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Warhammer 3e Demo Experiences -OR- How I Learned to Stop Worrying and Love the Bits
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<blockquote data-quote="Wrathamon" data-source="post: 5042930" data-attributes="member: 7989"><p><strong>review part II</strong></p><p></p><p>Okay i guess I will continue...</p><p></p><p>Lets start at the beginning this time...</p><p></p><p></p><p></p><p><strong>Character Creation</strong></p><p></p><p>You pick from one of four races... basically a human, dwarf and two types of elves (halflings got the boot!)</p><p></p><p>You get a bunch of creation points to spend on all sorts of things... characteristics, skills, abilities and wealth. </p><ul> <li data-xf-list-type="ul">Boon - POINT BASED! <br /> <p style="margin-left: 20px">I much prefer point based systems over random dice rolling. Very customizable. The specializations for skills took some players some getting use to. One just used the examples given... others wanted to make up their own. Then players would argue (hey look that party tension meter just went up!)</p> </li> <li data-xf-list-type="ul">Bane - Random Career Choices <br /> <p style="margin-left: 20px">Okay they say in the rules you dont have to but from what I remember from 1st edition it was random back then also... even Race selection was!<br /> We rolled with it, but in the future if we continue playing I will let them pick.<br /> </p> </li> </ul><p></p><p><strong>Action Cards & Stances</strong></p><p></p><p>Why a card? Why a Stance meter? It makes it much easier to organize and keep track of. That's it. You could in theory just say/write it on a piece of paper. </p><ul> <li data-xf-list-type="ul">Boon - Stance Meter <br /> <p style="margin-left: 20px">I actually like this a lot. As a GM i can easily see who is being cautious and who is being reckless. The players feel like they are making a choice (risk/reward) during combat. It just adds another layer. Again, do you need the bits? Absolutely not. Does it make it more elegant? Absolutely.</p> </li> <li data-xf-list-type="ul">Boon - Action Cards <br /> <p style="margin-left: 20px">In 4e Power cards were a "good" idea but because my character kept leveling I had to always print out the latest card. It became tiresome. Here it works better imo. This is what the action does and has all the information on the different symbols and how they enhance the action when rolled. Also, you flip it over to get different effects when you are in a different stance! No one got confused. </p> </li> <li data-xf-list-type="ul">Bane - Sharing cards <br /> <p style="margin-left: 20px">that's a problem with bits. If players have the same ability and there aren't enough cards then the elegance and polish of the game gets tossed out the window. </p> <br /> You can check out some examples here<br /> <a href="http://www.fantasyflightgames.com/edge_news.asp?eidn=876" target="_blank">Fantasy Flight Games [News] - Getting Things Done</a></li> </ul><p></p><p><strong>The Party Sheet and Tension Meter</strong></p><ul> <li data-xf-list-type="ul">Boon - Party Sheet<br /> <p style="margin-left: 20px">I love this! Again you could just say the group belongs to this organization (D&D did this) and you all get X benefits. The nice thing about the sheet is - its a HUGE reminder and its customizable. You get to add a tactic card and a reputation card (basically abilities that the entire group can use if they want to. And, players can be reminded that they have it and when its available to be used. Also you keep track of fortune points that are handed out and Party Tension!</p> </li> <li data-xf-list-type="ul">Boon - Party Tension<br /> <p style="margin-left: 20px">Very interesting idea... as a GM I like it. It might be a bit heavy handed (depends on the GM) but players get it. My players at first where like wtf but couple ticks on the meter and they started working together better. After so many ticks you get a negative side-effect. Like suffering fatigue or stress</p> </li> </ul><p></p><p><strong>Resource Tracking</strong></p><ul> <li data-xf-list-type="ul">Bane - Lots of systems to keep track of<br /> <p style="margin-left: 20px">There is a lot of things to keep track off. If it wasnt for the bits... this would become a hated part of the game. Other games in the past have had more than just HPs to adjust. Champions had Endurance, Stun, Body and how many points you currently have allocated to your powers in your multipower framework... Too much resource management can take the fun out of a rpg. Is balancing your checkbook fun? (do people even do this by hand anymore?) The game has Wounds, Critical hits, Insanity, Stress, Fatigue, things with recharge tokens... I'm sure I missed something. It can be a bit overwhelming... but</p> </li> <li data-xf-list-type="ul"> Boon - Bits<br /> <p style="margin-left: 20px">The bits save it. Seriously, without all that stuff the game would probably be a complex mess. Other games have tried it in the past and some people like it, but a lot find it too much to keep track of and they cant focus on the game/story/action. This is where the player aids really come in handy. <br /> <br /> I would've prefer it to have been a pool that you pull from for fatigue/stress so I can panic and go crap I only have 1 left! Instead you need to compare your tokens to your characteristics to make sure you didnt go over. </p> </li> </ul><p></p><p><strong>Critical Hits and Wound Cards</strong></p><p style="margin-left: 20px">Again... you dont need cards. You could roll on a big chart. </p> <p style="margin-left: 20px">I find the cards to be better cause the rules are right there and its nice to track.