Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Wednesday, April 7, 2010
7 Feats? For a starting character?
If you just want to hear me whine a little bit, this is the place.
When I did my initial review of the Warhammer 3rd Ed, one of the things I didn't like about the game was the analysis paralysis that sets in during character creation. Between the main game and the player's toolkit there's over 100 action cards, and they're not easy to analyze. You could spend all day reading over the action cards, and still not know what's best for your character. As it turns out, it's actually a little worse than that. On top of the 100 action cards, there are more than 70 talent cards.
Turns out the analysis paralysis isn't only likely to show up at character creation. I'm really glad they put everything on cards, or this game would be a nightmare. Instead, the cards make it run smoothly.
I was thinking about it today, though, and I realized just how insanely buff starting PCs are. Talents and Actions are both very much like Feats in D&D, or Edges in Savage Worlds. It's relatively easy for a starting character to begin the game with 3 Talents and 4 Action cards, that would use 6 of your 20 to 25 character points.
Imagine a 1st-level D&D 3.x character that starts with 7 Feats. Or a starting Savage Worlds character somehow loaded up with 7 Edges. That seems pretty busted, right? Surprisingly, WFRP has fewer combos, so I think it's probably less unbalancing than giving someone 6 extra feats or edges would be in either of those games. Still, it was kind of a shock when I sat down to analyze it.
So I broke out my rarely-used D&D 4.0 PHB to compare. There a PC starts with 1 Feat, 2 at-will attack powers, 1 encounter attack power, and 1 daily attack power. This is roughly the equivalent of 1 Talent and 4 Actions in WFRP's terms, as near as I can eyeball it. So, you're only a little bit stronger / more diverse in WFRP than in 4.0 D&D, and that only if you choose to spend 6 of your 20 points on talents and actions. You could just as easily build a valid WFRP character with 0 talents and 1 only special action. Unless, of course, we factor in the 8 "basic actions" that all PCs start with. You just have a lot of options in WFRP.
Why on earth do they give starting PCs so many options? It's a design choice I'll never understand. If I'd written the rulebook, all PCs would start with exactly 2 talents and 1 special action. Instead they start with 0-3 and 1-4, and I don't feel like the game gains anything for having all this extra options at character creation. Later on, when you know the system better and are advancing your characters, it's probably justified, but right out of the gates, it's overwhelming. Remember the law of 7 +/- 2? It would seem the FFG crew have either never heard of it, or at least interpret it very differently. I guess they thought it should mean "don't start with more than 7 Feats"...
It's especially weird for a game whose previous editions are noted for the meager power levels of starting characters. I guess they wanted to distinguish this edition from that which came before, but it seems an inelegant way to do so. WFRP 1st & 2nd are the game where a single goblin armed with a wooden spoon is a danger capable of a TPK, though, so maybe I shouldn't complain. There was certainly room to build up the heroism a few notches, and 3rd Ed did so rather nicely, even if it did so at the cost of making character creation painful.
I'm planning on running WFRP for my weekly one-shot group sometime soon. When I do, it'll be with pregens, and for most of the characters, I'll be going with 1 or 2 talents, and only 1 or 2 actions. I might even trim the default character points down from 20 to somewhere in the low teens. I see no need to complicate things to the fullest extent possible.
Gripe session over. We now return you to (hopefully) more useful content...
Tuesday, April 6, 2010
The Race Card
I don't have a clue why they didn't do the same with racial abilities. Every race has a couple special rules and abilities, and they're literally the only character powers that aren't always at your fingertips. As my wife and I have been testing out various mechanics and getting a handle on the combat system, we find we're constantly forgetting about racial abilities. So, I broke out Strange Eons and fixed this glaring oversight.

The above file has enough cards for 4 humans, 2 High Elves, a Wood Elf and a Dwarf, because that's what would fit on a page easily, (with plenty of room for sloppy cutters with those oversized round-tipped kindergarten scissors).
It only lists powers that you use at the table during sessions, so things you do once at character creation (and then ignore forever after) aren't on the sheet, and neither is the once-every-11 sessions XP benefit that humans get.
Bodyguard and Charcoal-Burner

The artwork is original. I bought a Wacom "bamboo" tablet yesterday, and these are two of my first three pieces of art from it. Honestly, it shows on the Charcoal-Burner. I was having such a hard time getting the hang of the tablet, that I really goofed up his body proportions. Which frustrated me so much I never finished his face. Maybe I'll redo the art on him at some future point... but don't hold your breath. I've got nearly a dozen additional career cards finished except for artwork, so I doubt I'll get around to fixing older artwork any time soon.
