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<blockquote data-quote="Novem5er" data-source="post: 5237975" data-attributes="member: 57859"><p>I've been GMing the new Warhammer off-an-on for a few months now. I really like it! I have some reservations, but my group has found it a pleasant change from 4e DnD (which we ran for nearly a year, and also generally enjoyed).</p><p></p><p>In all, I think we've played 6 sessions. The learning curve was really easy, as my players were building their own dice pools and interpreting the results in the very first session. Occasionally I've had to remind people about various mechanics, but that usually is due to us skipping a week or two between sessions.</p><p></p><p>I agree that the rulebooks are great to read, but <strong>horrible</strong> to play with. Basically, the entire rules are written out in an almost narrative style, where the author is just explaining the game as if he were sitting you down at the table. It's actually a much more interesting read than, say, the 4e Player's Handbook. However, CONSTANTLY I remember reading a particular rule, but then find it impossible to find when needed at the gaming table. The designers could have taken one clue from the 4e books, by way of using bulletted lists for rules explanations.</p><p></p><p>But the play, is so much fun. I want to give one example of how the dice mechanic really makes this game <strong>fun</strong>.</p><p></p><p>In our second session, our party was attempting to sneak through some woods to surprise a camp of goblins. We had a wood elf Wayfarer (Ranger, basically) and she is a <strong>master</strong> at everything forest. However, the rest of the group refused to stay behind: a Boatman, an Apprentice Wizard, and a dwarf Trollslayer.</p><p></p><p>Instead of making each player make an individual check, I simply made the wood elf make a single check for the group. <strong>However</strong>, I compared the other three players' Agility to hers and saw that the other players could only hurt her chances. So, I simply let her roll, but added three <em>misfortune</em> dice to her pool. One die for each of her inept followers.</p><p></p><p>She rolled and <strong>failed</strong> because one of the misfortune dice proved too much to overcome. Immediately, the dwarf player (in character) let out a loud "ACHOOO!" and wiped his nose.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The players immediately say why the stealth roll failed (because of added misfortune of inept stealthers tromping through the woods), and they roleplayed accordingly.</p><p></p><p>It has been a reoccurring joke in my group, the sneezing dwarf, and a chorus of groans inevitably follows any call to make a group stealth check <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Novem5er, post: 5237975, member: 57859"] I've been GMing the new Warhammer off-an-on for a few months now. I really like it! I have some reservations, but my group has found it a pleasant change from 4e DnD (which we ran for nearly a year, and also generally enjoyed). In all, I think we've played 6 sessions. The learning curve was really easy, as my players were building their own dice pools and interpreting the results in the very first session. Occasionally I've had to remind people about various mechanics, but that usually is due to us skipping a week or two between sessions. I agree that the rulebooks are great to read, but [B]horrible[/B] to play with. Basically, the entire rules are written out in an almost narrative style, where the author is just explaining the game as if he were sitting you down at the table. It's actually a much more interesting read than, say, the 4e Player's Handbook. However, CONSTANTLY I remember reading a particular rule, but then find it impossible to find when needed at the gaming table. The designers could have taken one clue from the 4e books, by way of using bulletted lists for rules explanations. But the play, is so much fun. I want to give one example of how the dice mechanic really makes this game [B]fun[/B]. In our second session, our party was attempting to sneak through some woods to surprise a camp of goblins. We had a wood elf Wayfarer (Ranger, basically) and she is a [B]master[/B] at everything forest. However, the rest of the group refused to stay behind: a Boatman, an Apprentice Wizard, and a dwarf Trollslayer. Instead of making each player make an individual check, I simply made the wood elf make a single check for the group. [B]However[/B], I compared the other three players' Agility to hers and saw that the other players could only hurt her chances. So, I simply let her roll, but added three [I]misfortune[/I] dice to her pool. One die for each of her inept followers. She rolled and [B]failed[/B] because one of the misfortune dice proved too much to overcome. Immediately, the dwarf player (in character) let out a loud "ACHOOO!" and wiped his nose. :) The players immediately say why the stealth roll failed (because of added misfortune of inept stealthers tromping through the woods), and they roleplayed accordingly. It has been a reoccurring joke in my group, the sneezing dwarf, and a chorus of groans inevitably follows any call to make a group stealth check :) [/QUOTE]
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