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Information about the new edition of WFRP straight from FFG
Moderator: FFG DanielCffgjafferGeckoThe Spaniardynnen Topics: 99 | Posts: 1858
Of Dice and Men >> A look at the custom dice and core mechanics of WFRP
by ynnen
Published on 04 September 2009 - 07:23:27
Page 2 of 2 (29 messages) « First page... 1 2
Reply #16 | Published on 05 September 2009 - 07:34:54

ejacobs said:

I may be wrong, it happens, but I interpreted the Rank # on the spell cards to mean how skilled you are in that particular spell, kind of like the different levels of training with regular skills, allowing for more "skill" dice to be rolled while casting to effect a better outcome.

E

I like this interpretation. I prefer it to limiting the caster artificially by having "spell levels". I liked the 2nd edition Magic system because even a newbie wizard could try to cast a powerful spell, though with a lot of risk.

When I saw the first diary entries, I thought that in the new Magic system, to cast a spell, you would need to obtain a certain number of successes and that Banes obtained in the dice would bring with them Tzeentch's curses.

Maybe the "3 power" means the number of successes you need to cast a spell, I would prefer it to your Wizard having x power points per day and "spending" them to cast spells. I always thought of such systems as being extremely artificial and not fun at all (that's also the reason why D&D never was my favourite game).

Anyway, one other thing I would like is if they can provide variant rules. The game could come with 2-3 mechanics to interpret the results for combat and magic specially.

Hur-Nir ran to the aid of the beaten man, recovering in the process a handful of pennies the thugs had let fall in the man's boots during their hasty retreat... (Nulner Blues campaign)

Reply #17 | Published on 05 September 2009 - 07:47:38

cogollo said:

When I saw the first diary entries, I thought that in the new Magic system, to cast a spell, you would need to obtain a certain number of successes and that Banes obtained in the dice would bring with them Tzeentch's curses.

Surely Tzeentch's Curse would be universally triggered by rolling a Chaos Star when attempting to cast a spell...

 

Nathan 'N0-1_H3r3' Dowdell

Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet KoronusBlack Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls

Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.

A collection of my unofficial supplements can be found here.

Reply #18 | Published on 05 September 2009 - 11:17:15

cogollo said:

ejacobs said:

 

I may be wrong, it happens, but I interpreted the Rank # on the spell cards to mean how skilled you are in that particular spell, kind of like the different levels of training with regular skills, allowing for more "skill" dice to be rolled while casting to effect a better outcome.

E

 

 

I like this interpretation. I prefer it to limiting the caster artificially by having "spell levels". I liked the 2nd edition Magic system because even a newbie wizard could try to cast a powerful spell, though with a lot of risk.

When I saw the first diary entries, I thought that in the new Magic system, to cast a spell, you would need to obtain a certain number of successes and that Banes obtained in the dice would bring with them Tzeentch's curses.

Maybe the "3 power" means the number of successes you need to cast a spell, I would prefer it to your Wizard having x power points per day and "spending" them to cast spells. I always thought of such systems as being extremely artificial and not fun at all (that's also the reason why D&D never was my favourite game).

Anyway, one other thing I would like is if they can provide variant rules. The game could come with 2-3 mechanics to interpret the results for combat and magic specially.

I thought that the 3 power had something to do with the ingredient because it was right next to it. I have a feeling that the "recharge tokens" mean that when you use them all you have to cast the spell again to benifit from it's effect. So I guess they are just for the spell duration.

Cheese for the Horned Rat! 

 

 

Reply #19 | Published on 05 September 2009 - 11:37:23

lordsneek said:

 

I thought that the 3 power had something to do with the ingredient because it was right next to it. I have a feeling that the "recharge tokens" mean that when you use them all you have to cast the spell again to benifit from it's effect. So I guess they are just for the spell duration.

This is also a very interesting interpretation... So the number of successes you rolled could determine the duration of the spell or how powerful its effects... That would make a lot of sense! You could still cast the spell as many times as you want, each time risking the dreaded Bane or Chaos Star appearing!

Now I'm really itching for the next developer's diary entry! The more I read about the game, the more I like it (I have already agreed with some friends to start a campaign after Christmas).

