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A few things I really like about WFRP
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<blockquote data-quote="MNblockhead" data-source="post: 9363808" data-attributes="member: 6796661"><p>Following up on this, here are some resources I found helpful. Note that these are redundant and I don't use them in play -- I made my own Journal in Foundry that I use as my quick reference. But I find looking at references and aids others make helpful to understand a game when I'm just starting to get into it and it helps me think about what I want to put into my own DM screen or reference. I go into a lot of detail into the official GM's screen. Some may find this helpful when deciding if they want to spend $30 dollars on it. </p><p></p><p><strong>Warhammer Fantasy Roleplay 4th Edition Quick Reference Sheets </strong>(by Anders Larsen)</p><p>[URL unfurl="true"]https://andershl.itch.io/wfrp4-quick-reference-sheets[/URL]</p><p></p><p>This is my favorite fan-made aid. A dense, but well organized, 5-pay quick reference. Gives page references to the original books in most instances. Summarizes and abbreviate in a manner that is very concise but still readily understandable. The downside is that is all Core Rulebook. No Winds of Magic (improved casting rules) or Up in Arms (e.g. group advantage). I copy-pasted much of this into my custom reference, but replace the magic and advantage rules with my own quick references based on WoM and UiA. </p><p></p><p><strong>Cheatography Warhammer 4e Combat Cheat Sheet</strong></p><p>[URL unfurl="true"]https://cheatography.com/slt-ologe/cheat-sheets/wfrp-4e-combat/[/URL]</p><p>Note that it doesn't include rules for group advantage. Just the core rules. Also it doesn't include a table that lists the ways you get advantage. It just includes it in relevant movement, surprise, etc. references. But I do think it lists out the basic combat flow very cleanly. I don't use this in play and didn't use it to build my personal reference, but found it helpful to get an overview of combat. </p><p></p><p><strong>Warhammer Fan Player Aid</strong></p><p>[MEDIA=googledrive]1jAezcrWCkfP0V6mD3Y43A7KAuuPlTyqa[/MEDIA]</p><p>Reddit thread discussing it: [MEDIA=reddit]warhammerfantasyrpg/comments/9axel8[/MEDIA]</p><p></p><p>It is an 18 page booklet that that collect the most used tables together. It also includes flow charts. I am actually not a great fan of this as it is a lot of content and I think the flow charts make things seem more complicated than they are. But it can be helpful to have the tables, etc. all together in a small reference booklet rather than flipping around the core rulebook. </p><p></p><p><strong>The Official Cubicle 7 WFRP4e Game Master Screen</strong>, which also comes with the 32 page reference booklet. </p><p>[URL unfurl="true"]https://cubicle7games.com/wfrp-gamemaster-s-screen[/URL]</p><p></p><p>I find the physical one to be rather expensive ($30), though it does also come with the PDF The PDF-only version is available but is still $15. It came included in the Foundry module. The foundry module makes the screen into Scene, which is really inconvenient to use. I did also buy the PDF version and used a lot of it in my own custom reference. </p><p></p><p>I think it is actually a well-designed DM screen. I guess what I don't like about it comes more from the fact that I play on Foundry, not in person. This is why the entire first pane is superfluous for me. I do love how they gave page references for everything. </p><p></p><p>PANE ONE</p><p>Two-thirds of the top third of the first pane is taken up with "Common Names of the Old World," which for me is wasted space as I can just generate a random name in the Foundry chat or use the Jodri app in Discord. I also think that the Master skill list, which takes up the other third of the top third the first pane to be rather pointless. I mean they are listed on every character sheet, why do I need them re-printed on the GM screen? The bottom third of the first pane is a character train, motivation, and quirk random generation table. I guess many DMs would find that useful for some rando NPCs. But I find that in prep, I can just crack open the core book. In game, I can just make something up on the fly. Your mileage may vary. </p><p></p><p>PANE TWO</p><p>This one is perfect. A very nice, well laid out, and concise reference to difficulty, tests, advantage, fate, fortune, resilience, resolve, ranges, hit locations, assistance, and psychology. Perfect. I copied most of this into my custom reference.