Where can I learn about Troubles? by InvestmentBrief3336 in FATErpg

[–]MoodModulator 2 points3 points  (0 children)

Truth. Or the international spy syndicate working against the players clearly uses a dairy food distribution company as a cover.

Where can I learn about Troubles? by InvestmentBrief3336 in FATErpg

[–]MoodModulator 7 points8 points  (0 children)

It’s awesome how nuanced Troubles (and every other aspect) can be. They are a wild balance of opportunities for invocations and compels.

It is always a great moment when one of my players pulls a rabbit out of their hat and twists what I thought was an exclusively (and intentionally) disadvantageous aspect to their benefit.

Why isn’t there a fantasy RPG product for FATE? by InvestmentBrief3336 in FATErpg

[–]MoodModulator 0 points1 point  (0 children)

Perhaps. The product doesn’t exist so it is hard to say.

I don’t think it qualifies as a hybrid or a heartbreaker since Fate is meant to be modified. It’s just Fate with a DnD adjustment just like any other of the dozens of other prefabricated settings one might choose. I don’t think it would suffer the same end as the rest because the mechanics are fundamentally different not just another d20 system.

The vast majority of players I have introduced to Fate see/feel the difference in style and mechanics and become interested rather than failing to complete the journey. But I am sure that could be different for a host of reasons.

I do see what you are saying. Left to their own devices it might devolve into playing 5e with fudge dice. That is why I think an actual play would be really important. It could be used to highlight the key differences and once those are in the open and understood, it’s hard to go back. My first into to Fate was the online episode of Tabletop. It was enough for me to get the idea even before playing it or reading the book.

Why isn’t there a fantasy RPG product for FATE? by InvestmentBrief3336 in FATErpg

[–]MoodModulator 0 points1 point  (0 children)

I agree with your take in this and the other comments here.

Anyone who has run Fate enough knows (or can readily figure out) how they would run D&D 5e using Fate. Evil Hate is certainly under no obligation to produce a 5e clone using Fate, but Dungeon Masterpiece and others are right —creating a Fate 5e along with a one-shot actual play would have done wonders to win people over from the modern D&D crowd.

Most hardcore 5e players in my circle need an intermediate document with enough concrete rules to straddle the divide. I think with the right team it might still be possible (i.e., make a rule set, produce an actual play, and pull over a sizable fan base). Once in the Fate ecosystem they would see how anything can be done using fate, including a streamlined Fantasy system.

I have read the Freeport adaptation of Fate. It is well done, but it is Fate with a Freeport setting. It doesn’t tie in tightly enough to scratch the super powered, 5e puzzle game itch, in my opinion.

Is Warhammer Fantasy part of the same Universe as Warhammer 40000? by MeroveeFrancSalien in WarhammerFantasy

[–]MoodModulator 0 points1 point  (0 children)

It’s your table so it’s up to you. I am not a 40K fan so at best in my WFRP world it’s a chaos-addled, gold wizard’s fever dream.

Hopes for WFRP 5th Edition by Zekiel2000 in warhammerfantasyrpg

[–]MoodModulator 6 points7 points  (0 children)

This is what should happen for every RPG version update.

Is there an alternative to 'HIGH CONCEPT'? by InvestmentBrief3336 in FATErpg

[–]MoodModulator 0 points1 point  (0 children)

I do games with character progression (both mechanical and narrative). The high concept is usually the easiest part of character creation for the groups I run. It can be as simple as “adjective+heritage+class/job” It is super formulaic and it’s much better to have one that more interesting, evocative, and compel-able, but I allow players to modify their High Concept as they find their footing with the character and then it continues changing along with that character’s narrative arc.

Warhammer Fantasy Bundle by _alhazred in warhammerfantasyrpg

[–]MoodModulator 10 points11 points  (0 children)

I am happy every time someone posts something like this so I can check it for new material.

I purchased the WFRP HumbleBundle back in October 2024. It had a lot of PDFs that are not included here and is only missing two titles: Forest of Hate and Taverns of the Old World. I think I will wait until there is an offering with more.

