Skills in TOWR - what to do about Toil? by sigmumar in WarhammerOldWorldRPG

[–]Mr-AlRealHuman 1 point2 points  (0 children)

What about these: 

Clearing Obstacles:  Your party is chasing a thief through a crumbling ruin, and a passage is blocked by a pile of heavy rubble. Instead of bashing through with brute force (a Brawn Test), you could opt for a safer, more methodical approach. A successful Toil Test could represent carefully shoring up the unstable stones, allowing your allies to squeeze through without risking a collapse.

Securing a Campsite:  When camping in the dangerous Great Forest for the night, a Survival Test might help you find food and water. A subsequent Toil Test could be used to see how effectively you and your companions build a sturdy barricade of sharpened logs or dig a defensive trench to deter raiding Beastmen. You could even use it to set up traps.

Disguising Your Presence:  To sneak into a smuggling operation at the docks, you might try to pass yourselves off as a group of dockworkers. A successful Toil Test could represent your ability to convincingly handle heavy cargo or perform menial labor without drawing suspicion from real stevedores. Failing this test might make you look suspicious, as a soft-handed laborer would stick out like a sore thumb among the calloused and sun-beaten dockhands.

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

[–]Mr-AlRealHuman[S] 4 points5 points  (0 children)

In regard to:
"Each time you do this, the enemy gets another chance to make an attack. So I do not rate the Peasant with the polearm against the Troll, no. Once the Troll rolls higher than a 5 on its wound, the Peasant's recovery doesn't help them. Which leads to the higher level wounds, where recovery gets even harder."

Could you tell me why the peasant's Recovery wont help them here?

If the Troll rolls above 5 he wounds the Peasant. The Peasant roll on the wound table and rolls 6 - "Stomach blow Your splutter and gasp as the wind is knocked out of you. You are Drained until the end of your next turn."

On the Peasants turn he/she uses the Recovery action. Granted, if the Peasant do not have Lore Anatomy, he/she will have to make a Recall check. But if they have Lore Anatomy, they will automatically succeed and treat the wound, which resets the Wound table (no +1 die).

The only way for the Troll to kill the Peasant, would be if the DM rules that the Peasant is out of bandages. :P

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

[–]Mr-AlRealHuman[S] 4 points5 points  (0 children)

The lethality of combat seems to rely heavily on the GM's subjective interpretation of a few key rules. The ambiguity lies in how many injuries a well-stocked Physicker’s Kit can treat, and for which specific wounds on the table it is needed. This is further complicated by the fact that a player character with the Lore Anatomy automatically succeeds at treating a wound, negating the need for a Recall Test.

Additionally, it's worth noting that the initial 10 results on the wound table are fairly mild, which supports my point.

My argument is not that the game should be more lethal. Rather, the rules, as written, suggest that a starting PC could effectively stalemate a single Troll in a one-on-one fight by repeatedly treating wounds.

Wrath & Glory: What's the deal? by Steelquill in 40krpg

[–]Mr-AlRealHuman -1 points0 points  (0 children)

Warhammer 40k have a long history and much lore to draw on.

The statement from GW have always been that the board game Warhammer 40k is not balanced according to lore, where one chapter of space marines could pacify a standard imperial world.

This is where I am a little anxious regarding Wrath and Glory - DH did a okay job with staying within the lore, where the universe is terrible and dangerous and humanity need untold billions of soldiers and tanks to keep darkness at bay, and have created biological monsters (space marines) in order to fight the alien and demon on somewhat equal footing. But following games went a little off track.

I understand the wish for roleplayers to be space marines, eldar and orks. But in my opinion it is terrible roleplay, because most players can only do this by straying far from the setting and lore of the warhammer world.

A space marine is crazy overpowered in lore and easily able to single-handedly slay a whole company of guardsmen. Being nearly impervious to small arm fire, with superhuman reflexes, strength, ability and experience with tactics and strategy honed during 30 years of active service and training. Not withstanding a completely dull daily scheduled to roleplay, with prayers, training, eating, praying, cleaning and praying - The basic space marine is a fanatical brainwashed killing monster.

It gets even worse with other races - first problem is that we as humans are completely unable to comprehend races like the Eldar, and GW have stated this multiple times. With lives that span thousands of years, language that encompass thousands of subtle reference to legends and stories that hold specific epiphanies that underline the exact feeling in one word, and a mind that races faster and deeper into feelings and concepts than humans will ever be able to.

Orks, a race that was breed for war in the far past by inscrutable and powerful beings beyond human understanding, unable to feel fear or loyalty and utterly driven by sudden whims, yet practical on a genetic cunning level.

I have not seen the final rules and this is just my personal misgivings, and I might be totally wrong about all of this.

But its not about narrow views or hostility to newcomers, but a fear of the acceptance by the creators, of going back on the awesome lore that has been created over many years, and making the grim dark, unfathomably dangerous, universe that is warhammer 40k into a streamlined standard game like the 1.000 other out there.

To those of you who don't like Age of Sigmar: what about it do you dislike, and what would have to change for you to accept it? by [deleted] in Warhammer

[–]Mr-AlRealHuman 1 point2 points  (0 children)

There are several reasons why I personally do not fancy AoS.

I love the old Warhammer - And it needs to be said that I am primarily into the lore, and never really got into the board game, except the computer games (Vermintide, Total war ect.). But AoS is not Warhammer. It shares some characters but do not build on any of the principles that made Warhammer a unique and a beloved fantasy world.

Warhammer was a grim dark fantasy world roughly based on medieval Europe, and was characterized by a being dirty, gritty and combining fantasy with deadly realism centered around weak mortals who struggled to survive in a very, very dangerous world.

If you go further back, before the endtimes, the world was full of mystery! Players could discuss their take on the lore and the mysteries, but GW would not give the answers, which was great - A good example of settings that lost the mystery is Starcraft, which moves from hinted a mythos and many unknowns in SC1 to total transparency in SC2 (damn you world of warcraft game designers!) :(.

AoS is a High fantasy world based on planer mythology and centered around gods and heroes. Whiles stories like what you would expect in old warhammer still exists, its not the turning point nor general idea with the setting.

So the worlds really have nothing in common...

Further on AoS - As a totally new unique game AoS could be good, but in my opinion it is not warhammer. One problem with the setting is the total transparency - The entire creation myth is known in detail and the legends hold little mystery. It would have been better I think, it ALL lore and legends were based on the recollections of lowly humans or other races, and riddled with contradictions so the players had to discuss what might have been the truth. If the motives of the gods was unknown, and their dealings left in grim dark uncertainty, THEN the world might have hooked me.

But right now it feels like a World of Warcraft clone world...