</p> <p style="margin-left: 20px">This too me is a big change from previous editions... the crits arent as deadly. I much prefer it. I like giving and taking crits. It provides impact but you're not wrecked as a player and you can weave a better story as a GM imo. In the past, most of my players havent liked Warhammer, because you died "randomly." </p><p></p><p><strong>Buying Equiptment</strong></p><p style="margin-left: 20px">There really wasnt a huge list of gear. They simplified a lot. A Great Sword, Great Axe, Giant Hammer... are all the same weapon with different visual descriptions but the same stats. This makes it easy to understand and balance but you lose a bit of customization or granularity of other systems. Not to say you couldnt add that easily enough.</p><p></p><p><strong>Magic Items</strong></p><p style="margin-left: 20px">This is the same from previous editions really... Magic items are RARE. Warhammer has never really had a ton of magic items. Whcih was always something D&D players had a problem with... Magic Loot is a D&D thing, I guess. They didnt really change that... not to say they wont come out with magic item packs. They do give you one in the sample adventure.</p><p></p><p><strong>Recharge tokens</strong></p><p style="margin-left: 20px">Another tracking method that you really dont need bits for but makes it easier. It the game certain actions cant be done consecutively. Other games have had things you needed to keep track of (e.g. how many rounds it is activem, Durations, etc.) This made choices more interesting for the player. What Defense action did they want to use for an attack because they might want to save it for the next one... etc. Also, the DM can put a Delay on certain actions when the player rolls a Delay symbol... which is something that I liked but I can see how players might feel like it sucks... </p><p></p><p><strong>Random </strong></p><p style="margin-left: 20px">the game is way more random than 4e. It is much harder to calculate the odds that a certain action will work, how much damage you will do, etc. This is hard for certain players to like... they feel the game isnt as controllable. Others love it! I guess its the same for boardgames... games with lots of dice bug certain types of players. Party tension!!</p></blockquote><p></p>
[QUOTE="Wrathamon, post: 5042930, member: 7989"] [b]review part II[/b] Okay i guess I will continue... Lets start at the beginning this time... [B]Character Creation[/B] You pick from one of four races... basically a human, dwarf and two types of elves (halflings got the boot!) You get a bunch of creation points to spend on all sorts of things... characteristics, skills, abilities and wealth. [LIST] [*]Boon - POINT BASED! [INDENT]I much prefer point based systems over random dice rolling. Very customizable. The specializations for skills took some players some getting use to. One just used the examples given... others wanted to make up their own. Then players would argue (hey look that party tension meter just went up!)[/INDENT] [*]Bane - Random Career Choices [INDENT]Okay they say in the rules you dont have to but from what I remember from 1st edition it was random back then also... even Race selection was! We rolled with it, but in the future if we continue playing I will let them pick. [/INDENT] [/LIST] [B]Action Cards & Stances[/B] Why a card? Why a Stance meter? It makes it much easier to organize and keep track of. That's it. You could in theory just say/write it on a piece of paper. [LIST] [*]Boon - Stance Meter [INDENT]I actually like this a lot. As a GM i can easily see who is being cautious and who is being reckless. The players feel like they are making a choice (risk/reward) during combat. It just adds another layer. Again, do you need the bits? Absolutely not. Does it make it more elegant? Absolutely.