Hur-Nir ran to the aid of the beaten man, recovering in the process a handful of pennies the thugs had let fall in the man's boots during their hasty retreat... (Nulner Blues campaign)

Reply #20 | Published on 05 September 2009 - 12:28:04

ynnen said:

And for a bit of fun, now that folks are armed with the dice descriptions and symbol references, how would you as a GM interpret the results of Mellerion's Athletics check from the example I provide at the end of the Designer Diary, based on this dice pool:

Sample Dice Pool

ynnen said:

And for a bit of fun, now that folks are armed with the dice descriptions and symbol references, how would you as a GM interpret the results of Mellerion's Athletics check from the example I provide at the end of the Designer Diary, based on this dice pool:

Sample Dice Pool

Hi Ynnen,
I would interpret the results very slowly indeed. Maybe I'm a bit stupid, or my heads wired up the wrong way, but I find this pictorial display more of a riddle than an aid. Sure, with practice I can get familiar with their meaning but I'm still looking at a time consuming process. For every task resolution one must take into account stance and all manner of effects to construct a dice pool unique to any given situation, from there the dice are rolled and in some cases extra dice are rolled again, then comes the task of giving these symbols meaning by consulting all manner of charts depicted on bits of card that may cause other effects that may result in the to-ing and fro-ing of tokens on said bits of card then the GM must finally make up a story that he thinks the dice represent (and as we are now dealing with interpretation rather than absolutes the player may see things very differently.).
The sheer unwieldiness of this task resolution system will destroy the flow of the narrative, the building of tension, take up a lot more time and probably test the patience and goodwill of the players involved. Previous editions of WHRP presented a quick and easy way of task resolution (although combat can be clunky) with elaboration being the Provence of GM and Player as befitting the context and mood at that time. From Call of Cthulhu to 4thEd D&D it’s all about rules that resolve quickly and keep the pace, whether it’s slow burning terror or high-octane God-bashing. This new edition boldly eschews these tried and tested methods which makes it quite a gamble for the $100 price tag.
Maybe I've been too harsh, maybe playtesting tells a different story, but I feel that there are enough facts now to form a concern that there is too much emphasis on the dice and the cardboard tools and charts that come with them. So sorry Ynnen but when it comes to my custom.... No dice.

 

Reply #21 | Published on 07 September 2009 - 06:16:30
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0

Gruuber said:

ynnen said:

 

And for a bit of fun, now that folks are armed with the dice descriptions and symbol references, how would you as a GM interpret the results of Mellerion's Athletics check from the example I provide at the end of the Designer Diary, based on this dice pool:

Sample Dice Pool

 

Hi Ynnen,
I would interpret the results very slowly indeed. Maybe I'm a bit stupid, or my heads wired up the wrong way, but I find this pictorial display more of a riddle than an aid. Sure, with practice I can get familiar with their meaning but I'm still looking at a time consuming process. For every task resolution one must take into account stance and all manner of effects to construct a dice pool unique to any given situation, from there the dice are rolled and in some cases extra dice are rolled again, then comes the task of giving these symbols meaning by consulting all manner of charts depicted on bits of card that may cause other effects that may result in the to-ing and fro-ing of tokens on said bits of card then the GM must finally make up a story that he thinks the dice represent (and as we are now dealing with interpretation rather than absolutes the player may see things very differently.).
The sheer unwieldiness of this task resolution system will destroy the flow of the narrative, the building of tension, take up a lot more time and probably test the patience and goodwill of the players involved. Previous editions of WHRP presented a quick and easy way of task resolution (although combat can be clunky) with elaboration being the Provence of GM and Player as befitting the context and mood at that time. From Call of Cthulhu to 4thEd D&D it’s all about rules that resolve quickly and keep the pace, whether it’s slow burning terror or high-octane God-bashing. This new edition boldly eschews these tried and tested methods which makes it quite a gamble for the $100 price tag.
Maybe I've been too harsh, maybe playtesting tells a different story, but I feel that there are enough facts now to form a concern that there is too much emphasis on the dice and the cardboard tools and charts that come with them. So sorry Ynnen but when it comes to my custom.... No dice.

 

 

Right on.

 

In addition, what is occur to me, is that in the end we have: success of failure. As always.

