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Witch Hunter 2e - the free adventure downloads
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<blockquote data-quote="BluSponge" data-source="post: 6423873" data-attributes="member: 916"><p>As</p><p></p><p>Not hard at at. Convention game with pregens? Next to nothing. The core system is very similar to WoD, so ask around the table to see who is familiar with that one. 90% of our issues in play came from character generation, and those from how specializations are recorded. Pregens will eliminate that complication entirely.</p><p></p><p></p><p></p><p>We played for the better part of the year with no house rules and it worked just fine. We added a Talent and a skill (streetwise), but that was it. I wanted to get comfortable with the system before cracking open the engine. Like I said up thread, we found the rules leaned more towards gritty horror than "I swing from a chandelier and kick the demon in the face" and did that very well.</p><p></p><p>One bit of confusion came from the Skill Summary table. All skills have a base associated ability, but some have specific areas that are based on different abilities from the base (man, that already sounds confusing). So I <a href="https://dl.dropboxusercontent.com/u/33444432/Witch%20Hunter/WH2%20Character%20Aid.pdf" target="_blank">rebuilt the table</a> and problem solved. And, again, this was more of an issue in character creation. </p><p></p><p>Another tip to speed up play: make sure all your players note their total base attack dice pool next to each weapon. This is skill+ability-weapon complication. Then all they have to figure in are any situational mods and roll.</p><p></p><p></p><p></p><p>Destiny comic? I'll have to check it out. But yeah, there is a ton to work with. Right now, the kick off to the War of Grand Alliances is serving as the backdrop of our adventures.</p><p></p><p><a href="http://braceofpistols.wordpress.com/downloads/" target="_blank">Here's a link to a whole bunch of play aids I build for our game.</a> You'll probably catch our additions to the skill system if you look closely.</p><p></p><p>Anything else? Happy to help.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 6423873, member: 916"] As Not hard at at. Convention game with pregens? Next to nothing. The core system is very similar to WoD, so ask around the table to see who is familiar with that one. 90% of our issues in play came from character generation, and those from how specializations are recorded. Pregens will eliminate that complication entirely. We played for the better part of the year with no house rules and it worked just fine. We added a Talent and a skill (streetwise), but that was it. I wanted to get comfortable with the system before cracking open the engine. Like I said up thread, we found the rules leaned more towards gritty horror than "I swing from a chandelier and kick the demon in the face" and did that very well. One bit of confusion came from the Skill Summary table. All skills have a base associated ability, but some have specific areas that are based on different abilities from the base (man, that already sounds confusing). So I [url=https://dl.dropboxusercontent.com/u/33444432/Witch%20Hunter/WH2%20Character%20Aid.pdf]rebuilt the table[/url] and problem solved. And, again, this was more of an issue in character creation. Another tip to speed up play: make sure all your players note their total base attack dice pool next to each weapon. This is skill+ability-weapon complication. Then all they have to figure in are any situational mods and roll. Destiny comic? I'll have to check it out. But yeah, there is a ton to work with. Right now, the kick off to the War of Grand Alliances is serving as the backdrop of our adventures. [Url=http://braceofpistols.wordpress.com/downloads/]Here's a link to a whole bunch of play aids I build for our game.[/url] You'll probably catch our additions to the skill system if you look closely. Anything else? Happy to help. Tom [/QUOTE]
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