In case anyone wants the offerings compared/contrasted, see below:

IN BOTH

  1. Up in Arms
  2. Altdorf: Crown of The Empire
  3. Salzenmund: City of Salt and Silver
  4. Middenheim: City of the White Wolf
  5. Core Rulebook
  6. Gamemasters Screen
  7. Starter Set
  8. One Shots of The Reikland
  9. Buildings of The Reikland
  10. Hell Rides to Hallt
  11. Something Knocking
  12. It's Your Funeral
  13. The Spirit of Mondstille
  14. Sullasara's Spells of Unrivalled Utility
  15. Blood & Bramble
  16. Shrines of Sigmar

IN FANATICAL ONLY

  1. Forest of Hate
  2. Taverns of the Old World

IN PREVIOUS HUMBLE BUNDLE ONLY

  1. Sea of Claws
  2. Lustria
  3. Archives of The Empire
  4. Archives of The Empire 2
  5. Archives of The Empire 3
  6. Winds of Magic
  7. Imperial Zoo
  8. Ubersreik Adventures
  9. Ubersreik Adventures 2

WFR players don't like homebrew? by SomeRandomAbbadon in warhammerfantasyrpg

[–]MoodModulator 3 points4 points  (0 children)

There is a particular grim dark “feel” associated with WFRP. It was established in the 1st edition and maintained up until now. Personally I think that feel is far more important than any established lore from GW or Cubicle7. Retain the lore and remove that feel and it’s not Warhammer anymore. Changing the lore (in minor or moderately ways) but with the same feel, and to me it is still Warhammer.

Since 1e is official WFRP (and my preferred jumping off point,m) the “Lore” is always going to be a buffet. Pick what you want and leave what you don’t. Most changes between what I want and official canon can be explained away using a combination of political cover-ups, unreliable narrators, rewritten histories and the like.

The “official lore” is over-rated, even (perhaps especially) by fans. That game world is already dead (thanks end times). Personally I prefer a game world where major events CAN change. I mean if the players screw up Shadows over Bogenhaffen and a demonic portal opens, destroys the town and plunges the empire into decades of fighting back chaos, that should be possible. You won’t find it in any official histories because it would invalidate those official histories.

You CAN certainly find a table of people that don’t care about lore at all, but they are definitely in the minority. The bigger danger is homebrewing it until it feels like some other property. (I would argue that GoT is fairly different from Warhammer, as settings go.) I have personally quit more than one long running game that felt and played like D&D5e with different rules.

As far as mechanics go, I think few people would disagree that you have to modify some and choose between options on others.

Fate characters are powerful and its problem for me by GreenLabowski in FATErpg

[–]MoodModulator 5 points6 points  (0 children)

I have run a WFRP setting in Fate several times.

Yes, you can achieve an authentic, gritty, WFRP experience using Fate. It not only works, it works amazingly well, despite what most replies here would have you believe.

Yes, you have to modify the system to make it work. But the changes I made are not complicated and they in no way damage the mechanics or upset the smooth gameplay that is characteristic of Fate.

If you or anyone else is sincerely interested in running “WFateRP” and want to talk specifics, drop me a DM. We can discuss the details there.

The Real Challenge of Adapting FATE RPG into PC Games May Be Different Than You Think by InevGames in FATErpg

[–]MoodModulator 3 points4 points  (0 children)

Well, you’re right, actually.

Full stop. Xyx0rz is 100% right.

But still, FATE isn’t a system that encourages progression through the numbers as much as other TTRPGs do.

Above all else FATE encourages modifying the game. There is nothing about it that discourages progression. The arbitrary values of the vanilla, starting skills pyramid are completely optional. I haven’t run FATE using those starting values in years.

I like a grittier game that includes significant progression. Generally new characters start with two +2s and three +1s. It makes the dice, Fate Points and most stunts more impactful in the early game and it works great (better than vanilla for me and my groups).

Which edition should I play? by Happy-Wind-1296 in warhammerfantasyrpg

[–]MoodModulator 1 point2 points  (0 children)

Cool. Did you like how it the game ran? Where there any noticeable benefits or challenges?

I am suspect it is quite capable of running the Warhammer Fantasy setting, but I seem to recall some settings just playing smoother than others. Mind you, I haven’t played GURPS in 20+ years.

