Elsenrail said:Saving the life of the next Emperor is always easier than killing a dragon or a Greater Daemon.
Who wanted to kill the Sigmar's heir? It seems that Your campign is really advanced. How much XP do You award for a session (on average)?
Rel said:I found that knowing I wouldn't die (by virtue of having one or more Fate Points in the bank) reduced my enjoyment of the game somewhat. When I started my current campaign I divorced the Fate Point mechanic from Fortune Points and kept the number of Fate Points for each character secret.
Plane Sailing said:BTW, I love the idea of using WHFRP for a 'Pirates of the Carribbean' styled game - it seems like a really cool idea.
That's one of my favourite parts as well. One of many, I should add.shilsen said:I just got my book and started reading it. It's already looking pretty good within the first few pages. I loved the "An Important Note About Reality" bit (pg.11)
Rel said:Despite being advertised as super deadly, our group has found that the lethality of Warhammer is not any worse than D&D and is perhaps a bit lower. The "extra lives" afforded by Fate Points seem to make the PC's a bit more durable.
I found that knowing I wouldn't die (by virtue of having one or more Fate Points in the bank) reduced my enjoyment of the game somewhat. When I started my current campaign I divorced the Fate Point mechanic from Fortune Points and kept the number of Fate Points for each character secret.
Since I couldn't tie Fortune Points to Fate Points anymore, I give each character the average Fortune Points for their race each day. I also award "Fortune Coins" (fake plastic pirate coins) when the party accomplishes something impressive. These are identical to Fortune Points except they can be saved up and used when the PC's are in a really desperate situation. They can also be spent to save the lives of valued NPC's (usually officers among the crew of their ship) but that's on a 3:1 ratio.
Also, since I'm running a more "swashbuckling" campaign, I let them spend Fortune Points to do "dramatic edits" where suddenly there is a rope for them to swing from or the enemy they are fighting trips on a coil of rope or steps in a bucket to facilitate things like Maneuvering and Disarming, etc.
The greater availability of Fortune Points no doubt makes the game a bit less deadly but we felt that way even before the house ruling for this campaign. However, since I'm a RBDM, it means I don't feel so bad when I throw extremely tough challenges at them and they burn a Fate Point or two.
If and when I get a chance to run the game, that's definitely the route I'm going. Worrying the players is easy enough in my D&D Eberron game, and that's one where I effectively took death out of the equation. From what I've seen of WFRP, it'll really be a piece of cake there, Fate Points or no Fate PointsJody Macgregor said:I like letting the players keep track of how many Fate Points they've got as it stops them from being boringly cautious. People still play it a bit safe because they don't want to lose those shiny, precious Fate Points, but having that slight safety net frees them to take risks and indulge in that there Perilous Adventure.