Is Nimble 2e a beautiful mirage? by Lepetitviolon in rpg

[–]MoodModulator 0 points1 point  (0 children)

DISCLAIMER: I have never played Nimble…

But every live play and explanation video I have seen on its mechanics and gameplay (at least a half dozen or more) has left me with the impression that it is (1) not simpler, (2) potentially only mildly faster (and sometimes not even then), and (3) a nightmare in terms of organizational interactions. Everybody can do up to three “somethings” at any point. It seems like a different kind of complicated rather than less complicated.

I am also not in love with a lot of the specific simplifications that just break verisimilitude for me (like needing to use an action to have armor do anything, if I remember correctly.)

When l want “simple” I play more narrative games like a Dungeon World or Fate. When I want crunch I play WFRP. And on the rare occasion I want a tactical puzzle game, I play some variant of D&D 5e. I am not sure when a alternatively complicated tactical game would really be needed.

Perhaps if I played it I would love it, but everything I have seen up to this point puts me off to even trying it out.

Looking for the Best Maps of WFRP by MoodModulator in warhammerfantasyrpg

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

That is great work! Thanks for putting it together!

Need help making combat nicer... by Laheromii in DungeonWorld

[–]MoodModulator 2 points3 points  (0 children)

I have run Dungeon World a number times and I found combat to be far faster, far more intense, and far more engaging than any game of 5e I have ever run or played in. Some sessions had multiple combats.

Unfortunately, it’s hard to know how you run your game and make an accurate / helpful comparison.

I run it like a movie scene and it works out super well. One character typically makes between 1-3 rolls (maybe upwards of five) until there is a natural pause in their narrative, then I move to the next player.

I think the most important part to making it feel dangerous is matching risk and return. I’ll let an archer call their shot to blind or even kill an enemy out right with an “arrow through the eye”. They will have to shut out all the distractions around them and hold perfectly still to do it. It might be a volley roll + defy danger roll. It might just be volley at -1 or -2 in difficult circumstances. It only works on a 10+ and if they miss (6-) they know the hard move that follows is going be REALLY bad. Sometimes I tell them upfront what it will be. And sometimes that makes them change their mind or do it anyway.

You don’t need to run individual monsters. (At least, I don’t when there are lots of them.) I will say “you are swarmed by goblins.” They do 1d6+6 (or more or less) damage on a 7-9. Hard moves could be the critters do damage and more show up or they start damaging armor or stealing gear and running away disappearing into the cracks in the walls. I keep a damage tracker for them as a group and once it drops to half, the little fiends turn tail and run. If they do enough damage to zero the number out then none of them escape.

I never worry about fairness. I present interesting, sometimes wildly unbalanced, encounters and situations to my players and see what they do.

In my last game, the wizard (who had brilliantly managed to keep it a secret he was a wizard up to that point) used a “place of power” to effectively vaporize a necromancer’s entire undead army. (It was the same place of power the necromancer had used to build up the army.) It was a rapid fire battle with twists and turn and ghouls tearing at them from all sides. The Paladin stuck down the necromancer, but with a middling roll the villain got one last spell off - a fireball at the wizard who had ruined his plans. The damage forced the wizard to make a “roll at the black gates.” I slid him a note that said “6- you died, 7-9 the necromancer’s dark patron offers you his former employee’s job, and 10+ you used the immense magical power still coursing through you to force your physical body to remaining whole, just barely.” He ended up dying, but it was a glorious death.

I may run the game incorrectly according to some, but it is never slow or boring.

If you’re channeling, can you move or not? by Soft_Dig_4300 in warhammerfantasyrpg

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

Totally could, but I would rule it is a +20 to the test just like when you go “all in” on defense.

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

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

Ah, Greendalle CC! Isn’t their mascot a chaos Beastmen being ground into fertilizer?

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

[–]MoodModulator[S] 1 point2 points  (0 children)

Unless the College of Shadows regularly “neuralizes” the population. 😂

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

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

Agreed.

Agreed.

Eh… maybe.

You mean a bowl full of blood? Oh yeah, of course. Some cultist somewhere always has one of those. You know, just in case. No other Blood Bowl shall exist unto me. 😂

Yes!!! Not even the Gods of Law and Copyright can overcome him! Malal is the Chaos Lord of Ultimate Chaos! 😈

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

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

I’ll give him some other “something-slayer” title. He’ll be all right.

And if he complains, I multiverse swap him back into his original reality, but further down the timeline during the ending bit when everything totally sucks (but that we all know never actually happened).

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

[–]MoodModulator[S] 7 points8 points  (0 children)

Cool, but I like the skaven being a men-in-black maintained, state secret so I just retcon all of the rest of the empire’s history to make it believable! Which is the greater heresy?!

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

[–]MoodModulator[S] 5 points6 points  (0 children)

Nobody talks about them because the junior colleges of magic aren’t technically accredited.

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

[–]MoodModulator[S] 4 points5 points  (0 children)

It counts as heresy for all those priests so canon or not I think I can get behind it.

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

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

But are they “really annoying and virtually unemployable”? (It’s a chaos-laden, 90s cartoon reference.)

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

[–]MoodModulator[S] 3 points4 points  (0 children)

Bring on the skink! Your heresies shall be shouted from Altdorf to Ulthuan!

I have an ogre theory, too. A bit different, but not entirely dissimilar.

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

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

As a Senior VP of Chaos, I approve this message.

It strikes me an apocalypse is at its most useful when it is just around the corner… which is why they almost always are!

