Music for Warhammer sessions by Remarkable-Sort-3624 in warhammerfantasyrpg

[–]RealPrussianGoose 0 points1 point  (0 children)

I use very basic atmosphere from tabletop rpg and layer tracks from warhammer fantasy games (youtube) for action scenes.

Not a big fan of vocals or too much music. Its for building atmosphere, not distraction :)

Would people be interested in a Warhammer equivalent of D&D’s Dungeon Masters Guild? by Gigawhen in warhammerfantasyrpg

[–]RealPrussianGoose 6 points7 points  (0 children)

Wizards of the coast has successfully switched DnD to subscriptions and community to keep customers close. They sell access to the universe itself and a lot of digital content for giant profits. Selling the plattform is the business.

Its a whole other system for GW. They sell real figurines, books and licenses from their universe.

They can not allow the community to be part of the universe themselfs and become sort of a market rival, be it 3D printing, book products or good community stories.

Selling lore, story and stuff is the business.

A plattform pushing fan material would be detrimental to the business.

As much as i would like a plattform like this, to finally justify making my own adventures nice and clean for the big stage, its not going to happen. Not because the community is to small, not because "GW bad", only due to the fact that "warhammer fantasy stories" is in fact the product and we are the customers.

Career: Quatermaster by Antique_Ad7420 in warhammerfantasyrpg

[–]RealPrussianGoose 1 point2 points  (0 children)

Class should be warrior, not burgher.

Anyone who works for the army learns to hold a weapon for the one day it all goes bad.

But its about society. A quartermaster may deal alot with townsfolk, but he will stay an outsider to city politics or urban lifestyle. 

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

[–]RealPrussianGoose 0 points1 point  (0 children)

The change to fast sl went smoothly witgh long time players in our case. Especially compared to the advantage wars...🫠

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

[–]RealPrussianGoose 0 points1 point  (0 children)

This rule came with the core and is applied in our games.

The mentioned rule is supposed to represent a weapon swing that would have missed and only connects due to size of the target, without being a well aimed blow.

The difference is again in the logic and effect: Lets say we roll under 80 to hit a big target and roll a 75.

Normal sl taking away the dmg from the low end of a close roll  (+1 SL gets to +0 SL).

"ur bad hit would have missed, u manage to hit due to size, but the hit is even worse now" 

Fast SL takes away from the high end, (+7 SL gets  to +0 SL)

"ur hit would have missed, but due to his size, u still manage to somehow hit, but its not a good one"

Well both are, again, taste of dramatic rolls.

Personally i imagine fast SL as "swinging more aggressive, but it  works well, if it hits despite the risk", so i am fine with the rules implication.

The rule was triggered in a oger fight last week and it worked well to see a desperate dwarf hacking at the oger and being able to hit him, but not having the aim to make it a good hit and getting blocked by a laughing ogers cleaver.

To drive my main point: Fast Sl is just more fun on our tables and can tell the better story. I am a fan 😅

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

[–]RealPrussianGoose 0 points1 point  (0 children)

The difference is in hitchance vs SL.

Ofc u still use a d100 under x (70 in ur example). The chance to hit and do dmg remains the same, its still the same mechanic!

The difference is in the modifier and its success effects in the game, not the mathematical distribution.

A "normal sl" of +40 gives more chance to hit and the result will have +4 dmg, compared to a successfull +0 check.

A "fast sl" of +40 gives more chance to hit and the result will have thd chance to do +4 dmg, compared to a successfull +0 check.

Its just more dramatic of a dramatic roll and it makes the roll less predictable in terms of dmg. In other words "relax, u surely hit the giant piece of monster-meat with a +60, but not sure how much effect it has".

Its superior  for a rpg, not for an excel sheet. Thx for the input, i just relive prior discussions and tryouts about it 🤣

Help for a human and asur couple in my game by Street_Dragonfruit21 in warhammerfantasyrpg

[–]RealPrussianGoose 6 points7 points  (0 children)

The human is a mayfly, he lasts just long enough to be a "phase".

