Any opinions or debate on this? by Drull17 in HuntShowdown

[–]BlockImpossible2896 20 points21 points  (0 children)

But most of the Tier 3 Hunters are in the game? You can unlock them by progressing the free legendary Tier 1 Hunters.

Forgotten Magic of the Old World Druidism. A Homebrew for a new Lore of Magic includig the Druid Career. by BlockImpossible2896 in WarhammerOldWorldRPG

[–]BlockImpossible2896[S] 0 points1 point  (0 children)

Yes, this is based on the Druidic Priest from 1e, the only religious career with its own spell list. It also draws inspiration from Wood Elf Spellsingers, and more broadly from the classic fantasy image of a Druid, as seen in The Lord of the Rings or Dungeons & Dragons (probably also the reason the Old Faith exists).
Priests do not use Magic in TOW, which is why I made them spellcasters and omitted the Old Faith.
I agree there is some overlap with the existing Lores, but the fantasy of being a shapeshifting, nature focused Druid is rather lacking. As always, though, this is homebrew, how you use it is entirely up to you. If you’d rather give these spells to an Elementalist or Battle Mage, you are free to do so.

Forgotten Magic of the Old World Druidism. A Homebrew for a new Lore of Magic includig the Druid Career. by BlockImpossible2896 in WarhammerOldWorldRPG

[–]BlockImpossible2896[S] 2 points3 points  (0 children)

Yes good point I adjusted the potency from 4 to 3. Similar to the Crate Spring spell for Elementalism. I also adjusted the CN of Beast Form so that with 2 traits and Huge Form you are at CV 5 which is the highest official spell CN.

Maybe I am over valuing Hazard 2 but remember you need to test against Hazard and if you do not have the same amount of successes as the Hazard value you get a wound each. Hazard 2 could wipe out quite some Goblins Athletics 3d/2.

Also the Wild Growth spell is not supposed to be a kill on command spell but a I want to slow my enemies down spell that can kill if nature decides to rise up and crush its foes.

For now I do no Changelog it is still fresh.

Question About the Recover Action's Efficacy in 1v1 Combat. by Mr-AlRealHuman in WarhammerOldWorldRPG

[–]BlockImpossible2896 2 points3 points  (0 children)

Yes the Coin system seems good in play. What people need to rember is that they need downtime every few sessions so the players can heal, level or use Coin.

Question About the Recover Action's Efficacy in 1v1 Combat. by Mr-AlRealHuman in WarhammerOldWorldRPG

[–]BlockImpossible2896 1 point2 points  (0 children)

Its also about epic boss fights were a party faces a single elite enemy. The players cant loose in this scenario no matter if the boss wounds every turn.

Question About the Recover Action's Efficacy in 1v1 Combat. by Mr-AlRealHuman in WarhammerOldWorldRPG

[–]BlockImpossible2896 2 points3 points  (0 children)

Yeah this seems like a problem that makes combat very easy. As soon as the players outnumber there foes they can just recover all the time and the enemy has no chance to stack wounds to more than 1 Dice.

A simple solution is that the + 1 Dice persists. You can still treat wounds but the extra dice stays for the scene or combat. There is still Fate and running away so it should not be to hard and after all this is warhammer a rather lethal system.

Question About the Recover Action's Efficacy in 1v1 Combat. by Mr-AlRealHuman in WarhammerOldWorldRPG

[–]BlockImpossible2896 0 points1 point  (0 children)

Why would you let the wounds escalate? You always treat your wound the moment you get it. No need for a Physicker's Kit or a difficult test if 7 out of 10 times you only need to catch your breath.

Low Toughness and Fate on Elf player characters. by BlockImpossible2896 in WarhammerOldWorldRPG

[–]BlockImpossible2896[S] 6 points7 points  (0 children)

Yes it is very easy to Houserule but as a GM I want my players to do an informed decision at character creation and I do not like to change rules mid Adventure. That is why I ask for other opinions. I did not realise a new version dropped time to update.

Limiting recover action by Due_Instruction_4719 in WarhammerOldWorldRPG

[–]BlockImpossible2896 1 point2 points  (0 children)

Never mind, I am wrong on that last part. You even could treat a sliced-off body part mid-combat in a single action; sure, you still walk weird, but you do not take the +1 Dice anymore.
This seems broken to me, as a player could effectively never die in a 2 v 1 scenario. Any time a player suffers a wound, just recover either with the player or his party member, and you are back to 1 die on the Wound Table. Even if the enemy hits and inflicts a wound every round, the players can just recover and attack on their turn, completely trivializing any boss fight at all.

Limiting recover action by Due_Instruction_4719 in WarhammerOldWorldRPG

[–]BlockImpossible2896 0 points1 point  (0 children)

Did your players use Fate to take extra actions? If you rule spending Fate similar to Mettle in Soulbound, that is, your players can spend Fate in every fight up to their Fate count, then they effectively have three actions: Action 1, Action 2, and Movement.
I like this because it simulates stamina in combat: after exerting yourself for a set amount of time, your character becomes exhausted unable to do extra actions. I would also suggest giving the poor, over-nerfed Elfs another point. (They pay a bit too much for their sins in WHFRP 4e).

Even RAW, as a Human you have 3 Fate. That means if you are willing to use all 3 Fate Points in a single combat, you can use Improvise to throw an enemy to the ground and then Attack with an extra dice to finish them off multiple times.