</p><p></p><p>PANE THREE</p><p>This is a useful and well laid out pane. But I wouldn't put everything on it in my own screen/reference. </p><ul> <li data-xf-list-type="ul">Coinage. I guess when first starting it can be useful, but I find it wasted space. How much time do it take to remember what a Gold Crown, Shilling, and Brass Penney are?</li> <li data-xf-list-type="ul">Awarding XP. I don't need this on a DM screen. I don't need to look this up quickly. I can just crack open the core book at the end of a session or between sessions. If you are running a published adventure, the XP awards tend to be printed in the adventures. Also, I don't find it hard to get a sense of how much XP to give per session. For per-adventure or per-campaign XP I certainly don't need that in a ready reference and am don't really see myself using per-adventure or per-campaign XP anyway.</li> <li data-xf-list-type="ul">Completing a Career and Advancement Costs. Better on a player handout and, besides, when advancing your character, opening to that section of the Core Book is hardly a burden. If you are running in Foundry, this is automated. So I find this wasted space for my use case. </li> <li data-xf-list-type="ul">The selling and availability tables are helpful if running in person. In Foundry this is a simple chat command. But, yes, I would want this if running pen & paper in person. </li> <li data-xf-list-type="ul">Common item prices. Waste of space on a GM screen. Would be better to have a more complete, session/adventure specific cheat sheet in my opinion. Or just book mark relevant pages in the Consumer Guide section of the core book. Using Foundry or Jodri, I can pull up this info very easily. </li> <li data-xf-list-type="ul">Movement & Travel is helpful</li> <li data-xf-list-type="ul">Common Conditions is very helpful, but in my custom reference I include all of the conditions.</li> </ul><p>PANE FOUR</p><ul> <li data-xf-list-type="ul">Weapons & Sheilds and Armor sections. I find this to be wasted space. Even in an in-person game, it is just as easy for me to open the book to the consumer guide. Its such a large table that it takes almost as long for me to look something up on the screen as in the book. The reach and damage values are helpful, I suppose. But that should be on the character sheets and NPC statblocks. And when shopping, again, just as easy to open to the Consumer Guide in the core book and have all the info.</li> <li data-xf-list-type="ul">Creature Size. This is a must have on your DM screen / quick reference</li> </ul><p>THE GM SCREEN BOOKLET</p><p>I was disappointed with this. A lot of general "how to DM stuff", setting flavor, and advice on mechanics. Not bad to read through once, but hardly a useful reference. Also, I don't think it adds that much to similar content in the Core Book.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9363808, member: 6796661"] Following up on this, here are some resources I found helpful. Note that these are redundant and I don't use them in play -- I made my own Journal in Foundry that I use as my quick reference. But I find looking at references and aids others make helpful to understand a game when I'm just starting to get into it and it helps me think about what I want to put into my own DM screen or reference. I go into a lot of detail into the official GM's screen. Some may find this helpful when deciding if they want to spend $30 dollars on it. [B]Warhammer Fantasy Roleplay 4th Edition Quick Reference Sheets [/B](by Anders Larsen) [URL unfurl="true"]https://andershl.itch.io/wfrp4-quick-reference-sheets[/URL] This is my favorite fan-made aid. A dense, but well organized, 5-pay quick reference. Gives page references to the original books in most instances. Summarizes and abbreviate in a manner that is very concise but still readily understandable. The downside is that is all Core Rulebook. No Winds of Magic (improved casting rules) or Up in Arms (e.g. group advantage). I copy-pasted much of this into my custom reference, but replace the magic and advantage rules with my own quick references based on WoM and UiA. [B]Cheatography Warhammer 4e Combat Cheat Sheet[/B] [URL unfurl="true"]https://cheatography.com/slt-ologe/cheat-sheets/wfrp-4e-combat/[/URL] Note that it doesn't include rules for group advantage. Just the core rules. Also it doesn't include a table that lists the ways you get advantage. It just includes it in relevant movement, surprise, etc. references. But I do think it lists out the basic combat flow very cleanly. I don't use this in play and didn't use it to build my personal reference, but found it helpful to get an overview of combat. [B]Warhammer Fan Player Aid[/B] [MEDIA=googledrive]1jAezcrWCkfP0V6mD3Y43A7KAuuPlTyqa[/MEDIA] Reddit thread discussing it: [MEDIA=reddit]warhammerfantasyrpg/comments/9axel8[/MEDIA] It is an 18 page booklet that that collect