Gorbacz
|
Warhammer RPG isn't much known in the US, but in Europe it's kind of a Big Thing. Actually, in Poland it is THE fantasy RPG, being the very first one to be translated into Polish, all the way back in 1993.
I'm looking forward to the 3rd ed. It's a fun game, and I have fond memories of it.
Morgen
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From the photos I've seen it looks like a glorified board game. Hero Quest anyone?
But I could be wrong. I will reserve judgement until I see the mechanics and what kind of character options are available. Simple games are not always bad.
Ummm... There is a reason for that similarity Poppy. Game Workshop made both games, set in the same game world as the tactical miniatures game. Hero Quest is the Warhammer board game.
Here the wikipedia for ya;
"HeroQuest, sometimes also written as Hero Quest, is an adventure board game that was created by Milton Bradley in conjunction with the British company Games Workshop and set in the latter's Warhammer Fantasy fictional universe, as shown by a map of the Warhammer 'Old World' being printed on the back of the Quest Book for the Return of the Witch Lord expansion pack. The game was based loosely around archetypes of fantasy role-playing games: the game itself was actually a game system, allowing the gamemaster (called "Zargon" in the US, "Morcar" in the UK) to create dungeons of his or her own design using the provided game board, tiles, furnishings and monsters."
| Blood stained Sunday's best |
From the photos I've seen it looks like a glorified board game. Hero Quest anyone?
But I could be wrong. I will reserve judgement until I see the mechanics and what kind of character options are available. Simple games are not always bad.
There are a lot of people in the throes of panic prophesying the end of the warhammer fantasy role play world on the ffg's forums. Its a board game! It requires miniatures! It is built for roll play not role-play! Burn your old 2e books in protest!
apparently it involves some sort of custom dice mechanic that requires the thirty dice that are packaged within the set. I even saw some guy who stated he owned a game store denouncing FFG because he felt they were undercutting his dice selling market.
I for one trust FFG. They've done some great work with Dark Heresy and Rogue Trader looks phenomenal. Guess we'll find out soon enough.
| Zombieneighbours |
Wow, they bought all that up months ago. Good to see they're doing something with it.
I...haven't exactly heard kind things about the Warhammer RPG mind you.
That is to bad because it is a truly brilliant game.
I am looking forwards to this new game, but I really did feel that second editions was just about perfect on the system front.
Stefan Hill
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Stefan Hill wrote:I actually much prefer the new magic system.WHFRP sort of lost me after 1st ed. 2nd ed. made it too easy (i.e. not impossible) to be a spell caster. What's up with that?
S.
Only leads to chaos and having tentacles for arms...
But in all seriousness the "new" magic system is a step away from the feel presented by GW of the Old World. Magic is rare, very very rare the 2nd WHFRP bent to public pressure to have magic using characters viable in the game. I see whay they did it, just for me it doesn't quite sit right.
S.
| Balfic-graa |
Zombieneighbours wrote:Stefan Hill wrote:I actually much prefer the new magic system.WHFRP sort of lost me after 1st ed. 2nd ed. made it too easy (i.e. not impossible) to be a spell caster. What's up with that?
S.
Only leads to chaos and having tentacles for arms...
But in all seriousness the "new" magic system is a step away from the feel presented by GW of the Old World. Magic is rare, very very rare the 2nd WHFRP bent to public pressure to have magic using characters viable in the game. I see whay they did it, just for me it doesn't quite sit right.
S.
Magic is Warhammer isn't that rare. Altdorf has a College of Magic. Tower of Hoeth for the High Elves etc. Its the danger that the power of magic can corrupt you. So the rules in 2nd ed fit fine with me.
Stefan Hill
|
Stefan Hill wrote:Magic is Warhammer isn't that rare. Altdorf has a College of Magic. Tower of Hoeth for the High Elves etc. Its the danger that the power of magic can corrupt you. So the rules in 2nd ed fit fine with me.Zombieneighbours wrote:Stefan Hill wrote:I actually much prefer the new magic system.WHFRP sort of lost me after 1st ed. 2nd ed. made it too easy (i.e. not impossible) to be a spell caster. What's up with that?