[/INDENT] [*]Boon - Action Cards [INDENT]In 4e Power cards were a "good" idea but because my character kept leveling I had to always print out the latest card. It became tiresome. Here it works better imo. This is what the action does and has all the information on the different symbols and how they enhance the action when rolled. Also, you flip it over to get different effects when you are in a different stance! No one got confused. [/INDENT] [*]Bane - Sharing cards [INDENT]that's a problem with bits. If players have the same ability and there aren't enough cards then the elegance and polish of the game gets tossed out the window. [/INDENT] You can check out some examples here [url=http://www.fantasyflightgames.com/edge_news.asp?eidn=876]Fantasy Flight Games [News] - Getting Things Done[/url] [/LIST] [B]The Party Sheet and Tension Meter[/B] [LIST] [*]Boon - Party Sheet [INDENT]I love this! Again you could just say the group belongs to this organization (D&D did this) and you all get X benefits. The nice thing about the sheet is - its a HUGE reminder and its customizable. You get to add a tactic card and a reputation card (basically abilities that the entire group can use if they want to. And, players can be reminded that they have it and when its available to be used. Also you keep track of fortune points that are handed out and Party Tension![/INDENT] [*]Boon - Party Tension [INDENT]Very interesting idea... as a GM I like it. It might be a bit heavy handed (depends on the GM) but players get it. My players at first where like wtf but couple ticks on the meter and they started working together better. After so many ticks you get a negative side-effect. Like suffering fatigue or stress[/INDENT] [/LIST] [B]Resource Tracking[/B] [LIST] [*]Bane - Lots of systems to keep track of [INDENT]There is a lot of things to keep track off. If it wasnt for the bits... this would become a hated part of the game. Other games in the past have had more than just HPs to adjust. Champions had Endurance, Stun, Body and how many points you currently have allocated to your powers in your multipower framework... Too much resource management can take the fun out of a rpg. Is balancing your checkbook fun? (do people even do this by hand anymore?) The game has Wounds, Critical hits, Insanity, Stress, Fatigue, things with recharge tokens... I'm sure I missed something. It can be a bit overwhelming... but[/INDENT] [*] Boon - Bits [INDENT]The bits save it. Seriously, without all that stuff the game would probably be a complex mess. Other games have tried it in the past and some people like it, but a lot find it too much to keep track of and they cant focus on the game/story/action. This is where the player aids really come in handy. I would've prefer it to have been a pool that you pull from for fatigue/stress so I can panic and go crap I only have 1 left! Instead you need to compare your tokens to your characteristics to make sure you didnt go over. [/INDENT] [/LIST] [B]Critical Hits and Wound Cards[/b] [INDENT]Again... you dont need cards. You could roll on a big chart. I find the cards to be better cause the rules are right there and its nice to track.[/INDENT] [INDENT]This too me is a big change from previous editions... the crits arent as deadly. I much prefer it. I like giving and taking crits. It provides impact but you're not wrecked as a player and you can weave a better story as a GM imo. In the past, most of my players havent liked Warhammer, because you died "randomly." [/INDENT] [B]Buying Equiptment[/B] [INDENT]There really wasnt a huge list of gear. They simplified a lot. A Great Sword, Great Axe, Giant Hammer... are all the same weapon with different visual descriptions but the same stats. This makes it easy to understand and balance but you lose a bit of customization or granularity of other systems. Not to say you couldnt add that easily enough.[/INDENT] [B]Magic Items[/B] [INDENT]This is the same from previous editions really... Magic items are RARE. Warhammer has never really had a ton of magic items. Whcih was always something D&D players had a problem with... Magic Loot is a D&D thing, I guess. They didnt really change that... not to say they wont come out with magic item packs. They do give you one in the sample adventure.[/INDENT] [B]Recharge tokens[/B] [INDENT]Another tracking method that you really dont need bits for but makes it easier. It the game certain actions cant be done consecutively. Other games have had things you needed to keep track of (e.g. how many rounds it is activem, Durations, etc.) This made choices more interesting for the player. What Defense action did they want to use for an attack because they might want to save it for the next one... etc. Also, the DM can put a Delay on certain actions when the player rolls a Delay symbol... which is something that I liked but I can see how players might feel like it sucks... [/INDENT] [B]Random [/B] [INDENT]the game is way more random than 4e. It is much harder to calculate the odds that a certain action will work, how much damage you will do, etc. This is hard for certain players to like... they feel the game isnt as controllable. Others love it! I guess its the same for boardgames... games with lots of dice bug certain types of players. Party tension!![/INDENT] [/QUOTE]
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