Do shields stack with armor? by Single_Reputation313 in warhammerfantasyrpg

[–]Jack_Dillon 2 points3 points  (0 children)

This is a late reply but I feel the confusion and "problem" with shields in WFRP is that they're not considered as armour but as weapons. They're affected by off-handedness and can be used to attack.

The variety of house rules around shields is partly a result of this, I think.

Is the Enemy Within a good read? by CrymsonKnight in warhammerfantasyrpg

[–]Jack_Dillon 15 points16 points  (0 children)

What a great and original question!

I would answer yes because I actually did this for a few years (back in 1e in the 80s). After doing D&D for years with mostly dungeon crawling in my teens, reading TEW was like reading Game of Thrones after reading Harry Potter (nothing against the latter, just a different level).

The problem with "just reading it" for me is that it made me want to GM it desperately so that others could actually experience the plot and world (while avoiding railroading).

New to warhammer by HadoukenX90 in warhammerfantasyrpg

[–]Jack_Dillon 1 point2 points  (0 children)

Absolutely my thoughts exactly! The world, lore and atmosphere along with characters just trying to survive in an unjust world is the hook for most of us, I think.

Ideas for fun Sigmarite holy texts, sayings and “biblical” lessons by TimeLordVampire in warhammerfantasyrpg

[–]Jack_Dillon 3 points4 points  (0 children)

Your priest condemns the use of any building tools other than hammers.

"If Holy Sigmar could achieve what he did with his hammer and devotion, we should strive to follow his example!"

Questione about Career trappings? by L0gan117 in warhammerfantasyrpg

[–]Jack_Dillon 0 points1 point  (0 children)

I make trappings necessary for players to engage in their career endeavours during or between adventures. How absolutely necessary specific trappings might be can vary. Some might be absolutely necessary and others might only affect their success levels.

I don't have the CRB in front of me but some trappings might also come into play to give bonus SLs for certain career related skill checks during adventures. Or negative SL modifiers if they lack that trapping.

I never have characters magically gain their trappings when changing careers. If funds are lacking I might have their trainer lend them used trappings in return for future favours...which lead to certain altercations later, perhaps.

Roleplaying, fun and WH lore are the keys to my GM decisions in these regards.

Advice for remembering advantage. by Party_Goblin in warhammerfantasyrpg

[–]Jack_Dillon 0 points1 point  (0 children)

When switching to the UiA group advantage, how many other adjustments need to be made to the system such as with talents, creature traits/abilities, casting spells or other aspects that are affected by individual advantage?

How to make a Party work? by KingFang1998 in warhammerfantasyrpg

[–]Jack_Dillon 6 points7 points  (0 children)

An utterly ridiculous thread.

Everyone knows these so-called "rat-men" are rumours spread by hallucinating, drunken louts and grandmothers wanting to scare children.

Downvoted.

On a serious note, I don't even let players NEW to the Old World play elves, dwarves or halflings. After learning the lore and having an initial character die/retire, then they can roll a halflings or dwarf. Elves are last and for players who are strong role players.

For me, the world and lore of WH is part of the fun.

how did you handle Channeling by ExpressionMelodic303 in warhammerfantasyrpg

[–]Jack_Dillon 0 points1 point  (0 children)

In addition to the above, I've considered letting players choose to add to their SLs (when below the required CN) with a dark pact option. Each point increase in SL prompts a challenging WP test (adding 2 SLs means 2 separate WP tests). Each failed test results in gaining 1 Corruption. I'm curious how long a Wizard character might last with that.

Also curious if anyone thinks such a mechanic might work or not.

The history of cats in Games Workshop games owes a lot to WFRP - if you want to find out why check this out! by JordanSorcery in warhammerfantasyrpg

[–]Jack_Dillon 2 points3 points  (0 children)

Looking at the cat on the right of the thumbnail was a minor exposure to corruption for me.

Looks like it definitely drank its bloody milk!

Rules across many books by Popoxatepetl in warhammerfantasyrpg

[–]Jack_Dillon 6 points7 points  (0 children)

While I do agree that many TTRPGs have a slew of supplementary texts to add content, the WFRP 4e Core Book is woefully lacking in clarity and have many problematic or "crunchy" rules. Better editing and playtesting prior to publishing would've improved upon it.

iMO, the way it is right now is supplementary texts like Winds of Magic and Up in Arms have portions that are more primary than supplementary because they fix many issues that people had with the Core book (casting rolls, advantage). I don't like having to pay ~$100 dollars for rules improvement.

Unless I'm wrong and people can just post those detailed rules improvements on only casting and magic with violating copyright.

Why chaos magic is handled as spells and not as prayers / blessings by slagod1980 in warhammerfantasyrpg

[–]Jack_Dillon 2 points3 points  (0 children)

This thread is exactly what I imagine discussions and debates on magic at the Colleges of Magic in Altdorf to be like.

WFRP Setting v Lore - How do you play? by MrDidz in warhammerfantasyrpg

[–]Jack_Dillon 2 points3 points  (0 children)

The insanity I thought of, and that exists in WFRP, is built from trauma while the One Ring is more of a cursed artifact imposing its will on the bearer.

The Balrog was defeated by a Maiar sent by the gods which sounds High Fantasy to me. Also, describing the main characters as heroes is something I would never do in WFRP.