S.
Only leads to chaos and having tentacles for arms...
But in all seriousness the "new" magic system is a step away from the feel presented by GW of the Old World. Magic is rare, very very rare the 2nd WHFRP bent to public pressure to have magic using characters viable in the game. I see whay they did it, just for me it doesn't quite sit right.
S.
I agree in Warhammer Fantasy Battle but, WHF Roleplay is about the individual the little persons behind the scenes. Many Rat Catchers in your current Empire Amry? As I said they bowed to what they believed people wanted - to be the hero standing at the front of the army lines waving the banner. I perferred the old feel, where it was more likely during a war your character would be grave robbing and looting the dead. Still if you like shiny Silver Helms perhaps 3rd ed. will be even better?
S.
S.
Tharen the Damned
|
It looks as if the 3rd edition is even more different from the 2nd than D&D 4th is from D&D 3.5.
I think we will see the same schism happening for Warhammer that happened for D&D.
Many will opt to stay 2nd edition and some will go 3rd. Some new players will go 3rd.
But while D&D has the OGL and 3pp can publish 3.5 compatible Stuff, WHFRP has nothing like this.
So 2nd edition will die a long slow death. Sure, it will be kept alive by those who play it, but there won't be new material apart from homebrewed stuff.
And as Warhammer FRP always was a niche game (due to the specific setting and playstyle involved) this might well be the death-knell for the whole game.
I mean, the design of the 3rd edition must have taken some full time designers at least a year. then there is the new artwork, advertising campaign etc.
So if 3rd edtion is anything but a success, FFG may well close the whole line and focus on 40k.
| Zombieneighbours |
Zombieneighbours wrote:Stefan Hill wrote:I actually much prefer the new magic system.WHFRP sort of lost me after 1st ed. 2nd ed. made it too easy (i.e. not impossible) to be a spell caster. What's up with that?
S.
Only leads to chaos and having tentacles for arms...
But in all seriousness the "new" magic system is a step away from the feel presented by GW of the Old World. Magic is rare, very very rare the 2nd WHFRP bent to public pressure to have magic using characters viable in the game. I see whay they did it, just for me it doesn't quite sit right.
S.
I have to say i disagree. The collages of magic have been a central part of the setting for around twenty years. The cosmology presented is consistant with the cosmology of the warhammer world as it has been presented for just as long. While the structure of the professions have changed to make it possible to become a wizards a little more easily within the standard career paths, it was never that difficult. (The winds of magic cosmology also make far more sense than the old magic system.)
The new system makes being a wizard a far more dangerous endevour all around. The setting material, especially in the wizardry source book, pushs mage craft of any kind, even sanctioned, into a position which is far, far, far more gray in how it is viewed by the general population and in many cases, the spells are less powerful.
Magic is still rare in the old world, but PCs in Warhammer fantasy roleplay, while often otherwise normal, are fated people, they are ment to make a difference. It doesn't seem unreasonable to allow Players to play wizards, under those conditions.
| Renfield286 |
So 2nd edition will die a long slow death. Sure, it will be kept alive by those who play it, but there won't be new material apart from home-brewed stuff.
even Warpstone magazine has shut down.
all this because GW didn't think that black industries was making it any money.we may be wrong though, it may be awesomesauce.
but RPers are difficult to persuade them to try a new system or edition.
if they have done it right however, then it may attract even more of the "stock GW fan base" and bring new wargames into the wonderful world of RPG's.
im not holding my breath though.
Stefan Hill
|
I have to say i disagree. The collages of magic have been a central part of the setting for around twenty years.