The card backgrounds are from Hurlanc and Vendolis' WFRP plug-in for Strange Eons. I highly recommend it to anyone interested in WFRP, as it enables you to build your own custom components for the game with a minimum of effort. (Going crazy with a wacom tablet is completely optional.)
Currently, for reasons unknown to me, the Strange Eons program only deals with the front side of career cards. So the back, with all the flavor text and trappings info, is missing. That's part of why I'm converting careers instead of making entirely new ones. Instead of having to type up a bunch of background text and lay it out in quark or office, I can just say "please reference the 2nd Ed main book".
Saturday, March 27, 2010
Running away with WFRP 3rd
I've been managing to stay polite thus far, but it's not easy. I feel this whole notion is horribly misplaced, because WFRP 3rd already has the most generous running rules in gaming history, it just didn't specifically label them as "running", so people are too dense to figure it out. That's a little harsh, but pretty much spot-on.
How running works in WFRP 3rd:
The game allows you 1 action per round, plus 1 free "manoeuvre" per round, plus as many additional manoeuvres as you'd like at a cost of 1 fatigue each. Your attributes range from 1 to 6 (2 to 5 for starting characters), and you never want more fatigue than your lowest-rated physical attribute. So, most PCs don't want to take more than about 3 fatigue.
Instead of measuring things in feet, the game uses abstract range categories. If someone is within "Close" range, you can pay 1 manoeuvre to engage them in melee. If they're at "Medium" range, you can pay 1 manoeuvre to move to "Close" range from them. If they're at "Long" you can pay 2 manoeuvres to move to medium, then 1 more to move to close (and 1 more to engage them). The furthest possible range is Extreme, which takes 3 manoeuvres to reduce to Long. So, you could for 7 manoeuvres, run from Extreme to Long to Medium to Close, and then engage someone in melee combat. Doing this in a single round, you'd suffer 6 fatigue. If you wanted zero fatigue, it would take you 7 rounds, which is just too much for some folks, and thus the various house rules keep getting thrown around. I think they are being unreasonable.
Compared to WFRP 2nd Ed: To illustrate my point, let's explore how this system compares to it's previous incarnation. (My 2nd Ed is really rusty, so if anyone spots any mistakes, let me know).
In 2nd Ed, most humans have a Movement statistic of 4. This allows them to move 8 yards per combat round normally, or up to 24 yards in an all-out run where they're doing nothing else. Within that system, bows and firearms have a range of 48. So if you were attacked by someone with a bow at long range for their weapon, it would take two full rounds of just running to get within melee range. If you were taking a more cautious approach (not running or charging) it would take 6 rounds to reach them.
Now compare that to 3rd Ed WFRP, where the equivalent weapons (the shortbow and handgun) have range "Medium". Moving at a full run, you can get there in a single round, for 1 fatigue, and you still get to attack. (You spend your free manoeuvre to move from Medium to Close, and then pay a fatigue to engage them.) If you take a more cautious approach (no fatigue), you get there in just two rounds. So, characters in 3rd Ed are, by default, moving much faster than characters in previous editions.
Compared to D&D: Running the numbers, we'll again see that WFRP characters are by default moving really fast. In 3.5 D&D (likewise, my 3.5 is kinda rusty, so correct me if I'm wrong), a shortbow has a range increment of 60 feet, and it's maximum range is 600 feet. You won't often take shots at that kind of range because your odds of hitting at 10 increments are pretty dreadful, but a reasonably competent archer is likely to be willing to take shots out to four range increments, aka 240 feet. An unarmored human PC can walk 30 feet per round, or run 120 feet per round. So again, to travel from the likely archery range to melee range takes 2 rounds of full-out run, or more than 6 rounds of more reasonable exertion. And if you were taking fire from some hotshot archer who wanted to hope for natural twenties at the full 10-increment range of their shortbow, it would take you 5 rounds of full running to reach them.
What I conclude from all those comparisons is:
- a) WFRP 3rd Ed assumes your basic movement in combat is a hearty jog, not a calm walk.
- b) If you're taking one or more fatigue from movement maneouvres in WFRP, it represents a full-on run.