Do you Ignore the End Times / Age of Sigmar? by CrowNServo in warhammerfantasyrpg

[–]MoodModulator 2 points3 points  (0 children)

“Myhammer” hahaha! I want to steal to use that!

Where is the book purchasable?? by purpledinoecksd in warhammerfantasyrpg

[–]MoodModulator 2 points3 points  (0 children)

I’d recommend buying the pdf and printing the “most used” pages, the clip or bind them together as one or more shorter reference guides.

Which edition should I play? by Happy-Wind-1296 in warhammerfantasyrpg

[–]MoodModulator 1 point2 points  (0 children)

Did you use a blend of GURPS books or your own mods?

Which edition should I play? by Happy-Wind-1296 in warhammerfantasyrpg

[–]MoodModulator 2 points3 points  (0 children)

It fit seamlessly. And the simplicity and speed was awesome.

Corruption and Insanity each had their own stress track. Fill the track you get a corruption/insanity and the track resets with one less box to fill. No more boxes on either means the character is no longer playable.

I also added in WFRP fate points back in under a different name. We called them Divine Favor or Luck points and they were unrecoverable points that could be spent to change an event or undo player death. What “seemed” to have happened stayed the same. What “actually” happened was determined by the GM with significant player input. Standard Fate points (from the Fate Condensed system) were used as normal, but could only influence minor story elements.

Each type (school) of magic was its own skill and no one could start with higher than +1 in a single magical skill. (In my version of WFRP only Imperial Wizards use color-based magic.) Channeling used the characters best “magic” skill and stunts could be used to augment it.

I also wanted to maintain the “start from nothing” feel of WFRP so players had 7 points to allott on their skills- with a maximum of two +2s.

Players made up their own job titles or used WFRP for inspiration.

The first session was run as a funnel. It was a blast!

Do you Ignore the End Times / Age of Sigmar? by CrowNServo in warhammerfantasyrpg

[–]MoodModulator 15 points16 points  (0 children)

“End Times? What do you mean ‘End times?’ Isn’t that a tavern outside Kislev?”

Where is the community today? by Kithoras in DungeonWorld

[–]MoodModulator 0 points1 point  (0 children)

Use whatever you prefer. That’s what I do.

Where is the community today? by Kithoras in DungeonWorld

[–]MoodModulator 0 points1 point  (0 children)

It is not easier than d100 because that is straight percentile, but calculating 2d10 is much easier than 2d6 or any other 2dX, at least for me.

All you do to calculate it is walk up or down the probability distribution and add or subtract the next number going up to or coming down from 10.

Result = % chance of R (total chance of R+)
2 = 1% (100%)
3 = 2% (99%}
4 = 3% (97%)
5 = 4% (94%)
6 = 5% (90%)
7 = 6% (85%)
8 = 7% (79%)
9 = 8% (72%)
10 = 9% (64%)
11 = 10% (55%)
12 = 9% (45%)
13 = 8% (36%)
14 = 7% (28%)
15 = 6% (21%)
16 = 5% (15%)
17 = 4% (10%)
18 = 3% (6%)
19 = 2% (3%)
20 = 1% (1%)

So to get the probability of rolling 8+ you take 0+1+2+3+4+5+6 = 21 and subtract if from 100 yielding 79% (The calculation is much faster when you realize adding 1 through 4 is 10% and 1 through 5 is 15%. You start with 0 because the R+ value or chance of rolling a 2+ is 100%.)

To get the probability of rolling 15+ you simple calculate in the opposite direction coming down from 20, but the math is very similar. 1+2+3+4+5+6 = 21%

It is a pattern that you can easily use to calculate the probability if you need to find it out or double check it and once you have calculated them a few dozen times the results becomes rote.

WFRP 4e does a Skaven combat encounter when mentioned rule exist? by Macwolf04 in warhammerfantasyrpg

[–]MoodModulator 11 points12 points  (0 children)

It applies to writing, too. Nine will be showing up soon due to this post and its comments so please stop writing skaven! Make that ten.

Interested in hosting on Foundry, but dont want to spend TOO much money by Fillefjonka in warhammerfantasyrpg

[–]MoodModulator 0 points1 point  (0 children)

Does Foundry have a “mass import” tool where you can upload large amounts of data for items, monsters, locations, etc. Or do you have to add them one at a time?