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Thinking about Warhammer?

Regarding the Tzeentch's Curse rules, from what I've seen and read in the core book, anytime the dice you roll to cast a spell come up doubles, triples, or quadruples, you get a nasty magical backlash, with the result of it rolled on a special table, and the more of the same number you get when casting, the worse the potential backlash. It's actually explained pretty well (I think) in the core book.

Yep, that sums it up. The table I REALLY like is from the Realms of Sorcery, the potion spoilage table. Unlike D&D, Warhammer potions only last for a limited number of season, 7 at the most a think (roughly a year and a half?) before they're fully spoiled. Drinking a potion can have a wide berth of effects from Bad Breath to Death. I love it actually, and i'm incorporating that chart into my 4e campaign.

Damn, i really want to play WFRP, but it will be hard to convince the players anytime soon. Maybe i can find a secondary group...
 

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Yep, that sums it up. The table I REALLY like is from the Realms of Sorcery, the potion spoilage table. Unlike D&D, Warhammer potions only last for a limited number of season, 7 at the most a think (roughly a year and a half?) before they're fully spoiled. Drinking a potion can have a wide berth of effects from Bad Breath to Death. I love it actually, and i'm incorporating that chart into my 4e campaign.

Damn, i really want to play WFRP, but it will be hard to convince the players anytime soon. Maybe i can find a secondary group...


I'm telling you, on line gaming. Its worth doing, and if you don't watch it you'll have more games to play than time to play them.

DL SKYPE and Maptools. Maptools is at rptools.net, and its all free. If you also know how to "port forward" your golden.

My WH game is on line, and the only reason I am able to play it.
 

I'm telling you, on line gaming. Its worth doing, and if you don't watch it you'll have more games to play than time to play them.

DL SKYPE and Maptools. Maptools is at rptools.net, and its all free. If you also know how to "port forward" your golden.

My WH game is on line, and the only reason I am able to play it.

Yeah, i'm upgrading my desktop soon, i just might do that. If nothing else it will give me some hands on experience with the system until i can get a face to face game up and running.
 

Yeah, i'm upgrading my desktop soon, i just might do that. If nothing else it will give me some hands on experience with the system until i can get a face to face game up and running.


Well, our game is Monday nights, I believe the EST start time is 9 PM. It goes to midnight, EST. I am Arizona, so 7 to 10 PM for me. I believe that is 6 to 9 PM PST.

So I can hook you up.

As for desktop, if you have 512 meg of RAM and DSL or better, your already good enough. Dial up probably can't handle maptools. Not sure. Everyone I game with has DSL or better.
 
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Well, our game is Monday nights, I believe the EST start time is 9 PM. It goes to midnight, EST. I am Arizona, so 7 to 10 PM for me. I believe that is 6 to 9 PM PST.

So I can hook you up.

As for desktop, if you have 512 meg of RAM and DSL or better, your already good enough. Dial up probably can't handle maptools. Not sure. Everyone I game with has DSL or better.

Well, my bedtime is about 9pm EST, i'm up around 4:30 for work, so that schedule would kill me. Critical hit to the eyelids.
 

I also ordered a new USB wireless card for the desktop because the room where it's located has no cable outlet for our high speed connection. Otherwise, yeah, it should be fine. Thanks for the offer though.
 

I recently purchased the 2nd Ed WFRP core rulebook (in large part due to the praises being sung in this thread) and am in the process of learning the game in order to run it while the majority of my D&D players are away at school. There is one thing that I cannot figure out, though... How do I judge what is a easy/moderate/challenging/sure death encounter for the PCs?
 

I recently purchased the 2nd Ed WFRP core rulebook (in large part due to the praises being sung in this thread) and am in the process of learning the game in order to run it while the majority of my D&D players are away at school. There is one thing that I cannot figure out, though... How do I judge what is a easy/moderate/challenging/sure death encounter for the PCs?
Experience in GMing the game. Unfortunately, there are no CR or Challenge Level guidelines.

General things to consider about combats in Warhammer (I never DMed Warhammer, so others might be able to give you more specific advice.)
- Characters get one parry and one dodge roll per round. Superior numbers hurt a lot.
- Keep the hit/parry percentiles of the PCs in mind. You can "guesstimate" them usually, they start around 31 and go up around 10 points per career finished. But the more advances you have, the more divergence is possible, so it's a good idea to just check the stats.
- Consider the armor available to the PCs. This can and will stay divergent, so don't base things on the toughest PC - mix your enemies so that only few have a chance to easily go through the PCs armor and toughness bonus.

You could try "experimenting" a little - if you think a fight is too easy, add more combatants, if they are to hard, add some allies. (Nice if they have been established as in the area, but also a potential plot hook.) For example, you could have your first combat set up with a group of other adventuring heroes or imperial military in mind that can enter combat. If you see it's going well for the PCs, these just arrive as the last monster is dispatched. If it's tough, they arrive earlier. If it's too easy, have support for the enemies come in, possibly mixed with the appearance of the PCs allies.
 

I agree with all of Mustrum's points above. Good armor (especially when you slap it on a high Toughness Dwarf) goes a long way toward mitigating damage taken. But when the Goblin gang up on you 3 to 1 then you're in big trouble regardless.

I would suggest that for a new group you should ramp things up slowly. Start off with something where no matter how badly things go the PC's won't end up dead: A bar fight. This will give them a chance to test out the combat mechanics in an environment where the worst that's likely to happen is they wake up in a mud puddle out in the street.

Then maybe throw them a very easy fight of some sort. Maybe a lone orc marauder or a couple hungry wolves.

Then I'd have their first "real" challenge be one that you can adjust on the fly. A fight at a Goblin lair is the kind of thing I'm thinking of where you can start them off with group of Gobbos, maybe 1 per PC. Then, if things are too much of a cakewalk, you can have a couple more bad guys appear from an adjacent room.

Alternatively you can just run whatever you like, knowing that Fate Points will save them in the early going. For all the talk about how deadly WFRP is, the Fate Point mechanic insures their survival in those first couple tight spots.
 

Two things:

1) The description of WHFRP resonates with how I run D&D (which makes sense since back in the day I remember stealing ideas from the ads for the game in Dragon when it first came out (even have mohawk wearing troll-killing dwarves in my homebrew).

2) Now I really want to run a WHFRP game.

3) While I had played it in a one-shot long ago, the most recent and fun experlence with WHFRP was with Mike Mearls running it (hmmm, about 6 years ago?). Wow, was that fun!

Did I say "two things"? I lied.
 

Into the Woods

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