Hot answers tagged wfrp-3e
4
Rolling the correct number of symbols on the dice, as required by the technique used.
A Sigmar's Commet can always be used to trigger the critical hit.
Some weapons have specific numbers of Eagle Symbols or Axe Symbols to generate a critical, as listed in the weapon data or on the action card. For example, the card Thundering Shot states 3 axes does ...
4
Aside for grouping Basic Actions together you should group:
Melee Attacks
Ranged Attacks
Social Actions
Spells
Prayers
This way, when someone wants to create a melee oriented character with a dose of social interaction, he will only have to look through potentialy interesting cards. You can easily tell these categories by the nifty icon in the upper left ...
3
I will refer to the Player's Guide, page 85 the block on the left.
As such,
while fatigue and stress generally come and go quickly in
encounter mode, GMs are encouraged to limit the recovery
of fatigue and stress in story mode.
And if you read this PDF on page 71 there's a whole paragraph explaining recharge in story mode. But here's a quote :
...
3
Unless you roll a chaos star, you are able to control and move the fire every turn until your recharge tokens run out without rolling. If you roll a chaos star the card then becomes somewhat ambiguous IMO. The card states "The fire doubles in size! You must make an Average (2d) Discipline check to move or control it." I can see the argument from both sides ...
3
Critical hits can be triggered from three sources:
Sigmar's Comet rolled on an expertise die.
Boons in the results pool equivalent to the CR of the weapon, as an example,
Great Weapons have a CR of 2, so 2 boons can trigger a critical hit.
Triggering a line of an action card; the action card will list what the requirements are for triggering this line. ...
2
WFRP 2nd Edition Core Rulebook, p130:
Shooting into Melee
Sometimes, a target will already be engaged in melee combat. This
makes the target more difficult to hit. A character can make a ranged
attack at an opponent engaged in melee, but suffers a –20% Ballistic
Skill penalty.
I believe this rule is directly applicable in 1st edition as ...
2
Specific issues with WFRP3 as a novice:
everyone needs to be close to the dice. Play at a single table is recommended
it helps to have the dice symbol meanings page copied and sitting on the table.
use the pregen/sample characters for the first session, as character generation is really helped immensely by knowing the value of attributes and skills in ...
2
You can.
It isn't going to be very easy. The difficulty that you are going to face is that WFRP doesn't align well with D&D/Pathfinder.
Some bits are going to be easier than others. Magic Items and Spells are going to be a lot easier than Races and Adversaries.
Magic Items
There are a few ways to consider magic items beyond the existing +1 fortune ...
1
The box is for Fortune Dice, as "vaguely" referenced.
If a PC buys fortune die advances, the PC can put the number in that box to remind him how many additional dice to roll when any skill related to the attribute, or the attribute by itself, is asked for in play.
It starts at 0 for all races/nations of man in the current rule sets.
1
I am not familiar with WHFRP so my ideas my not fit the tone of the game, but these are some general ideas that I use.
One of the best ways, I find, to get new players into a game is to slant the game towards what their characters are good at. If you have a character who was built to hit things with hammers, let that happen and narrate it to make the ...
1
Fran, in my comment I think the question is more about Should a GM be a Player too.
Here's a well answered question on this very topic:
Should a GM be a Player
I would still caution you as a novice GM that there are many pitfalls in good intentions and a desire to just have the same fun as your players. The GM is not an adversary, but he/she does present ...
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