True, but you point up how many advancements were required under 1st Ed. to become a Wizard - compare that number of advances to a non-spell caster class. Magic as a PC class was rare, magic wasn't something that the "common" person came across other than perhaps hedge magic. 1st ed made magic rare and a real goal of a PC, 2nd ed. has Wizards out of the box. That was my point. 2nd = D&D style ease of becoming a spell caster. You obviously perfer this, and that is cool. I liked the older system, in fact in all the years I played WHFRP 1st ed only one person ever became a Wizard and only got to 2nd level. When we played 2nd ed. we had a Wizard on the first session...
Horses for courses,
S.
| DrGames |
From Fantasy Flight:
The Old World has seen heroes rise and fall. This year, you will get to be one of those heroes. Fantasy Flight Games is proud to announce the newest addition to our Roleplaying games, Warhammer Fantasy Roleplay!
Full PR. Oh, nice box set....
I picked up a copy!
I was sceptical (even on Amazon it is over $65), but I would like to try it out on a group.
The box is full of useful items from the punch-out to the reference cards. You literally get everything that you need to run a campaign in the boxed set. You are definitely getting your money's worth on this purchase.
The system is intuitive and is set at the right level of abstraction. Distance is divided into commonsense bands. Movement is not measured in squares per round. You do have to buy new battle mats and card sets for every new encounter. The core mechanic is simple; you succeed if you have at least one more success result than challenge result. The Game Master (GM) increases the difficulty by adding challenge dice.
I was particularly pleased that the Games Workshop and Fantasy Flight Games designers resisted the urge to make the Warhammer FRPG into a table-top version of a massively multi-player on-line game. There are no Manga looking characters. There are no damage per second effects.
In service,
Rich
Go to www.drgames.org.
| DrGames |
Tharen the Damned wrote:
So 2nd edition will die a long slow death. Sure, it will be kept alive by those who play it, but there won't be new material apart from home-brewed stuff.
even Warpstone magazine has shut down.
all this because GW didn't think that black industries was making it any money.we may be wrong though, it may be awesomesauce.
but RPers are difficult to persuade them to try a new system or edition.if they have done it right however, then it may attract even more of the "stock GW fan base" and bring new wargames into the wonderful world of RPG's.
im not holding my breath though.
Warpstone going away was disappointing.
The economic hard times seem like they are hitting everyone.
Usually during down turns, gaming picks up, but not so much this time.
In service,
Rich
Go to www.drgames.org.
| DrGames |
Wow, they bought all that up months ago. Good to see they're doing something with it.
I...haven't exactly heard kind things about the Warhammer RPG mind you.
The new system is more user friendly than the previous two.
I was able to get a pick-up game going in thirty minutes.
The FFG folks did a good job on this.
The only complaint that I have heard from people playing it is that the current version left out some of the crunchiness of previous editions.
I cannot argue that, but the newer, streamlined mechanics and cool chrome make up for it for me.
In service,
Rich
Go to www.drgames.org.
VagrantWhisper
|
For those who have played the new version, I have a question about the various trackers and stuff; like the initiative track that basically get built during the game.
Do you find building these tracks are essential? Do they slow the game down? and could you just as effectively do it with a sheet of paper, or the GameMastery combat pad?
I love all the other concepts and add-ons, but for some reason the puzzle piece tracking strip seems out of place and inefficient to me.
stardust
|
Well, I just purchased it. Its on the way. I have some doubts still, but it seems interesting enough. I wonder if I should have tried to purchase Runewars instead. :( Ah well. I can hopefully sell it on ebay or something if it doesn't turn out to be as good as I hoped.
I got myself a CD at the same time so its not a complete loss of time. :P
Sheboygen
|
I'll chime in on a few counts here...
A preface: I've been playing in a continuous 2nd edition campaign for roughly two and a half years now. My GM has been playing in a continuous 1st edition campaign for roughly... well, a long time. My GM is also the owner of my FLGS of choice, and at Gen-Con he drilled the GW guys left and right, eventually they sent him an early demo-copy of the complete box-set game.