Without Signature
Reply #22 | Published on 07 September 2009 - 13:19:04

Gruuber said:

7


The sheer unwieldiness of this task resolution system will destroy the flow of the narrative, the building of tension, take up a lot more time and probably test the patience and goodwill of the players involved. Previous editions of WHRP presented a quick and easy way of task resolution (although combat can be clunky) with elaboration being the Provence of GM and Player as befitting the context and mood at that time. From Call of Cthulhu to 4thEd D&D it’s all about rules that resolve quickly and keep the pace, whether it’s slow burning terror or high-octane God-bashing. This new edition boldly eschews these tried and tested methods which makes it quite a gamble for the $100 price tag.

 

You say this as if it is a universal certainty, when it is in fact far from certain. I have played a lot of RPGs in the nearly 30 years I've been playing games, and this was no more time consuming than adding up a series of dice. No, it is not as fast as a simple percentage under/over roll, but neither did the percentages give the players or GM hooks into the story.  As always, you can take them or leave them; you can ignore or use the cards relying on the symbols and merely focus on the successes versus the failures.

Maybe this new iteration is not your thing; maybe it doesn't work for a lot of people, but I absolutely dispute the claim that this dice mechanic destroys the narrative. I read through the symbol sheet once, and it took me a handful of seconds to read that result, but the dice gave me several very quick ideas on how to add narrative to the interpretation beyond a mere success.

 

Where am I again?

Reply #23 | Published on 07 September 2009 - 16:30:28

Gruuber said:

 

I would interpret the results very slowly indeed. Maybe I'm a bit stupid, or my heads wired up the wrong way, but I find this pictorial display more of a riddle than an aid. Sure, with practice I can get familiar with their meaning but I'm still looking at a time consuming process. For every task resolution one must take into account stance and all manner of effects to construct a dice pool unique to any given situation, from there the dice are rolled and in some cases extra dice are rolled again, then comes the task of giving these symbols meaning by consulting all manner of charts depicted on bits of card that may cause other effects that may result in the to-ing and fro-ing of tokens on said bits of card then the GM must finally make up a story that he thinks the dice represent (and as we are now dealing with interpretation rather than absolutes the player may see things very differently.).

1. You've got to be kidding saying interpreting this result is slow...

There are 3 hammers (successes) and 1 crossed swords (failures)... 3-1=2 successes, so the action is a success... you don't need to be Einstein to interpret the basics of that pool of dice...

WFRP 2nd edition and/or D&D have a lot of bonuses/penalties you have to take into account, so at the end you end up spending more time than what you think deciding whether the action was a success or not...

plus you got a lot of extra details you can decide to use or not (these details were not in WFRP 2nd edition, so adding them to the maths is comparing pears and apples).

2.You also say "...then the GM must finally make up a story that he thinks the dice represent... the player may see things very differently"...

I thought we were talking about roleplaying here, not about algebrae or Tide of Iron. I thought the GM interpreted a lot of things in RPGs but maybe my gaming club is full of even freakier people than I thought.

Hur-Nir ran to the aid of the beaten man, recovering in the process a handful of pennies the thugs had let fall in the man's boots during their hasty retreat... (Nulner Blues campaign)

Reply #24 | Published on 07 September 2009 - 16:43:30

Gruuber said:

The sheer unwieldiness of this task resolution system will destroy the flow of the narrative, the building of tension, take up a lot more time and probably test the patience and goodwill of the players involved. Previous editions of WHRP presented a quick and easy way of task resolution (although combat can be clunky) with elaboration being the Provence of GM and Player as befitting the context and mood at that time. From Call of Cthulhu to 4thEd D&D it’s all about rules that resolve quickly and keep the pace, whether it’s slow burning terror or high-octane God-bashing. This new edition boldly eschews these tried and tested methods which makes it quite a gamble for the $100 price tag.

"The sheer unwieldiness...."!!!!

