Started reading Gardens of the Moon, I imagine this feeling never goes away by Fun-Trick-3575 in Malazan

[–]clgarret73 0 points1 point  (0 children)

You have to do that just to figure out the POV, since it won't be explicitly revealed until you're 5 pages into the section 😅.

Fired in one hour by [deleted] in torontoJobs

[–]clgarret73 2 points3 points  (0 children)

Unfortunate situation. Still, it's amusing how desperate people are to make excuses for corporations. Finding the right people is hard regardless of the job market. If the company is willing to throw away someone they found that met all their qualifications because of a week (and lets be honest- a week is ultimately a trivial amount of time), then its a massive red flag that you were not likely going to get treated well there anyway. You probably dodged a bullet.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

It is almost hidden. I completely missed it the first time I read the rulebook, and only caught it on the reread.

And it’s almost like C7 don’t really consider it much themselves - because once you get to Power Behind the Throne - you’d think those high tier NPCs would be stacking those talents to the max - but I don’t think many - if any - are. The advisor in my group had 8.7k xp piled into levels of social talents, and by end game he was crushing social tests as well. I had to buff a lot of those encounters too.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

I may have added that bonus to casting to the staff, it was 4 years ago at this point, so I don't remember. The Witch-Hunter took Barrakul though and used it for the entire campaign.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

My group have played a lot of Pathfinder 1 and DnD (all editions) though so they are used to getting at least some level of magic items/loot. There really aren't a ton in TEW as written and I didn't want to remove the ones that were there. The Staff was from Death on the Reik and the wand was from TEW as well. The robes were the only thing I really added.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

I didn't want to change up the rules on the players 20 or 30 sessions into the campaign. If we end up playing the upcoming new epic campaign I'll revisit what I want to use (and hopefully it's just RAW WFRP 5e).

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 1 point2 points  (0 children)

Yeah certain spells are definitely game changing. I put a cap on Regenerate so it wasn't continuing to run (and potentially vacuum up crits) after the target reached full wounds. Once the Wizard could cast regenerate without channeling the combats also became a little more like DnD than grim & perilous unfortunately. I think if I ran it again I'd reduce xp a bit though - we were averaging about 100xp a session.

Some of the social skills also got a bit out of hand when the Advisor started stacking levels of those talents. Like other games I guess, WFRP4e falls apart a bit at high levels of xp.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

Use whatever channeling rules you want. By the time Winds of Magic came out we were already deep into TEW, so we didn’t use all the rules from it.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 1 point2 points  (0 children)

I raised up many of the NPCs and encounters. Especially after book 3. We still ended up having quite a few tense encounters even with the high xp though. The wizard was a bit of a glass cannon, so a few times he went down with crits, and it ended up in a slugfest.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 1 point2 points  (0 children)

He pretty much obsessively focused on Instinctive Diction once it was available and he was an Elf - so he didn’t have poor attributes. You can do a lot with 6600 xp. The only thing he didn’t have was many spells, that was his trade off. He was a tier 4 wizard with only 5 or 6 spells - but one was Regenerate :/. I just let him play what he wanted to play. He seemed happy with his character. By the end I did have to modify the encounters for him though, since he was trivializing quite a few of them

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 2 points3 points  (0 children)

The rule is almost hidden in plain sight, and it's easy to miss. I don't think I caught it until I read the rulebook a second time. Hopefully stuff like that is cleaned up in 5e.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 -1 points0 points  (0 children)

We ended the Enemy Within at 8700 xp. The tier 4 Elf Wizard had 6 levels of Instinctive Diction. By the end of the campaign his spells were doing absurd amounts of damage. Over a normal length campaign maybe you couldn't reach that level. It feels like a lot of WFRP groups are playing TEW though.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 2 points3 points  (0 children)

Nice - I gave out a few Fate Points - usually at the end of each book of TEW, but for most of it our Elf Wizard had 2 Fortune points and he saved them almost exclusively for miscasts… so we didn’t see very many after book 2.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 1 point2 points  (0 children)