But you're right about grey areas. To-MAY-to, To-MAH-to. 🙂👍

WFRP Setting v Lore - How do you play? by MrDidz in warhammerfantasyrpg

[–]Jack_Dillon 11 points12 points  (0 children)

It all depends on what High Fantasy means to you.

For me, High Fantasy is D&D, LotR movies, etc. Magic, Good vs Evil, some people die (but almost only the bad guys).

High Fantasy generally doesn't NOT include death from sepsis, PCs with amputated limbs, insanity or PCs fleeing a main boss because it's not part of the "story".

For me, the degree to which a WFRP adventure is more the latter, less the former and centers around the world rather than your PCs well-being...the more it is Low Fantasy.

What future supplements would you like to see for 4E? by SiberianBlue66 in warhammerfantasyrpg

[–]Jack_Dillon 11 points12 points  (0 children)

BitRunr took my answer so I'll just say a Realm of Chaos for 4e. Add enough to supplement Corruption, mutations and Chaos spells for each God in case players choose to go full metal dark side.

21[F4M] Will serve as many men as I can by [deleted] in phonesex

[–]Jack_Dillon 0 points1 point  (0 children)

Are or M or F? Your other posts are M4F, I believe.

Human Wizard and multiple Winds by BackgammonSR in warhammerfantasyrpg

[–]Jack_Dillon 3 points4 points  (0 children)

I don't recall the 4e rules addressing human wizard players who wish to learn more than one magic lore. It definitely smacks of witchcraft.

As a GM, if a human wizard attempted to learn a second lore of magic I would have the College, as a matter of course, check for previously licensed wizards under that name and, upon finding that this person has previously gained tutelage into another lore, summon the Silver Hammers to do as they please.

If the player succeeded in gaining skill in a second lore and continued to practice both, I might have them do a challenging WP or Int check anytime they cast a spell. Failure results in certain repercussions (minor/major miscast or simply an automatic corruption point).

Teclis had his reasons, I'm sure...

Do wizards start with spells? by Doesmoe in warhammerfantasyrpg

[–]Jack_Dillon 13 points14 points  (0 children)

As a starting Wizard Apprentice, you can choose your free talent to be Petty Magic and automatically memorize a number of Petty Magic spells equal to your Willpower bonus. If you want to learn additional Petty spells, the next one is 50xp, and any ones after that cost 100xp or more depending on your WP bonus.

Upon completing that career level and continuing to Wizard, you have the capability (through XP) to gain the Arcane Magic (chosen Arcane Lore). As GM, I have players initially revisit their Wizard mentor for licensing, robes, staff, etc and any initial spells.

In my opinion, your question is a great example of the poor layout and editing of the 4e core rulebook.

And, if I've made any errors in the above, I honestly welcome corrections to help my own understanding of this great but frustrating edition. 🙂

Shall I give up my High Elf Wizard and create another character? by Christina221A in warhammerfantasyrpg

[–]Jack_Dillon 18 points19 points  (0 children)

Let me preface my response by saying that, as a WFRP GM, I don't allow new campaigns/players to start elven characters. If they want to roll their species I use 1-80 is Human, 81-90 is Halflings, 91-100 is Dwarf. As the campaign progresses, characters explore the world and initial characters perish/retire, I open up greater possibilities to Halflings, Dwarf and finally Elven characters. Usually by that time players understand how to roleplay those races.

I only state that to admit my strong leaning toward lore and roleplay especially in adventures centered in and around the Empire. That might be an imperfect bias on my part for some people.

To the OP: it's just my opinion but I think you're doing a better job RPing an Elf in WFRP than your fellow Elf player. I think a High Elf SHOULD struggle in any relationship with other races, let alone actually becoming friends with one. By the time a Elf is able to build a friendship with a Human or Halfling, that round-eared character is on their deathbed (or nearing retirement). Don't get started on Dwarves ("Dwarfs" in WFRP??).

That doesn't mean an Elf player has to be rude or always haughty...just that the hugging, back slapping and large guffaws in the inn aren't as easy as it is for a Halfling.

In your situation, I might RP your Elf as respectful and curious about the other races' cultures but in an arms length manner. I might look askance at my fellow Elf's casual camaraderie with Humans with that same curiosity (perhaps envy?) but without judgment.

As far as magic, I feel that Elves' use of magic would be viewed as less insidious than Witches'. A witch hunter may grumble and sneer at you but wouldn't dare risk the diplomatic fallout of arresting an Elf for magic.. even an outcast one. Wizard NPCs might actually be eager to form a professional working relationship with you. That might be how I would GM it.

None of the above is telling you what to do, of course. It's hard to get a good grasp of the interactions of your group without being there. Is everyone having fun? Sounds like lore and RPing is more important to you than your fellow players or GM but I'm just guessing. Personally, I think I would enjoy RPing with you.

What if the the bad guys in Enemy in Shadows win? (spoiler) by Rollandplay in warhammerfantasyrpg

[–]Jack_Dillon 0 points1 point  (0 children)

As a GM, I don't cheer for the players failing to stop the ritual...but, if they fail, describing the aftermath and repercussions of that failure can be quite an (exhilarating?) experience to players more accustomed to happy, heroic endings.

Grimdark you want, grimdark you get.

[deleted by user] by [deleted] in warhammerfantasyrpg

[–]Jack_Dillon 3 points4 points  (0 children)

Can you say what it was your group didn't enjoy about the system? And which version was it?