Have you ever really played D&D 3.5 or 4th edition? How much time do you need to calculate all your bonuses/penalties when the heroes are 5th level or more?... the Wizard casts Haste, the Priest Bless, the Druid casts Barkskin on your Fighter and you decide to give yourself a -2 to your attacks for a +2 to your Damage... then you charge the Hobgoblin and roll 1d20 +7 (Str+basic attack + weapon focus) +1(charging)+1(haste)+1(bless)-2(Power Attack) against the AC 18 of the Hobgoblin... wait, your Rogue colleague is flanking the Hobgoblin, so you get an extra +2 to the attack...

and that's only to decide whether you have hit or not! And WFRP 2nd edition was not so messy only because the combat system was simple and, sorry to say, a bit clunky (though I liked it and only created a couple of house rules for my campaign).

 

Anybody who has played Descent can tell you that interpreting the results of a pool of dice takes a few seconds at maximum...

now, the time wasting part of pools of dice is indeed grabbing the correct dice, so that's why I bought 3 extra sets of dice for my Descent game, then I let the players have only the dice they need to roll 90% of the time... so you can do the same with WFRP 3rd edition...

"sacrilege!!" - say some people in this forum- "FFG wants to get rich selling us weird-looking dice"... exactly what my grandpa said when he saw me opening the D&D Basic Red box 20 years ago... the irony.

Hur-Nir ran to the aid of the beaten man, recovering in the process a handful of pennies the thugs had let fall in the man's boots during their hasty retreat... (Nulner Blues campaign)

Reply #25 | Published on 07 September 2009 - 17:02:57

cogollo said:

Have you ever really played D&D 3.5 or 4th edition? How much time do you need to calculate all your bonuses/penalties when the heroes are 5th level or more?... the Wizard casts Haste, the Priest Bless, the Druid casts Barkskin on your Fighter and you decide to give yourself a -2 to your attacks for a +2 to your Damage... then you charge the Hobgoblin and roll 1d20 +7 (Str+basic attack + weapon focus) +1(charging)+1(haste)+1(bless)-2(Power Attack) against the AC 18 of the Hobgoblin... wait, your Rogue colleague is flanking the Hobgoblin, so you get an extra +2 to the attack...

and that's only to decide whether you have hit or not!

And thats why some of us wont touch DnD with a 10 foot pole ;)

Reply #26 | Published on 07 September 2009 - 18:36:52
2
2

cogollo said:

Have you ever really played D&D 3.5 or 4th edition? How much time do you need to calculate all your bonuses/penalties when the heroes are 5th level or more?... the Wizard casts Haste, the Priest Bless, the Druid casts Barkskin on your Fighter and you decide to give yourself a -2 to your attacks for a +2 to your Damage... then you charge the Hobgoblin and roll 1d20 +7 (Str+basic attack + weapon focus) +1(charging)+1(haste)+1(bless)-2(Power Attack) against the AC 18 of the Hobgoblin... wait, your Rogue colleague is flanking the Hobgoblin, so you get an extra +2 to the attack...

and that's only to decide whether you have hit or not!

Or to visualise this: www.giantitp.com/comics/oots0034.html

Without signature. Without signature, I tell you!

Reply #27 | Published on 07 September 2009 - 18:43:49

 As GM, I'm interested in the system because I find adding and substarcting modifiers in my head a wee bit hard to do over a long nights play. Even the simple numbers of V2... If these could become dice, it will lighten the load somewhat.

 
Reply #28 | Published on 08 September 2009 - 15:46:43

I like numbers, really, but I'm diffrent (maybe it's because numbers always liked me ).

Anyway, I've decided to try this one. Not because I'm fully convinced (I'm not, and I will be not, until I see some videoa of actual gameplay, and at least short fight example). I will try this one, because I'm starting a new group of beginning players (they are new to the game and fantasy business, and right now on the tabletop and card games stage, moving to the RPG in the near future I hope). They will be my testing animals .

Blood for the Blood God
Rape for the Rape God
Fart for the Fart God
But it's all subject to Change ^^

Reply #29 | Published on 15 September 2009 - 07:23:23

Without really knowing (since I've not read the rules per se), I'm still wondering what happens if  player is deeper into a Stance than he has Atribute... (Let's say I'm at wreckless 3 but only have 2 Strength for my Strength check.)

In the Gen Con video I got the impression Stance Dice were "added" to the pool. Now it's pretty clear they replace Atribute DIce.

1) Could that happen?

2) How would that be handled?

/wolf

Without Signature

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