If non-elves can only cast from one colour of magic, then that does suck.
EDIT: And yes, it does look like it's one coloured magic per character. I'm sure in 1st ed you could dabble in them all; summoning, demonology, necromancy, etc.
If non-elves can only cast from one colour of magic, then that does suck.
GW forced the colour system upon Warhammer in between 1st and 2nd Editions.Rat Catcher wrote: ↑Fri May 03, 2019 6:24 amIf non-elves can only cast from one colour of magic, then that does suck.
EDIT: And yes, it does look like it's one coloured magic per character. I'm sure in 1st ed you could dabble in them all; summoning, demonology, necromancy, etc.
I remember this subject from the 2E days.Orin J. wrote: ↑Fri May 03, 2019 10:25 pm 1st editon didn't really HAVE color magic though, and restriction is a lore thing....
not to mention you still get to dabble in the non-color magics if you REALLY want to? it says a dark lore and one other lore in regards to learning extra magic, so i'm assuming it means one each of color/dark/other.....
You make a good point. I've always thought that apart from one or two clunky rules that can be easily house-ruled (one of the main ones for me was allowing characters to stay in the player's preferred career longer), there's really nothing wrong with 1st edition. Whereas 4ed looks to me like it would take much more tweaking.
To be honest, after trying for over six months (and I consider myself very rules-crunchy) my best advice would be to give up on 4E and port over three things to 1st Edition:Rat Catcher wrote: ↑Mon May 06, 2019 3:28 pm So what's your current opinion on WFRP4 CapnZapp, is it worth saving with house rules?
LOL!
Don't you find opposed roll to attack too fiddly? Maybe you are right though, keeping it and rolling damage as usual could work fine.CapnZapp wrote: ↑Fri May 31, 2019 2:50 am
To be honest, after trying for over six months (and I consider myself very rules-crunchy) my best advice would be to give up on 4E and port over three things to 1st Edition:
1) the careers system - I initially disliked it, but since my players are loving it, I have had to reconsider
2) the opposed roll to attack (since it does get rid of the whiffing)
3) magic spells (but certainly not the rules for casting)
...
I'm curious how would this apply to a character with multiple attacks vs a opponent without multiple attacks?EDGARRA wrote: ↑Mon Jun 01, 2020 10:28 am hello adambeyoncelowe
adamBonjour So I'm French and I'm playing with Brigandyne ............................................................................................................................................
in fact most 5% specializations are for martial test only. Non-combat specializations gives a +10% bonus which is more significative and allows you to differentiate your character more easily.
Brigandyne's biggest interest is to be fast: only one roll of the dice for a weapon pass which will determine the winner of the pass. The units die is used as the base damage. Ex: if successful, the player applies the damage which is the unit of the dice 1d100 example 45 gives 5 point of damages. If he misses, his oppnonent win the fighe and he suffers those 5 points of damage... simple and elegant. Critical success/failure are rolled with a result of 0 on your units dice.
There are of course many game options to enhance the fight of give them a more tactical taste (Ex: The double for example is a either no dammage or both fighters suffer the damages, at the choice of the one who won the weapon pass) but the goal is definitely to have the GM rolling a few dice as possible and really focus on the story, storytelling and running the adventure.
There is a few rules that are very specific, Ex: PC personnality are based on animal archetype that allow the PC to choose from certain traits. Those traites give cirunstancial positive and negative specializations and but are also use for RP situation as they also increase for the worse under Stress/Fear/Terror (Ex: Aggressive becomes Brutal then Bloodthirsty).
We are currently working on a V2 version and are assessing the possibilty to get it translated it in english (it reuqires both interest from English community and the certitude to have a translation that will be at the expected level of professionalism).
Thanks. It looks like a good system. If you need help with an English translation, let me know. I may be able to help (I'm a professional writer, editor and publisher, and hand translated my own copy of Brigandyne to English just for fun so I could read it).EDGARRA wrote: ↑Mon Jun 01, 2020 10:28 am hello adambeyoncelowe
adamBonjour So I'm French and I'm playing with Brigandyne ............................................................................................................................................
in fact most 5% specializations are for martial test only. Non-combat specializations gives a +10% bonus which is more significative and allows you to differentiate your character more easily.
Brigandyne's biggest interest is to be fast: only one roll of the dice for a weapon pass which will determine the winner of the pass. The units die is used as the base damage. Ex: if successful, the player applies the damage which is the unit of the dice 1d100 example 45 gives 5 point of damages. If he misses, his oppnonent win the fighe and he suffers those 5 points of damage... simple and elegant. Critical success/failure are rolled with a result of 0 on your units dice.
There are of course many game options to enhance the fight of give them a more tactical taste (Ex: The double for example is a either no dammage or both fighters suffer the damages, at the choice of the one who won the weapon pass) but the goal is definitely to have the GM rolling a few dice as possible and really focus on the story, storytelling and running the adventure.
There is a few rules that are very specific, Ex: PC personnality are based on animal archetype that allow the PC to choose from certain traits. Those traites give cirunstancial positive and negative specializations and but are also use for RP situation as they also increase for the worse under Stress/Fear/Terror (Ex: Aggressive becomes Brutal then Bloodthirsty).
We are currently working on a V2 version and are assessing the possibilty to get it translated it in english (it reuqires both interest from English community and the certitude to have a translation that will be at the expected level of professionalism).