the most used tables together. It also includes flow charts. I am actually not a great fan of this as it is a lot of content and I think the flow charts make things seem more complicated than they are. But it can be helpful to have the tables, etc. all together in a small reference booklet rather than flipping around the core rulebook. [B]The Official Cubicle 7 WFRP4e Game Master Screen[/B], which also comes with the 32 page reference booklet. [URL unfurl="true"]https://cubicle7games.com/wfrp-gamemaster-s-screen[/URL] I find the physical one to be rather expensive ($30), though it does also come with the PDF The PDF-only version is available but is still $15. It came included in the Foundry module. The foundry module makes the screen into Scene, which is really inconvenient to use. I did also buy the PDF version and used a lot of it in my own custom reference. I think it is actually a well-designed DM screen. I guess what I don't like about it comes more from the fact that I play on Foundry, not in person. This is why the entire first pane is superfluous for me. I do love how they gave page references for everything. PANE ONE Two-thirds of the top third of the first pane is taken up with "Common Names of the Old World," which for me is wasted space as I can just generate a random name in the Foundry chat or use the Jodri app in Discord. I also think that the Master skill list, which takes up the other third of the top third the first pane to be rather pointless. I mean they are listed on every character sheet, why do I need them re-printed on the GM screen? The bottom third of the first pane is a character train, motivation, and quirk random generation table. I guess many DMs would find that useful for some rando NPCs. But I find that in prep, I can just crack open the core book. In game, I can just make something up on the fly. Your mileage may vary. PANE TWO This one is perfect. A very nice, well laid out, and concise reference to difficulty, tests, advantage, fate, fortune, resilience, resolve, ranges, hit locations, assistance, and psychology. Perfect. I copied most of this into my custom reference. PANE THREE This is a useful and well laid out pane. But I wouldn't put everything on it in my own screen/reference. [LIST] [*]Coinage. I guess when first starting it can be useful, but I find it wasted space. How much time do it take to remember what a Gold Crown, Shilling, and Brass Penney are? [*]Awarding XP. I don't need this on a DM screen. I don't need to look this up quickly. I can just crack open the core book at the end of a session or between sessions. If you are running a published adventure, the XP awards tend to be printed in the adventures. Also, I don't find it hard to get a sense of how much XP to give per session. For per-adventure or per-campaign XP I certainly don't need that in a ready reference and am don't really see myself using per-adventure or per-campaign XP anyway. [*]Completing a Career and Advancement Costs. Better on a player handout and, besides, when advancing your character, opening to that section of the Core Book is hardly a burden. If you are running in Foundry, this is automated. So I find this wasted space for my use case. [*]The selling and availability tables are helpful if running in person. In Foundry this is a simple chat command. But, yes, I would want this if running pen & paper in person. [*]Common item prices. Waste of space on a GM screen. Would be better to have a more complete, session/adventure specific cheat sheet in my opinion. Or just book mark relevant pages in the Consumer Guide section of the core book. Using Foundry or Jodri, I can pull up this info very easily. [*]Movement & Travel is helpful [*]Common Conditions is very helpful, but in my custom reference I include all of the conditions. [/LIST] PANE FOUR [LIST] [*]Weapons & Sheilds and Armor sections. I find this to be wasted space. Even in an in-person game, it is just as easy for me to open the book to the consumer guide. Its such a large table that it takes almost as long for me to look something up on the screen as in the book. The reach and damage values are helpful, I suppose. But that should be on the character sheets and NPC statblocks. And when shopping, again, just as easy to open to the Consumer Guide in the core book and have all the info. [*]Creature Size. This is a must have on your DM screen / quick reference [/LIST] THE GM SCREEN BOOKLET I was disappointed with this. A lot of general "how to DM stuff", setting flavor, and advice on mechanics. Not bad to read through once, but hardly a useful reference. Also, I don't think it adds that much to similar content in the Core Book. [/QUOTE]
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