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Witch Hunter 2e - the free adventure downloads
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<blockquote data-quote="Emirikol" data-source="post: 6472447" data-attributes="member: 10638"><p>Thanks for taking a look at it. I'm doing this mostly to learn the game, and have a stack of available pre-gen characters prepped for a playtest with my players. Thankfully, you've done all that work with the reference sheets.</p><p></p><p>We've been playing WFRP3 for 5 years now, and that game system was discontinued by FFG(they managed to kill of a 25 year successful franchise in just two years), I'll be looking for other options. Lately, the Colonial and Call of Cthulhu bugs have hit me.</p><p></p><p>Considering game systems, Witch Hunter is very player character diversity focused. I didn't do the math, but you've got this so far:</p><p>9 Ability scores</p><p>39 backgrounds</p><p>7 catalysts</p><p>9 orders</p><p>--------------</p><p>=22,113 major character possibilities (before talent specialization, flaws, vices, etc.)</p><p>======</p><p>45 flaws</p><p>15 vices</p><p>17 basic talents (and bunches of greater and heroic)</p><p>etc.</p><p></p><p>The book has the vast majority of itself dedicated to player character abilities available to every background (not just piles of spells).</p><p>The core book is also a complete game with a bestiary in the back. </p><p></p><p>Better than all the rest, it is a 2nd edition. As much as nostalgia makes us appreciate 1st editions of games (WFRP, Conan, D&D, Vampire, CoC), in reality, simply having a more solid, well-playtested game system is something that I appreciate more than nostalgia.</p><p></p><p>Lastly, the fact that they put out free convention-style modules is a big plus for me. I don't have the time to prep scenarios like I used to (no, not just b/c I work on these character generators), so having additional materials to work with is just great. Plus, you have the prior edition of the game scenarios to play as well if necessary.</p><p></p><p>We'll see how game play goes. After years of WFRP3's handy-dandy "rules on cards", I'll have to remember what it was like to just have a character sheet <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>One thing that i can see that will be needed is that I'll have the players write down the ability score that is used for each skill next to it on the character sheet.</p><p></p><p>I had played Arcanis a few years back and had fun with the scenario series they put out. </p><p></p><p>As for discussion on forums, at least there are forums for the game <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 6472447, member: 10638"] Thanks for taking a look at it. I'm doing this mostly to learn the game, and have a stack of available pre-gen characters prepped for a playtest with my players. Thankfully, you've done all that work with the reference sheets. We've been playing WFRP3 for 5 years now, and that game system was discontinued by FFG(they managed to kill of a 25 year successful franchise in just two years), I'll be looking for other options. Lately, the Colonial and Call of Cthulhu bugs have hit me. Considering game systems, Witch Hunter is very player character diversity focused. I didn't do the math, but you've got this so far: 9 Ability scores 39 backgrounds 7 catalysts 9 orders -------------- =22,113 major character possibilities (before talent specialization, flaws, vices, etc.) ====== 45 flaws 15 vices 17 basic talents (and bunches of greater and heroic) etc. The book has the vast majority of itself dedicated to player character abilities available to every background (not just piles of spells). The core book is also a complete game with a bestiary in the back. Better than all the rest, it is a 2nd edition. As much as nostalgia makes us appreciate 1st editions of games (WFRP, Conan, D&D, Vampire, CoC), in reality, simply having a more solid, well-playtested game system is something that I appreciate more than nostalgia. Lastly, the fact that they put out free convention-style modules is a big plus for me. I don't have the time to prep scenarios like I used to (no, not just b/c I work on these character generators), so having additional materials to work with is just great. Plus, you have the prior edition of the game scenarios to play as well if necessary. We'll see how game play goes. After years of WFRP3's handy-dandy "rules on cards", I'll have to remember what it was like to just have a character sheet :) One thing that i can see that will be needed is that I'll have the players write down the ability score that is used for each skill next to it on the character sheet. I had played Arcanis a few years back and had fun with the scenario series they put out. As for discussion on forums, at least there are forums for the game ;) jh [/QUOTE]
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