The game itself; There's a short adventure that comes with the box set. That's what he demo'd all day. We sat down, Highwayman, Slayer, and Elven Envoy, and went on a merry chase to rescue a lost merchant (for our various reasons, of course).
The first thing that occurred to me was that I was playing an RPG version of Chaos in the Old World, I don't say that to be cliche, the game is something between Chaos in the Old World and HeroQuest, without a board to play on, and a very abstract "in melee/medium range/long range" system (which I admittedly liked) to determine exactly where you are on the battlefield. The setting itself is on a card with a vague name/descriptor i.e. "The old dirt road."
Power cards take place of combat actions, and certain card abilities can be "slotted" into the party, offering some special ability or bonus to the party as a whole; the cards have two sides, one green and one red - this ties into "cautious/reckless" slider on your character card/sheet; the slider has a direct effect on the amount of dice rolled (and I believe kept, it's been a while so forgive me if I'm wrong), and the overall damage/effectiveness of each particular card.
The dice themselves I absolutely hated. Sure, they were easy to use, and they made perfect sense if you had the proper card in-hand, but those damned dice were just getting on my nerves; I really preferred my d100 roll versus a percentage, also, losing a die from this custom-crafted set would be a nightmare.
Skill checks were a pain for me as well. The process by which you roll say... an Intimidate check, seems convoluted, but it could just have been me being stuck in my old 2ed ways. Same for Fate Points, I don't know why, but the party pool idea didn't sit well with me.
Overall, though, the game was fun, quick, and easy to learn, the new character "sheets" (essentially decent stock paper stuck together like post-it notes) were really cool, and the game pieces are all of a really high quality, and I really enjoyed the one-shot, I just don't believe I could regularly participate in a 3ed campaign.
I prefer the crunch of the old system, for example: when Father Frederick (my priest of Sigmar) got the left side of his face (and his eye) sliced open, he gained +10 to intimidate and -20 to Fellowship, and had to roll half his Perception for Visual Based checks. Weeks later, he caught a flail to the same side of his head and gained a permanantly pocked, scarred cheek - the left side of his head has been concussed, stabbed, and otherwise abused so much that he lost hearing (you guessed it, roll half Perception of Hearing Based checks), gaining another +10 to intimidate due to his gruesome visage. It really sucks hard since he can't see/hear squat from the left, but there's nothing half as cool as being this guy (<- really, click this link), and intimidating people on a dice roll of 87.
You just can't do that in 3ed, the critical hits are far more frequent, and far less devastating than they used to be, and are really more like minor speedbumps than majorly debilitating, or life-threatening injury, part of the appeal in WFRP, at least for me, was that getting pummeled gave you a scar, and that scar gave your character... well... character, always RP-wise, and sometimes mechanically too; WFRP 3ed is a good game, it's just not for me.
I can appreciate a tough, challenging game, but I refuse to suffer. WFRP isn't a game about wading in rivers of crap and then dying, it's about wading in rivers of crap, living, and then finding a bigger river; the thought of living in a world like that is frightening to say the least, and your chances of survival are nigh-on zilch to begin with.
Wizards don't have it even remotely close to easy - they start with an average Toughness of 31, and no more than 12 wounds (and that's if they're a lucky human). Aside from the weapon skill they roll at creation, they get a common hand weapon, no weapon training, no armor, 1d10 gold crowns, a quarterstaff (their only real nonmagical defense, because of the parrying property), a hand-written set of rules and regulations (imposed upon them by a collective of people who would make Tomás de Torquemada convert out of disgust) thicker than all of the Encyclopedias Britannica's volumes stacked on top of each other, and the general mistrust/disdain/hatred of 98% of the entire population of the Empire.