- c) WFRP 3rd, as written, is much kinder on the melee-only character than either 2nd Ed or D&D, at least in terms of them trying to get into range while taking fire.
So, given those conclusions, I see no need or reason to allow any better movement than the default manoeuvre rules in WFRP.
Taking it to Extremes: Just to make sure those conclusions hold up, I also ran the results on a longer-range weapon.
In WFRP 3rd Ed, a Hochland Long Rifle or a Longbow can hit to Extreme. It takes 7 manoeuvres to reach that distance. You can cover the whole distance in a single turn if 6 fatigue isn't enough to knock you out. Or you can cover the distance over 7 turns at a slow pace without fatigue.
In WFRP 2nd Ed, a Hochland Long Rifle has a range of 96. A typical Move 4 human can cover that ground in 4 turns of all-out full running. If they try this without running, it'll take them 12 turns to get there.
In 3.5 D&D, a composite longbow has a range increment of 110 feet, so from the point where they start having a better than 5% chance of hitting to when you reach melee is about 3 or 4 turns of all-out running. At a non-run pace you're looking at about 14 rounds of walking.
So, in terms of getting somewhere in a hurry, WFRP 3rd is being very generous to the guy who rushes into melee. He moves 3 or 4 times as fast as his equivalents in other games if he's willing to take a modest amount of fatigue. You may be able to shrug off all or some of the fatigue with the right Talents or Career Ability, and even if you don't, you still get an action on the turn(s) you run, unlike the other systems. If he's fatigue-averse and insists on "walking", he'll get to sword-swinging range in half the time that D&D allows.
If my players complain about there being no running option, I'm going to politely tell them that spending fatigue for extra manoeuvres is the running option, and that it's far more generous running rules than any non-supers game I know.
I suppose I could see room for some sort of enhanced move Action being added to the game, as in one you pay an Advancement to purchase. You'd have to be careful not to make it too good, though, or else it would become an automatic upgrade for all melee characters. As it is, various Talents and Career Abilities within the game make it very easy to build a character that can cover Extreme to Close range in 2 or 3 rounds without taking more than 2 fatigue, so I don't think there's much need for extra specialization options in running.
Portions of the above appeared in a slightly different form on the FFG forums, posted by me.
Friday, March 19, 2010
Core Clues ported to Savage Worlds
When I was running Savage Worlds on a more regular basis*, I borrowed from Gumshoe and set my difficulties for clue-gathering at a 2, usually with some added bonus/benefit if the PC got an 8+.
Didn't matter if it was an interrogation using Streetwise, or search involving Notice, the only way you could fail was by getting double 1's, and choosing not to spend a benny on a reroll. That way, the PCs either got the clue, or I was given an opportunity to narrate how some ridiculous blunder or bizarre coincidence kept them from getting the info they wanted.
It sounds better than it actually plays, unfortunately. I've found that some Savage Worlds players horde their bennies and only expend them in combat. Which means that in practice, there's still some danger of things stalling out because of a bad roll. It's still better than failing to get the clue because you rolled a "3" on a d8 and a d6, but not as much better as I'd imagined it to be. And should someone be so unlucky as to roll the critical failure, spend a benny and get a second critical failure, then you're adding insult to injury.
*: Link to the post using on "core clues" in Warhammer FRP
**: I'm still running my Savage Worlds fantasy game whenever my wife and I go visit our friends in Portland, but that only happens 4 or 5 times a year, so I hardly call that "regular".
Core Clues ported to WFRP
Let's face it, even when players get all the clues without the dice ever hosing them, there's still a good chance they'll misinterpret those clues, chase a red herring or accuse the wrong NPC, argue with the other players, or decide "my character wouldn't try to solve this mystery or pursue that clue". We've all seen situations where some player gets a wild idea and runs off tilting a windmills. What the GM thinks is crystal clear, turns out to be opaque to the players, and now he has to improvise some windmill stats. :)
Today, at the FFG forums, someone was asking about search checks in WFRP 3rd Ed. They were converting a 2nd Ed adventure, that relied on a lot of "A difficult search roll will reveal..." statements. I started typing up a reply about how it all depends on the nature of the clue. That if it's vital to advance the plot and make sure the players have fun, you should just give it to them automatically, but if it's a roll to find some treasure that's not a needed McGuffin, then dice are appropriate.