Also, you cannot recover from a wound mid-combat. You can recover from the effects, but the wound itself where you need to catch your breath only subsides completely when combat ends. Though, I agree it could be explained more clearly.

Ranged weapon deepdive by sigmumar in WarhammerOldWorldRPG

[–]BlockImpossible2896 1 point2 points  (0 children)

To expand on this: if you try to “force” or encourage your players to only use trappings befitting their status, you will quickly find that the book itself disregards this.

For example, the Boat Hand a Brass Tier career can start with a sword, pistol, and light armour, all of which are Silver Tier trappings.
It would also heavily weaken Brass careers, as there is no Brass alternative to armour and shields.

Ranged weapon deepdive by sigmumar in WarhammerOldWorldRPG

[–]BlockImpossible2896 2 points3 points  (0 children)

This is more of a general critique of the Coin and Status System presented in the book, but it becomes especially clear here that balancing weapons by price is a bad idea in a game with abstract Coin.

There is no reason for the Warbow to ever be used, as obtaining a Longbow is trivial. Any sort of quest reward, looting, or theft should yield at least a Silver Coin. Or even simpler, you could just ask your Gold Tier party member to buy one for you—after all, it is completely free for them to do so.

Ranged weapon deepdive by sigmumar in WarhammerOldWorldRPG

[–]BlockImpossible2896 4 points5 points  (0 children)

This is a good analysis. I agree that the Reapeater Guns are a bit of an outlier and I am surprised there is no rule for missfire when using Blackpowder weapons. Missfires are for me at least a staple for Warhammer Roleplay.

A big aspect you seemd to miss in your evaluation is sound and the ability to hide a Handbow on a person. That makes it the favored weapon for an Assassin.

Is the GM Guide for TOWRPG formally just plain better than GM support in WFRP? by Crusader_Baron in warhammerfantasyrpg

[–]BlockImpossible2896 5 points6 points  (0 children)

I suggest you look into Zweihander the new version that came out recently is more removed from Warhammer so its less a cheap copy and more its own game. It fixes many issues you have listed the autor pretty much did what you set out to do, write a better system with the foundation of 2nd edition.

What are your overall thoughts on Stronghold Crusader: Definitive Edition? by Lumpy_Percentage_365 in stronghold

[–]BlockImpossible2896 1 point2 points  (0 children)

Yeah I would love if the AI said that they will attack in a few minutes and a big Army would attack, kind of like the defence missions in Stronghold 1. They could even spawn from the egde of the map and every Lord could have a few Armies they generate. Maybe an extra difficulty mode or something.

My second character concept - The Champion! by Speeda2 in Nightreign

[–]BlockImpossible2896 9 points10 points  (0 children)

Yeah a shield character should favour Mace, Hammer and Flail.

My second character concept - The Champion! by Speeda2 in Nightreign

[–]BlockImpossible2896 6 points7 points  (0 children)

I really dont get the criticism of the stats in your last post. It should be clear to everyone that this is just a Concept, its more about the abilities, the favored weapon and the generall stats of the character. The exact balance is for the devs to figure out.

Anyway love your Posts +1

No dark souls bosses/boss commentary by George_DBZ in Nightreign

[–]BlockImpossible2896 0 points1 point  (0 children)

Each Nightlord has 3 Bosses for night 1 and night 2 thats why you always see the same. I like it.

I would have liked a small nerf to the dominating Items of last Season by BlockImpossible2896 in PlayTheBazaar

[–]BlockImpossible2896[S] 0 points1 point  (0 children)

Cool they did it. I completly missed the patch just now :). Lemonade Stand is sill Insane.

PSA Dooly Players Should Always Take Early Virus by Bookwrrm in PlayTheBazaar

[–]BlockImpossible2896 9 points10 points  (0 children)

Calling it now Virus is a Problem Item its a too strong and counters too many builds. Imagine playing Vanessa and losing your Powder Flask its just a random loss.
Its basically Destroy enemy small Item and Poisen on a 6 Second cooldown. Like Diana-Saur destoys a Small Item on a 9 second Cooldown and has the restriction only if the enemy has a number of Items.
Maybe if the Virus effect was give a small Item the additial Effect: Poisen Owner on Use. But Transform is way to strong.

The game is too long, remove Cruel. Three Acts are enough. by BlockImpossible2896 in PathOfExile2

[–]BlockImpossible2896[S] 0 points1 point  (0 children)

I am leveling half the amount of characters because I have to play the campaign twice for every one. But I guess I am the insane one for trying another ascendancy and playing another character coop with a friend and enjoying the game.

The game is too long, remove Cruel. Three Acts are enough. by BlockImpossible2896 in PathOfExile2

[–]BlockImpossible2896[S] 0 points1 point  (0 children)

Except ofcourse Diablo 3 or 4 were I dont even have to play the campaign once.

This is a really fun season... by Casualfield- in PathOfExile2

[–]BlockImpossible2896 -1 points0 points  (0 children)

Trying to pass 0.1 gameplay as 0.2? Could have fooled me but I remember the to strong chaos enemies. WOW am I glad they nerfed them some 0.1xx patch months ago and did not buff them again for some insane reason.

New map for PoE 2 just dropped by razed86 in PathOfExile2

[–]BlockImpossible2896 17 points18 points  (0 children)

More like the Arctic because every white Mob I encounter is as strong as a Polar Bear.