If they manage live up to career 2, they have to somehow manage to get upwards of 500-1k gold crowns, or go on some ridiculous quest for one of their betters (likely in some Skaven-infested abandoned Dwarf mine to get about a thimble full of gromril dust, and gods help you if any Dwarfs find out what you did), just to acquire a Libram which allows you access to better magic (and a decent chance to sprout a crown of toes from your head every time you try to cast it), and that's when you're casting in uncorrupted areas, or aren't around Tzeench and that extra d10 the GM likes to roll just to see if you guys managed to get the same number.
Honestly, it's pretty a fairly impossible task unless the guy running the game likes the idea of WFRP being combined with bunnies and fuzzy wuvvy-duvvy kittens.
The only time I could ever agree that wizards might have it easy is when you compare them to a divine-casting priest - if only because the priest starts out much in the same way as the wizard, except with no magic at all until career 2, and no good magic until career 3 - at which point he agrees to allow his deity to emboss etchings of holy symbols into his forehead/strike him down/otherwise rip his soul from his body for even asking.
Stefan Hill
|
Wizards don't have it even remotely close to easy
Shall we do an advance by advance comparison of 1st and 2nd edition Wizards?
2nd ed. Wizards have it easy, when a 2nd ed. Wizard is throwing fire about setting fire to beastmen, a 1st ed. Wizard is looking forward (but not there yet) to keeping the rain off themselves (which does little to repel said beastmen).
For me (and obviously I only speak for myself) the 1st ed. captured the flavour of the Old World and 2nd ed. for me started towards a more D&D feel of adventuring.
S.
| DrGames |
For those who have played the new version, I have a question about the various trackers and stuff; like the initiative track that basically get built during the game.
Do you find building these tracks are essential? Do they slow the game down? and could you just as effectively do it with a sheet of paper, or the GameMastery combat pad?
I love all the other concepts and add-ons, but for some reason the puzzle piece tracking strip seems out of place and inefficient to me.
You do not have to build trackers. I still just use 5x8 cards or a piece of paper to track things.
Also, I still use a battle-mat with items to represent PCs and NPCs just to give a better idea to the players on what the scene looks like.
It is not necessary under the new 3.0 rules, but it is helpful.
In service,
Rich
| DrGames |
stardust
|
Warhammer Roleplay, my first character.
Okay, I just wanted to ask everyone who was familiar with the rules whether I created my character correctly.
I wanted to make a high elf magic-using character, but I was also willing to use the random creation system they have. So I mixed up the career cards and drew three. The first ones were for humans or dwarves, with one possibility for high elf. I put those aside and drew three more, this time coming up with three careers that a high elf can become. I didn't get a magic using class, so I chose dilettante.
Creation Points: 20
Asterith Goldenflame
4 points - increase Agility from 3 to 4
4 points - increase Intelligence from 3 to 4
3 points - increase Willpower from 2 to 3
3 points - increase Fellowship from 2 to 3.
3 points - Wealthy (5 gold)
3 points - Skills (3 skills + 1 specialisation)
1 point - Talents (1)
0 points - 1 Action card
Skills:
The High Elf has education as a skill, but not trained.
Trained Charm, Guile, Education.
Trained Intuition as a racial bonus.
Specialisation - History (Education)
Talents:
One free Focus card for High Elf, so I used my point to get a Reputation card.
The action card I chose was Combat Focus. Reputation: Resourceful. Focus: Contemplative.
Did I create this character right, to the best of your knowledge?
| Aelryinth RPG Superstar 2012 Top 16 |
The point above about becoming a wizard is very misleading. Many of the combat careers are short and focused,and you can't go anywhere. The wizard was basically four careers in one, with all the skills and stat advancements of any four or six other careers. if you got to the end of wizard/4, you were one monstrously tough hombre! Someone would HAVE to have gone through at least five or six careers to be anywhere near you in ability.
The power of spells in 1E was monstrously strong, too, as most of them bypassed toughness and armor.
