Reveile, the Talisman 4th Edition from FFG is a revision on the GW version of the 4th Edition. Basically, it "adds 14 highly detailed plastic figures (toads included), a revision of the rules, and upgraded components all around".
There's very little difference between glaring typo's, etc. between the GW version and the FFG version. There are also upgrade kits available from FFG for those who picked up the initial GW version.
Oh, okay. I didn't know that this is an update. Many thanks.
They also are producing a cheap "update pack" for owners of the original 4e set which replaces the cards & figures to be compatible with the FFG version. I'll be getting that set when it becomes available.
They also are producing a cheap "update pack" for owners of the original 4e set which replaces the cards & figures to be compatible with the FFG version. I'll be getting that set when it becomes available.
"I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man
Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
FFG's Revised Fourth Edition Talisman: The Magical Quest Game is in stores now!
I picked up my copy yesterday.
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
They also are producing a cheap "update pack" for owners of the original 4e set which replaces the cards & figures to be compatible with the FFG version. I'll be getting that set when it becomes available.
Cheers!
FFG has changed some things on the game board (for the new mechanic, Fate). The Upgrade pack doesn't include the new board.
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
The FFG version really looks like a superior version. It shows what happens when you get a really good boardgame company behind the design; Black Industries really didn't have much of a clue.
I haven't played yet, but my feeling is that FFG has, how can I say, "wussified" the game to a degree. Now, that might be a good thing overall.
Examples:
Fate (die rerolls)
Raiders now take only your gold
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
Yes, the Toad still strips you of your Objects, Followers, and Gold.
I'm thinking being transformed into a Toad will be an opportunity to rapidly deplete a character's Fate.
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
Yes, the Toad still strips you of your Objects, Followers, and Gold.
I'm thinking being transformed into a Toad will be an opportunity to rapidly deplete a character's Fate.
Except that due to Fate, you'll probably never become a Toad.
"Toad?! Dude I spend a Fate and reroll."
The FFG version looks totally sucktastic. The whole point of Talisman is the cruelly humorous randomness. Not to mention the fact that the randomness actually balanced out the power disparities in the characters... over time it didn't matter much which character you got stuck with because there was so much crazy stuff that could happen.
__________________ "I despise all weavers of the black arts. Speaking of which, can you pass the gravy?"
Well, there is nothing stopping you or anyone else from house-ruling out fate.
I know I will when I get my hands on the game next year.
The problem is, Fate is included on the game board and on several Adventure cards.
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
Except that due to Fate, you'll probably never become a Toad.
"Toad?! Dude I spend a Fate and reroll."
The FFG version looks totally sucktastic. The whole point of Talisman is the cruelly humorous randomness. Not to mention the fact that the randomness actually balanced out the power disparities in the characters... over time it didn't matter much which character you got stuck with because there was so much crazy stuff that could happen.
You're probably right.
I wish FFG had made it easier to make Fate optional by not referencing on the game board and on several Adventure cards.
For that matter, if players felt the Raiders were too harsh, that card could easily be excluded from the Adventure deck.
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
Adventure Cards
More Enemy Spirits (total 9)
Wraith x2 (used to be 1)
Ghost x1 (used to be 2)
Lemure x2 (Craft 1, new Spirit)
Shadow x 2 (Craft 2, new Spirit)
10 Bag of Gold cards (instead of 13)
1 Bag of Gold x7
2 Bags of Gold x 3
Characters
All characters have a starting Fate value (mulligans) and may have more than the old standard of 4 Lives. Some have additional or revised special abilities
Troll - Life 6, may regenerated 1 Life instead of moving when a 6 is rolled
Druid - may gain full compliment of Spells when he lands on a Woods space
Thief - Whenever you visit the Market, Market Day, or Village you may take on card of your choice from the Purchase deck for free
Warrior - Life 5
Dwarf - Life 5
Prophetess - Whenever you have to draw Adventure Cards, you may discard one card of your choice that you do not wish to encounter and draw one more card to replace it, which you must encounter
Priest - automatically destroyed Spirits cannot be kept as Trophies [Experience]
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
The only argument against fate seems to be the reduced probability of being turning into a frog.
Otherwise, fate seems like a pretty good idea. It further differentiates the characters (some characters have no fate, while others have a lot), it shortens the game, and gives players a little more control/strategy in a game that is 99% randomly determined. For instance, I've always found the troll a little overpowered at the outset of the game, but the T4rev doesn't give him any fate points, greatly decreasing and balancing his power.
It would be sad if the fate rule negates the frog, especially since FFG have introduced the nifty plastic frog figure. I think they should have increased the probability of turning into a frog to offset the fate effect. Of course, there's nothing stopping you from saying that fate doesn't work on the witch.
Here's an idea... make a house rule that the person sitting opposite your character roles for the witch, in the same way that they role for your monsters in combat, thereby illiminating fate points as an opinion.
Here's an idea... make a house rule that the person sitting opposite your character roles for the witch, in the same way that they role for your monsters in combat, thereby illiminating fate points as an opinion.
And the Enchantress.
__________________ Words of wisdom from Gary Gygax:
From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
Those that complain about real challenges might be better off playing Candyland with their little sister
First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
[E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.