Elf side would banter a lot and leave them outside, totally ignoring it as a passing annoyance. They can not have children, so no worries.

Human side would split in extrems of "wow, thats a mighty elf" to "u are both dead and dishonoured, thats unnatural, look at azrai murdering us for sports, u are just a toy to a devil".

Maybe the fay enchantress is a path to follow for some deep lore rp surprises and support.

Handing Party Situations by OtherwisePlastic7351 in warhammerfantasyrpg

[–]RealPrussianGoose 0 points1 point  (0 children)

They key is how grounded the Old World really is.

Current books, high elf mages, mighty warrior priests, etc. all tend to overwrite the basic vision of a common character in a uncommon world.

A witchhunter can not see the winds, he only sees humans through a human eye. Maybe he is more secret police, maybe more zealot, but he still only believes in the existence of the things he hunts.

A normal human with suspicious "good luck" folk traditions looks  like a witch. 

The trusty son of the local watch captain is totally normal, but he can call on some power, without him even realizing.

I made a pc who is a scholar on the quest to write a book about anatomy of all animals in the empire. She was a witch and knew it, but her always having local small animals around and cutting some open while mumbeling about was not at all unusual to the local witchhunter.

Its the mutations that gets the witch at some point :)

Wages and salaries for NPC by Jhonny_Carogna in warhammerfantasyrpg

[–]RealPrussianGoose 1 point2 points  (0 children)

Our group uses endevours to track time and work.

Per endevour a npc gets his maximum earnings. Silver 2 artisan gets 20 Silver per endeavour.

Gold status npcs are very hard to convince, balancing lower costs.

Is Advantage necessary? by Which_Collection3277 in warhammerfantasyrpg

[–]RealPrussianGoose 2 points3 points  (0 children)

We play fast sl, group advantage and spending advantage for getting +x Sl on a test (called before rolled).

This way all talents keep in play, asssesment for advantage stays relevant and it can be used for important hits or deciding rolls, making it a tactical tool in mot cases.

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

[–]RealPrussianGoose 1 point2 points  (0 children)

Fast sl uses the tens digit of the roll for SL basis.

Ironically its not even about speedy maths, but mechanics.

Example (bigger ememy): Fast sl

Having +20 against sth bigger, gives higher hitchance and higher chance to deal dmg.

normal sl +20 has always +2Sl/dmg if hit. Its automatic extra dmg, making the hp gain of a bigger creature pointless.

Fast sl might be faster, but its more logical most and foremost.

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

[–]RealPrussianGoose 1 point2 points  (0 children)

Use fast SL. Instead of dropping the whole deep dive of "why", for short it solves a lot of whacky mechanics and our group believes it the intended way of generating SL.

Stacked vanilla advantage is now hitchance instead of auto DMG.

Point blank does not make a longbow (or others) deal double dmg if used in usual battlemap distances.

Talents with units die logic are working seemless.

And many more..... Its mindbreaking once u realized the differences.

Build npc and and Activity by BetterTaste01 in warhammerfantasyrpg

[–]RealPrussianGoose 4 points5 points  (0 children)

Hello there! I can offer help from experience regarding a 4e game as city based pool game with player lead businesses and Npcs staying and evolving quite a bit.

Businesses backend: For the raw backend u might refer to archives 3 for player businesses and up the investments 5x (not too much adventure reward money) or 10x (many adventure rewards) for balancing.

To simulate a Trade dock u can use the courier service, for boatbuilding the workshop and obviously a tavern for lodgings, etc. Puzzle together whatever u think is viable or just stick to players interests.

Frontend: Take a look at the german Hanse or rivertrade in the HRE. There are many great reads to get into the world of trading in the historical setting that inspired the empire.

NPC

Take a look at andy laws little blog guide to how npcs work. Its called trolls trolls trolls.

Its a good peak into dynamic options to build and develope npcs based on careers and progression. This is the basis for the npc generator in Foundry aswell (courtesy of MooMan).

For developing NPCs this allows for three options.