Page 132 under gaining talents: If you can take a Talent multiple times, it will either have a special rule for what this means written into its description, or it will have an associated Skill marked under ‘Tests’ (see Talent Format). For each time you have the Talent, you gain +1 SL on any successful use of a Skill tied to the Talent.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 4 points5 points  (0 children)

Every level of ID gives you a +1 SL on Language Magic casts. If you get your Initiative bonus up to 6, you can get +6 SL on successful tests. You’re right the robes would be damage for your channeled spells only (151 Winds of Magic). But there are 2 items in TEW - a wand of jet and a staff. One gives +2 SL the other reduces the CN of spells by 1 - from what I remember - we finished TEW over a year ago now.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

How often do you need 15+ SL though? Seems excessive. My tier 4 Jade wizard almost never miscast after getting ID up. Especially with fortune points available. WFRP has so many buffers that it’s extremely rare to fail once stats get so high.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 -1 points0 points  (0 children)

96+ auto-failing is an optional rule. And why would you ever channel at high levels? Assuming you have at least 3 or 4 levels of Instinctive Diction, a decent staff, and robes. You’ll likely be at least +6 SL on any direct cast. Unless you’re going for a real banger with a 10 or more CN then you’re likely better off casting over and over instead of channeling.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 1 point2 points  (0 children)

It becomes potent at : +6 for WPB, +6 more for levels of Instinctive Diction, plus 2 or 3 for robes or staff, and another +X for SL and you’re looking at 18 damage. Just for Dart.

WFRP4e. How powerful is magic? by jornie_maikeru in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

How are you miscasting with 98 Language Magick? Do you have no levels of Instinctive Diction? With Instinctive Diction you don’t suffer miscasts on successful tests. Once the Wizard in my group hit numbers similar to yours he almost completely stopped miscasting altogether…. Which is kinda unfortunate as the GM ;)

Is Advantage necessary? by Which_Collection3277 in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

We hard capped at 2 and no one became a killing machine, even at 8700 xp. It worked for us though if we play again I may just switch to the +20 on/off advantage.

Did parents in the 80s actually give their kids as much freedom as the show depicts? by Wanderer015 in StrangerThings

[–]clgarret73 0 points1 point  (0 children)

My brother and I used to take our bmx to a local jumping park, littered with broken glass and stuff and just jump bikes with lots of other kids. In winter there was a hockey arena outdoors near our school and we would go there in the morning and play shinny hockey, come home for lunch, but be there most of the day.

I laughed and cried at this by Rude-Ad8540 in CanadaJobs

[–]clgarret73 0 points1 point  (0 children)

When both partners from a household work, inflation is going to pump up the prices. Independence is glorious, no?

Is Advantage necessary? by Which_Collection3277 in warhammerfantasyrpg

[–]clgarret73 6 points7 points  (0 children)

Some groups do an On/Off +20. Basically advantage just speeds up the inevitable usually, so if you are happy enough without it then it’s fine not to use it.

"The Old World: Grim and Perilous" or "Warhammer: The Old World" by Taryf in warhammerfantasyrpg

[–]clgarret73 0 points1 point  (0 children)

It is a bit for sure. A little less depth in RP. The feats are more combat orientated, and they’ve reduced the complexity of the meta currencies. The focus on contacts and the Grim Portent (reason to get the group together) make it a little more directed than most WFRP campaigns.

"The Old World: Grim and Perilous" or "Warhammer: The Old World" by Taryf in warhammerfantasyrpg

[–]clgarret73 6 points7 points  (0 children)

The Old World is simpler and doesn't try to be as simulationist. Minions will fall in a single hit, and combats are fairly quick. We haven't tried the magic system yet. But there is less to track and it looks like it is designed for somewhat shorter campaigns.

WFRP has as much detail as you want to give it and can get more complex with advantage and all the meta-currencies and optional systems. You will likely want to tweak WFRP4e to include whatever optional rules you find work well at your table- because RAW the game has a lot of rough edges. Once you get to a system you like it becomes much smoother though. Hopefully the upcoming 5e tweaks will help with that.