 10, 15..) but only advance your Characteristics by 5 each level.

Dirk's is all collected together so I can't tell what he did :)

And then add to that the scaling of the advance cost...

Why did they make is so complicated? In good'ol 2nd ed, everything just cost you 100xp, nice and simple.

To go from 2nd to 3rd level you need 10 advances in 4 characteristics (the 3 you you got for Level 1 plus the new one from Level 2) and 10 advances in 8 skills that you select out of all the skills you have access to. You’d also need one level 2 talent.

To go from 3rd to 4th you need 15 advances in all 5 characteristics (3 you got a Lvel 1, then another at level 2 and another at level 3) and in 8 of the skills you have access to (which I think is around 20 skills by that point). You’d also need a level 3 talent.


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OK, clear as mud :)
I'll get it done tomorrow

Thanks


So here's my progression using the rules as exlained by our illustrious DM

I had an extra 45xp from character creation, plus the 5500

The first number is the xp expenditure for that advance.

1st Level

Characterisic Advances
125 WS +5
125 Int +5
125 WP +5
Skill Advances

50 Chanelling (Hysh) +5
50 Dodge +5
50 Inuition +5
50 Lanugage (Magick) +5
50 lore (magick) +5
50 melee (basic) +5
50 melee (polarm) +5
50 perception +5

Talents

100 Aethrryic Attunement
100 Petty Magic
100 Read/Write
100 Second Sight

2nd Level

Characterisic Advances
350 WS +10
275 Ag +10
350 Int +10
350 WP +10

Skill Advances
175 Language( Majik) +10
175 Chanelling ( Hy) +10
175 melee (basic) +10
125 Cool +10
125 Inimidate +10
175 Dodge +10
175 Perception +10
175 Melee (polarm) +10

Talents
Arcane Magic (Hysh)

3rd Level
Characterisic Advances
800 Int +15
475 Initiative +15

Talent

100 Instictive Diction

This puts me at 5475xp spent.

So in order for me to get to 4th level, i'd have to do something like:

Characterisic Advances
800 Ag +15
1050 WS +15
800 WP +15

Skill Advances
650 Chanelling (Hysh) +15
650 Language (Magick) +15
325 Lore (Magick) +15
225 Charm +15
325 Perception +15
225 Language (Battle) +15
225 Lore (warfare) +15
450 Cool +15
325 Dodge +15

Which would put me way over 5500xp.
I got these number from a very useful spreadsheet , but I also double checked that they were correct.

I think the other builds forgot about the scaling of costs .

For example to get my WS +15 xp expenditure to go from 3rd to 4th level
Current WS advances : 15
Cost to go from 16 to 20 advances : 5 x 50 = 250
Cost to go from 21 to 25 advances : 5 x 70 = 350
Cost to go from 26 to 30 advances : 5 x 90 = 450
Which give a total of 1050 to move the WS from 15 advances to 30 advances!

What a complicated mess they've created.


I don’t think it works that way. If it did then any leveling would take ages, and it would take many thousands of xp to reach tier 4.


Well, the math is there...

Perhaps that's the point of the system, to make getting to level 4 a real acheivement...

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