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Midhir

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Everything posted by Midhir

  1. Currently I'm using Fred and FH to put a group through the Warhammer Fantasy Roleplay Campaign, The Enemy Within. As I convert the NPCs, magic items and spells I'll be posting them a website I'm working on (FH Project). I'll post any updates to the site here to let anyone know who might be interested in the material. All material will be in HD v2 format for easy download and reuse along with the write ups posted on the site. The site should be up soon and I've hosted the first session so there will be a few NPCs ready to put up soon.
  2. Sorry I haven't converted my old Kulthea (Shadow World) stuff yet. It was a toss up to use Kulthea or the Warhammer Old World setting and Warhammer won out. Although the 4th Edition information in the box set won't different much from 5th edition really.
  3. Any chance you might have your different spell systems in a HD Prefab you'd like to share? beg, beg, plead, plead
  4. 1. PC Death: There isn't much point in killing off your PCs every other session but if the PCs do something extremely stupid it happens (i.e. the thief type sets off an obvious trap with out using his skills to avoid it). I almost never let the dice decide the ultimate fate of PCs since I look at Role Playing more as telling a story then hacking and slashing creatures, but sometimes at key moments a PC death happens and fits the situation. 2. Combat Details: I'm currently starting up a campaign based on the Warhammer Fantasy RPG, The Enemy Within, converted to FH. I use a home brewed critical hit and critical failure rule and then tie it in with the critical hit location tables from the Warhammer rules. They have a great set of critical hit location tables that are very descriptive. Warhammer is a very dark fantasy setting and the Enemy Within campaign is one of the best series of modules I've ever seen that portray that flavor.
  5. Extra time although at first glance seems to be a good way to limit the number of items could result in an adventuring group holiday. Oh well the potions are great so we all just take a holiday while Ben works on the potion production line. It can work but it leaves room for abuse like most options that don't actaully place a limit on the total in some way or offer a trade off for their creation. I generally use a high coin cost, require a good length of time to create the items and throw in some hard to find ingredients (foci). The only problem is that when you get a seasoned adventuring group that has had time to build up some wealth, those three options can become easier to circumvent. If the player has to invest part of his power (on a temporary basis) then coin won't be able to overcome that limitation and you can maintain control on the items with out alot of squabbling.
  6. One problem that will crop up with allowing the creation of potions, scrolls or even limited use magic items (wands, talismans, etc with charges) becomes the sheer number of items that players may choose to create and thus unbalance the game. One way to keep this in check would be to obviously make the creation cost coin and to keep that cost a little steep, but this doesn't always work. So another way I have been able to keep the magic item mass production line in check is by making the creator invest his Mana (end reserve used to cast spells) in the item. If the item has a real cost of say 10 then once its created his Mana is depleted by 10 until the items is used up and thus releasing his Mana to be recovered as normal. This very successfully limits the number of items in circulation and also opens up the possibilities of a viable alchemist type character that instead of casting spells invents/creates potions, scrolls etc. that he uses when in need of a spell effect.
  7. Warhammer Fantasy RolePlay has a great series of modules (Power Behind the Throne series) that set a great dark fantasy gaming world perfect for roleplaying and down and dirty fighting.
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