===Aelryinth
Stefan Hill
|
The point above about becoming a wizard is very misleading. Many of the combat careers are short and focused,and you can't go anywhere. The wizard was basically four careers in one, with all the skills and stat advancements of any four or six other careers. if you got to the end of wizard/4, you were one monstrously tough hombre! Someone would HAVE to have gone through at least five or six careers to be anywhere near you in ability.
The power of spells in 1E was monstrously strong, too, as most of them bypassed toughness and armor.
===Aelryinth
In a World of player vs player I would agree, however, in a roleplaying context I'm failing to see the issue? None of the Wizards careers gives more than +10 WS, +10 BS, +1 T and +4 W. If you include Necromancer or Demonologist then your character's stats and/or sanity is up for debate. Also I haven't found any spells that ignore toughness in the main rulebook. I think that 1st ed. projected a certain feel that was the Old World back in the mid/late-80's. 2nd ed. was an update to realign with the Old World as developed for GW's more lucative miniatures game (Warhammer Fantasy Battle). 3rd ed. I guess is another update to the current "state of play" in the Old World. In terms of "feel" 1st ed. appeals due to it's production, warts and all. The much flasher, while nice looking, 2nd. ed. just seemed shallow in it's treatment of many world related things (i.e. GM section). If an compare main rulebook with main rulebook 2nd ed. just comes across as an incomplete game. Having said that to make a complete game I did purchase every single suppliment produced for 2nd ed... :)
Really keen based on posts in this thread to give 3rd ed. a bash, but won't consider buying until I see what it is like.
S.
| CunningMongoose |
Warhammer Roleplay, my first character.
Okay, I just wanted to ask everyone who was familiar with the rules whether I created my character correctly.
I wanted to make a high elf magic-using character, but I was also willing to use the random creation system they have. So I mixed up the career cards and drew three. The first ones were for humans or dwarves, with one possibility for high elf. I put those aside and drew three more, this time coming up with three careers that a high elf can become. I didn't get a magic using class, so I chose dilettante.
Creation Points: 20
Asterith Goldenflame
4 points - increase Agility from 3 to 4
4 points - increase Intelligence from 3 to 4
3 points - increase Willpower from 2 to 3
3 points - increase Fellowship from 2 to 3.
3 points - Wealthy (5 gold)
3 points - Skills (3 skills + 1 specialisation)
1 point - Talents (1)
0 points - 1 Action cardSkills:
The High Elf has education as a skill, but not trained.
Trained Charm, Guile, Education.
Trained Intuition as a racial bonus.
Specialisation - History (Education)Talents:
One free Focus card for High Elf, so I used my point to get a Reputation card.The action card I chose was Combat Focus. Reputation: Resourceful. Focus: Contemplative.
Did I create this character right, to the best of your knowledge?
Nice character, but I should point out that, by RAW, you cannot play an elven wizard, as only the human colleges of magic are avalaible. They did restric magic to humans, because elven magic, in the setting, is way to strong for players to wield.
Maybe if you explain with a good background (elf raised by human parents, considering himself human, etc.) your GM will let you enter a spellcaster career later, but I would check with him first.
Stefan Hill
|
Well in the Adventurer's Kit, there is a career for High Elf Sword Master, so maybe sometime in the future they might release an expansion that allows High Elves to use magic. I wouldn't mind being an Initiate of Asuryan. :P
Does that mean in 3rd edition they are going for characters that deviate from the "rat catcher" of old and are only presenting "Warhammer Fantasy Battle" type classes? - i.e. Sword Master, Slayer, Knights Panther etc.
Can I play a Bawd or Entertainer in 3rd edition?
Cheers,
S.
stardust
|
Well one of my other career options was Boatman, but Dilettante is an educated carreer, so not combat-heavy at all.
Ratcatcher is one of the new careers available in the Adventurer's Kit. I also know that Wardancer is available for wood elves.