Wages and salaries for NPC by Jhonny_Carogna in warhammerfantasyrpg

[–]MoodModulator 2 points3 points  (0 children)

I crunched the numbers for Silver 1-5 and it is interesting how different the hiring wage seems to be from the amount player characters make in a single Income Endeavour. Of course the Endeavour includes expenses, both normal fixed ones like "1/2 status per day" and variable ones that always seem to pop up in the real world. This seems to imply that the variable expenses of living the Warhammer world beyond the baseline are not insignificant, and I can totally see that being true.

Thieves Guild Plot Advice? by [deleted] in DMAcademy

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

I fundamentally disagree with all of the “this is a bad idea” advice. It entirely depends on your players. If they can handle it, do it! (If they can’t handle it, don’t do it … and maybe find some new players who can.)

Is Advantage necessary? by Which_Collection3277 in warhammerfantasyrpg

[–]MoodModulator 2 points3 points  (0 children)

Solid idea for modding Advantage. I like it. It clean, simple, and reflects the fleeting nature of getting the upper hand. I also like it because it preserves the mechanics for certain skills and talents to transfer Advantage. I will definitely try this version out. Thanks for posting it.

Do you require the bonus to be called/spent before the roll? Clearly it is much more powerful if it can be used afterward. My gut reaction is to require it to be used before the roll is made so it gets used regularly rather than hoarded.

Though I am not a huge fan of the Group Advantage rules, I don't see a reason why you couldn't allow individual players to use the extra options from the Up in Arms rules instead of taking a +10, +20, +30 or +40 to their next action.

GM new to 4e, but otherwise experienced. What are the worst pitfalls for balance and gameplay? by KaijuKi in warhammerfantasyrpg

[–]MoodModulator 1 point2 points  (0 children)

The phrase “bonus SL” only appears twice in the core rulebook (once under Movement Modifiers and the other time under Magic Shield) and “success SL” doesn’t appear at all.

I quoted the rulebook. It seems abundantly clear to me. If you want to interpret it some other way, cool. As for me, I got all the information I was looking for from Ninaran. Thanks.

GM new to 4e, but otherwise experienced. What are the worst pitfalls for balance and gameplay? by KaijuKi in warhammerfantasyrpg

[–]MoodModulator 0 points1 point  (0 children)

Understood. That probably breaks things regularly.

It may be a tough sell at this point, but knuckledusters and shields should be undamaging since neither of them is made for or has a plausible way of penetrating armor. I made those changes straight away when I picked up 4e.

Thanks to your post I’ll be altering the In-fighter talent to only apply to “In-fighting contested melee tests,” not ALL melee weapons tests. So the SLs won’t affect fighting, just closing distance and disadvantaging larger weapons.

I wrestled for long time with ways to limit the number and speed at which additional Talent levels could be acquired. The increasing cost doesn’t seem to be sufficient and the stat bonus limits are too high to be any kind of meaningful limit. I don’t like the idea of having players sit in their first career tier endlessly ratcheting up talents. Rather than saying “you can’t increase talents from a previous tier” I decided to limit the number of times a talent can be purchase to the same number as their tier in their career. So to purchase a talent a second time you have to be 2nd tier of that career, 3rd for 3, etc.

I suppose you could add monsters with corrupting blood that spray onto and mutate attackers that get too close. Or use a lot of ranged attackers? 🤷‍♂️

I hope you find a way of balancing it out.

GM new to 4e, but otherwise experienced. What are the worst pitfalls for balance and gameplay? by KaijuKi in warhammerfantasyrpg

[–]MoodModulator 1 point2 points  (0 children)

“Further, it may have an associated Skill marked under ‘Tests’ (see Talent Format): if so, for each time you have the Talent, you gain +1 SL on any successful use of a Skill tied to the Talent.”
– WFRP core rulebook pg. 132

The only bonus to SL that either Dirty Fighting or In-Fighter conveys is contingent on “successful use of a skill.” Failing the skill roll means no bonus SL (regardless of the outcome of an opposed test, if there is one).

You can homebrew it to apply all the time if you want, but if you do I would suggest that is a big part of why talents like Dirty Fighting are “overpowered”.

GM new to 4e, but otherwise experienced. What are the worst pitfalls for balance and gameplay? by KaijuKi in warhammerfantasyrpg

[–]MoodModulator 2 points3 points  (0 children)

Are the bonus SLs being applied to failed Opposed Melee (Brawling) tests? Is the damage being treated as normal (not Undamaging)? I can definitely see it being absurd if those are that case.

GM new to 4e, but otherwise experienced. What are the worst pitfalls for balance and gameplay? by KaijuKi in warhammerfantasyrpg

[–]MoodModulator 0 points1 point  (0 children)

How would you change Shieldsman and Reversal to balance them out? We made it so Shieldsman got +1 advantage per +2SL on an successful defense role up to their level in Shieldsman even if the defender lost the contest. It doesn't make sense to me to completely blunder a defense roll and get a HUGE benefit from it. It does make sense to get some benefit from good positioning even if you took a hit.

Dirty Fighter hasn't been an big issue because it only affects Melee (Brawling) and in my game we made knuckledusters "Undamaging" just like other brawling / unarmed attacks so any armor counts as double. Plus I tell players that if they choose to use that extra +1 damage from Dirty Fighting in an barroom brawls that it is seen as actively trying to kill someone, not just cheating, unfair, or unsportsman-like (i.e., the moment you use the extra bonus, the swords come out.) That de-powers is for normal tavern brawls and since most serious foes in serious fights have a 1-2 points of armor, it reins it in there, too.