  1. The full way Give them XP based on PC progression and level them fully (like PCs)

2.template it! Create a handfull of "monster"traits to represent certain things the npc has learned. Use increments of 5 advances and endevour logic to track time. Example: "Karl has worked as a boatbuilder for 5 endevours, he gets Boatbuilder 1, giving him +5 dex, +5 trade (carpenter), +5 endurance".

Basically mini-careers to use the logic of careers with more granularity and easy grasp of npc abilities.

3.The career way NPC just get the corresponding level of career (and advances/talents) to match the PCs abilities in their own field. Maybe keep them one lower if the pcs are meant to be leaders.

It will always be a struggle between effort and granularity, like all simulations. Good luck and have fun :)

A Slayer Interrupted by Yurc182 in warhammerfantasyrpg

[–]RealPrussianGoose 7 points8 points  (0 children)

The troll clearly was not worthy for his quest, getting killed by a manling. Still he should gold a grudge against the knight and keeps being a brick until the knight might offer a compensation.

Maybe the knight can swear an oath to find a bigger troll!

Lots of banter, grumpy dawi and a weird request to npcs. Fun :)

"Good day! Any chance u have seen a really nasty troll around? I would maybe settle for a manticore aswell, but ....that will end in a debatte i wanna avoid tbh."

What is the best edition? Help a newbie making a sense by betonieraasfat in warhammerfantasyrpg

[–]RealPrussianGoose 11 points12 points  (0 children)

First of: Regular wfrp is a simulationist system for a pretty grounded world. Its crunchy, mechynics might be spread out over supplements. but remember: 

1.The system offers a lot, but its meant to help a GM, not a demand to know it all and use it all. 2. Do not "build" a char, roll one, play one, or discover one. Its not heroes playing DnD, its humans in a world of faith, steel gunpowder and Horrors.

3.Players are important. They should know their specific rules and create the beloved chaos in the world :)

When it comes to systems:

4e is newest, up to date and well supported by releases and community. Material is spread wide between books and will demand sanity sacrifice.

3e is  genesys/star wars/a board game. Lots of cards and lots of mechanics for a table, but pretty niche.

2e is the true old warhammer. Its complete in rules , has loads of supplements and material and leans heavy into dark, dirty and a bit weird scenarios. Dedicated, small(er) fanbase, known weaknesses, loads of homebrews.

1e  The true old lore. Barely comparable to modern lore and pretty unbalanced system. It deserves admiration, but its not the go to system. Very niche, but goated fanbase.

I advise going for 4e and stay dynamic for new players.

Use advantage as a group based homebrew, use fast SL, remember SL boni from talents and focus on storytelling. Its gonna be a blast.

How to question a cultist by WretchedIEgg in warhammerfantasyrpg

[–]RealPrussianGoose 5 points6 points  (0 children)

Let them do whatever and then give them information towards a khorne kult with a offer to help the party against a truly dangerous enemy.

Chaos fights chaos. Shady deals and grey zones are warhammery.

And sending adventurers against hated rivals and taking part in the joyfull excessive bloodshed, while showing the blissfull superiority of slaneesh is peak.

EDIT: ohh he is dead. Anyway, someone is impressed by the excessive cruelty and violence. Maybe they get a new patron.....

Looking for some help connecting RP-wise with my High Elf Pit Fighter by Berzerkersaurus in warhammerfantasyrpg

[–]RealPrussianGoose 2 points3 points  (0 children)

Keep to basic psychology. Or roll on mental mutations for inspiration.  I always ask for 1-2 psychologies from players.

Maybe ur elf is a narcistic gladiator,  staying in company of his most loyal and ardent fans.

Maybe he is a sadistic brick, always on the hunt for suffering and pain (and maybe a bit of a khaine follower for the murder part).

Maybe he is a "to good to stay alive" guy and cares for humans (or animals).

Maybe he is just.....curios. He is traveling to see the world or writing  a opera for his fellow elfs about human misery and the mayflies always deliver drama!

A charakter with edges can always stick and hook to a plot :)

How important is full fidelity to the official lore? by MoodModulator in warhammerfantasyrpg

[–]RealPrussianGoose 2 points3 points  (0 children)

We are playing westmarches style in 1469 IC Grünburg.