It may be that Sword Master and Wardancer are advanced careers. I don't know though. I don't have the expansion.
| CunningMongoose |
stardust wrote:Well in the Adventurer's Kit, there is a career for High Elf Sword Master, so maybe sometime in the future they might release an expansion that allows High Elves to use magic. I wouldn't mind being an Initiate of Asuryan. :PDoes that mean in 3rd edition they are going for characters that deviate from the "rat catcher" of old and are only presenting "Warhammer Fantasy Battle" type classes? - i.e. Sword Master, Slayer, Knights Panther etc.
Can I play a Bawd or Entertainer in 3rd edition?
Cheers,
S.
First, no, no entertainer (yet) but you could always play a music Student or a educated Thief, Gambler, or Agitator, and get proper social action cards / talents to represent his way with people. The system is much more flexible now, but yes, some careers are still missing (grave robber, some magic colleges and some priestly cults, your entertainer, etc.) But I am pretty sure you can build about any character concept with was is there right now.
Most careers are very basic (you have your Rat Catcher, Coachman, Boatman, Thug, Hunter, etc.) But they included some careers like Sword Master, Wardancer and IronBreaker as "Basic" careers.
This made a little bit of fuss on FFG's forums, some people feeling that such "iconic" careers should not be available from the beginning, but all in all, they do balance well enough and as a GM you can always restrict them anyway by ruling them as advanced careers. But honestly, they are not really that much powerfull - they represent the first step in that path, as the Troll Slayer is the first step in the "Slayer path". We will probably see some advanced "Master" "Dancers" or "Breaker" careers as new material is released.
I myself consider the Troll Slayer to be an advanced career, needing a real story hook to get into - After all, it makes for a better story to explain why your dwarf docker took upon himself to seek death than just allow a player to start as a Slayer.
Very fun and innovative game.
| P.H. Dungeon |
I'm really looking forward to giving this game a shot, but it looks like I will have to gm and we won't have anyone with actual play experience in the group, so we are pretty much all learning from the rule books.
I could use some help from some folks who know the system.
I don't really understand how the attacks vs Target defense work. There seem to be two ways you can do it and I'm not sure which one is the right one.
In the rules it says that a weapon attack is an easy check, meaning you add one challenge die. It also says that you throw in misfortune die equal to the target's defense rating.
However, it also suggests that attacks can be opposed checks, in which case I'm assuming that you compare the target's attack score to the defense rating (as per standard opposed check rules) then you would add challenge die to the roll depending on the difference in the scores.
Is that right?
Would you also still add misfortune dice for each point of defense?
Which way do most people do this?
What is a characters defense rating? Is it determined entirely based on his armor and shield?
| emirikol |
I don't really understand how the attacks vs Target defense work. There seem to be two ways you can do it and I'm not sure which one is the right one. In the rules it says that a weapon attack is an easy check, meaning you add one challenge die. It also says that you throw in misfortune die equal to the target's defense rating.However, it also suggests that attacks can be opposed checks, in which case I'm assuming that you compare the target's attack score to the defense rating (as per standard opposed check rules) then you would add challenge die to the roll depending on the difference in the scores.Is that right?Would you also still add misfortune dice for each point of defense?Which way do most people do this?What is a characters defense rating? Is it determined entirely based on his armor and shield?
Example combat:
Reiklander soldier, strength 4, with hand weaponfighting a Bretonnian solder in mail shirt with a toughness of 3
Reiklander soldier's attack dice pool:
1 red die (in one reckless stance)
3 blue dice (remaining characteristic dice)
1 purple (always)
1 black (mail shirt 1 defense)
1 yellow die (because he's trained in weapon skill)
On a melee attack with a single success, the soldier does 9 points (4 str + 5 weapon damage rating).
Total soak by the Bretonnian is 5 (toughness + 2 armor soak)
so 4 points damage get through to the Bretonnian.
I highly recommend the following rules summary pages (they're excellent): http://www.gitzmansgallery.com/WFRP3_Resources/Docs/WFRP3/WFRP3%20Rules%20S ummary%20-%20Universal%20Head%201.pdf
Jay H
..