As I was typing that reply, though, I realized that the mechanics of WFRP are actually perfect for the whole "core clue" concept. You could make all (or the most vital) clue-gathering rolls succeed automatically, not even need a single success to get the info. Then, you just come up with some fun benefits for Boons, Sigmar's Comet or the "triple hammer line", and some nasty disadvantages for the Banes and Chaos Stars.
Here's an example of how it might play out:
The PCs are searching a nobleman's personal library, trying to see if there's any damning evidence of his guilt in some previous crime. The GM has decided that yes, there's some personal correspondence with his co-conspirator tucked behind some books. Without this bit of info, the players are unlikely to call out the nobleman, and will probably never connect the dots to the co-conspirator. Instead the game would bog down as they argue amongst themselves about whether or not he's guilty.
So the GM decides that any search roll will find the main clue, that being the letters behind the book on the shelf. However, a roll of Observation + Int is still called for, with the following possible effects based on the other symbols rolled:
- Boon: You also find a loaded pistol resting out-of-sight and above your head on top of the same shelving unit. Taking it would be theft, but it would also prevent the sinister nobleman from using it against you later.
- Bane: The household servants overhear your search, or notice that you've moved things around. This raises their suspicions of you. Any social rolls vs the staff or residents of the manor are now penalized by 1 misfortune die.
- Chaos Star: The nobleman himself comes home early and walks right in on you. Everyone in the scene takes a point of Stress. He knows you're on to him. Since you've been ransacking his office, he'd be in his rights to grab the pistol from above the shelf and arrest or shoot you. It'd be foolish and dangerous, but within his rights as a nobleman, so depending on how many PCs are present, he just might do it.
Tuesday, March 16, 2010
Strange Eons and WFRP
Luckily, there's this program called Strange Eons. It was originally designed by the Arkham Horror community to make home-brewed full-color expansions for that game.
To the right you'll see my take on a card frame for Item cards.
Below that is my first stab at a card frame for Location cards.
Neither is nearly as ornate and detailed as the official cards, but they're not bad too shabby, either. They'll look much better once text and the other image files have been layered into them.
The Pit-Fighting Scribe
At this point, I'm in love with the way the game plays. Combat is fluid, the mechanics are easy to grok, and everything at the table just flows smoothly. The GM's job during the game is super easy. Prepping for adventures is surprisingly easy, as well, as the Game Master has a lot of tools, tricks, and shortcuts provided for them that allows you to prep with a minimum of fuss. All the fiddly bits that kept me from ever running WFRP 1st or 2nd Ed are gone, and have been replaced with a system that's just a dream to run and play.
The one area where I'm not pleased, however, is character creation and advancement. While they did a great job of fixing all the during-play fiddliness and book-keeping of the old edition, in the process they seriously watered down one of the things that made the old editions so cool. I never ran it, because it was too complicated, but I always admired the integrated tiers of character classes (there's about 100 of them in the main book for 2nd Ed) and the way they resulted in characters who were realistic and packed with history. But like I said, 3rd Ed sort of watered that down.
Watered down, both in that it has less flavor, but also watered down in that it's all so soggy now you're trapped in a marsh of possibilities. Once I really turned a sharp eye on the 40 existing character careers in 3rd ed, I realized they weren't very coherent. There's a lot of orphaned careers, with no obvious decisions when you level up to a new class. On the plus side, there's not much restricting you, which is nice. But on the negative side, there's no guidance, and it's a point weasel's paradise full of hidden options.
If your group is mostly casual gamers, but with one or two kinda munchkiny min-maxers, I think it'll be problematic. The casual gamers will get mired or lost, and the munchkins will figure out how to break something (starting with Rapid Strike). Even if you're blessed with only good players (as I usually am), the lack of organizational charts will make the advancement process take far longer than it rightly should. I'm thankful that the ugly complicated bits are all shoved off for end-of-the-night advancement, and never rear their heads during a tense in-character scene. But at the same time, I'm scratching my head and wondering why these problems exist at all, when the previous edition was so good at providing the players with a workable balance of guidance and options.
One of my earlier paragraphs mentioned in passing that the flavor had been drained out of the advancement system, but I never really presented evidence to support it. I'll take a stab at it now. In 1st & 2nd Ed, your character leveled up from one flavorful career to the next, so you might go from Student to Apothecary to Barber-Surgeon to Physician to Guild Master, with an immediately understandable progression.