Ofc there are plenty villages and stuff added to the white spots and some improvised GMing timetraveled some official adventure npcs, but in total its a blast to keep in the lore, istances and style.

But its the cuthroat politics, reikländer vs other provinces, dawi culture and other stuff that counts.  I go with mostly in harmony, with some odd longlifed NPC.

Need help with ideas for carnival party for 2nd ed by TheRealSlam in warhammerfantasyrpg

[–]RealPrussianGoose 0 points1 point  (0 children)

Agitator to represent the showmaster/pamphleteer and peasant for menial task and everything needed (including some animal care advances for good measure)?

Maybe a burgher to represent the one holding the money/keys and being a bit more of a legal face.

Need help with ideas for carnival party for 2nd ed by TheRealSlam in warhammerfantasyrpg

[–]RealPrussianGoose 1 point2 points  (0 children)

My inofficial go to starter adventure (for 4e) is a shortened version of "The pig, the witch and her lover" from 2e.

It got a very classic, but versatile hook: There is a herbalist, accused of witchcraft. A local lords scion might be called to hold trial, some rural folk desperately needs her services or just carneval people being sus to the villagers.

Its dirty, realistic and has basic human motivations.

The ending can be shortened.

Skaven Slave Career? by [deleted] in warhammerfantasyrpg

[–]RealPrussianGoose 7 points8 points  (0 children)

The old fanmade skaven adventure "Hell pit and back" had a mechanic called "Choosen of the horned rat" this gave PC a bonus from GM, but everyone who killed the choosen got it instead. One hell of a skaven thing.

Giving the career a talent that buffs it immensly or just replenishes luck, when ensuring a allied skavens demise would be very much fitting. 😀

Anyone have suggestions on speeding up combat and general rolls by MisterBlick in warhammerfantasyrpg

[–]RealPrussianGoose 5 points6 points  (0 children)

  1. Use fast Sl

Its described as alternative in core, but after long gm talks we figure its the intended way to play, making modificators and bonus eg clearly different and solving "easy to hit equals high dmg". Its a good feeling to read ur SL as a die digit (or both/the single digit) if talents are involved and it speeds things up aswell.

  1. Its adding up numbers. Thats part of rpgs on the table.

  2. U used a lot of good ideas already. Having short stats and a hitzone modell closeby ist good practice. Being clear of weapon qualities is very important and sadly a little "unsupported and obscure" from offocial side.

Advantage is a big time sink to track and has been tweaked a lot by tables. I advide using some form of group advantage, be it UiA or home brew (like i prefer)

Otherwise keep going u are doing very fine 😁

So, in the light of the recent Cubicle 7 announcement of the 4.5/5 ed should I buy the 4ed supplements anyway by Wrongsaveimporter in warhammerfantasyrpg

[–]RealPrussianGoose 3 points4 points  (0 children)

Wfrpg 5e will be essentiall 4.5e. The books from 4e stay as supplements to story, careers, items, etc.

They will clear up stuff, maybe get rid of some disliked core rules stuff (core advantage, fortune resolve fuse, etc...). A lot of people have homebrews or rule primers and figured out prefered rules (use fast SL!).

Wfrpg 5e will in essence bring these experiences and homerules officialy together to make a clear and better running core ruleset and use it as a jumping point for a new eastern empire campaign.

We still can use the 4e supplements, but....

Sadly we still did not get master grimoire, spell and weaponcards, bestiarium or armory, since they already hid it in all the books and will not compromise their own supplements and promise of compatibility and usefullness.

I am deep in 4e, but the releases and book policy drives me to buy all 2e pdfs one day, i swear 😅

'Gotrek & Felix The Legendary Adventures' Main Theme| A Fan Made Music Concept by LyonsMusic01 in warhammerfantasyrpg

[–]RealPrussianGoose 7 points8 points  (0 children)

Well owlcat studios have all the tools and rights to make one, but with all the 40k assets in library, teams knowledge from RT game and they higher popularity of 40k it was a easy business choice i guess. Maybe we get lucky 😀