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Seriously considering Warhammer Fantasy Roleplay (2nd edition)

Elsenrail

First Post
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)?
 

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Rel

Liquid Awesome
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)?

Well that was the prior campaign, which lasted most of a year playing weekly. And it was near the end of the campaign. As for who wanted to kill Sigmar's heir, at the time it was a crapload of beastmen.

As for XP we usually award 100-150 per session with the rare session getting 200.
 

Plane Sailing

Astral Admin - Mwahahaha!
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.

That reminds me of the old TSR 'Top Secret' - each spy (PC) had 1 point of reputation per level and 1d6 luck (which was held secretly by the DM). You could avoid death by spending a point of reputation, or risk spending a point of luck - but nobody knew exactly when their luck was going to run out!

BTW, I love the idea of using WHFRP for a 'Pirates of the Carribbean' styled game - it seems like a really cool idea.
 

Rel

Liquid Awesome
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.

Thanks. I'm really enjoying running it and it really hasn't required much in the way of house ruling either to get the right feel. The only other thing that I did by way of house rule is to let anybody take the Specialist Weapon Group - Gunpowder for 200 XP. I like my pirates to be able to tote a brace of pistols without having to hare off into some other profession.
 

shilsen

Adventurer
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) where points out explicitly that the game isn't realistic and has a level of abstraction to keep things simple and the game flowing.

Or, to quote from it, "Should someone start querying the rules, citing martial arts training, historical precedent, or even, Gods forbid, logic, the GM is fully within their rights to throw dice, food or even this book at the offender. WFRP is a game, not real life." And, as it then goes on to mention, the Ruinous Powers aren't watching you on the privy.

I'm sold!
 

Jody Macgregor

First Post
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)
That's one of my favourite parts as well. One of many, I should add.
 

boredgremlin

Banned
Banned
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.



I like that idea of keeping the fate points secret, i would have my players randomly still still and just have that be thier fortune points though, i would roll thier fate points myself. Still i think i might steal that idea for my game.
 

Jody Macgregor

First Post
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.
 

shilsen

Adventurer
Jody 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.
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 Points :]

I rolled up two starting PCs yesterday in the space of 15 minutes for both combined, without picking equipment, and the equipment took all of 5 minutes more, mainly because I'm totally new to the system and had to leaf back and forth a bit. Statting PCs and NPCs in D&D quickly even at high levels is easy for me, but this is a whole other ball game.
 


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