In 3rd Ed, the careers are still flavorful, but the progression from one to the next has been rendered free-form. At first I thought that was cool, because you were never pigeon-holed, and a radically different career might just cost 1 or 2 more XP. Then it was pointed out to me that the Keywords that dictate the XP costs leave a lot to be desired. The worst offender is the "Specialist" Keyword, which appears on a completely random assortment of careers, making it such that being a Hunter or a Pit Fighter gives you an XP break on later becoming a Scribe or a Barber-Surgeon. Between those keywords and the way Talent cards are slotted, the most logical or sensible choice for a new Career is are rarely the most mechanically rewarding next career, and vice-versa. This is a big disappointment for me.
Sadly, the solution to these two branches of the same problem are contradictory. That is to say, the most obvious way to fix the flavor problem is to throw out the keywords and implement a career flow-chart much like what the previous edition had. But since the existing careers are so unconnected, to make a sensible flowchart you'd have to add a lot of additional careers. Which seems a little counter-productive if the other biggest problem is that there's too many things for players to sort through and consider when they're leveling up. Throwing another 20 or 30 careers into the mix will compound that issue rather significantly. And yet, I expect that's exactly what I'll do. So sad...
Friday, March 5, 2010
StarWarsderness of Mirrors
I replaced the 5 stats of Wilderness of Mirrors with five similar, but subtly different stats. The five attributes were:- Droid - used for tech, repair, and computing
- Flyboy - used for piloting and acrobatics
- Jedi - used for The Force, Luke
- Princess - used to charm, inspire, and command
- Wookie - used to intimidate and battle
If you look at the attached character sheet I made, you'll notice I also tweaked the power of "Pluto". Stealth isn't really center-stage in the Star Wars films, it's got it's place, but it didn't seem it should be a central character focus. So, I made "Flyboy" cover acrobatics and piloting, with the modified special power to escape from any one tight situation. This is a slightly more frenetic and active version of Pluto's power, and it can be used in a ship. Again, I was pleased with the way it played out.
Overall, things went well. My only complaint involved my own memory issues re: the rules. The main rules are so simple, I didn't re-read them before play. I got about half way through the session, and then commented "I don't remember this being such a cake-walk for the players. I feel like the difficulties should be higher." That's when one my players (thanks, Erik!) stepped up and reminded me about the tokens/points the GM is supposed to get. Off the top of my head, I couldn't remember the rate the GM earns these Setback points, so we went with one every 30 minutes. Turns out that it's supposed to be one every 20 minutes, which would have been much more challenging, and probably far better to have the extra 3 or 4 Setbacks, but we had fun anyway.
As always with Wilderness of Mirrors, the GM just sets up a very brief mission proposal, and then lets the players roll with it. (The bulk of my game prep was making that character sheet.)
Players have a lot of narrative control, and you never really know where things are going to go. We started with the PCs having to steal the Death Star plans and convey them to Princess Leia. By the time all was said and done, the plot involved Wookie and Gamorrean porn stars, evil architects with brain-sucking Dark Side powers, lots of EVA (zero-G combat in space-suits), and an escape in a garbage scow. Very amusing... but trust me, the less you know about "the Wookie Wax", the better.
Wednesday, March 3, 2010
Drives'R'Us, v4.0

The 4.0 version of Drives'R'Us expands on my 3.1 version with 4 new spaceships, and over two dozen new quests. I've added colonies for most of the alien races, a few random invasion fleets to attack Glory, larger maps, and even the fabled fortified vault of Fomax. In addition to all that new stuff, I've also ported over the best bits from my "Teeming With Life" and "Sgqwonkian Crisis" mods. The variety of encounters and experiences is very high, to maximize the replayability. The file size of the download is nearly 3 times that of the previous version. I put a lot into this.
Future Plans:
Since the best bits of Teeming With Life and Sgwonkian Crisis are now in Drives'R'Us, it's unlikely those mods will see any future updates. There'll no doubt be a 4.1 version of Drives'R'Us somewhere down the road. There's always little things worth tweaking. A musically-gifted friend of mine offered to make me some new music for the various quests, so as he finishes up those sound files, I'll be updating the mod, probably with new quests and items.
I'd also like to make a mega-mod that incorporates content from other people's mods into one hugely unpredictable compilation. There are some technical limitations to the game engine, though, which I've been looking at and trying to chart out how much I can actually accomplish. If I go ahead with this, it would probably be published as a separate mod, not a new version of Drives'R'Us.