Neuigkeiten zu neuem Warhammer

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Alandor
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon Alandor » Freitag 18. Mai 2018, 20:55

Dann gibt es vom Sphärenmeister hoffentlich auch mehr Pakete.



AL
Kane der Verfluchte hat geschrieben:Ich töte andere Wesen.
Dazu wurde ich erschaffen.
Ich bin ziemlich gut darin.
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Björn
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon Björn » Freitag 18. Mai 2018, 22:54

Zuerst wird wohl die digitale Version vom Regelwerk bei mir "eintrudeln", und zwar im Juni. Zumindest stehts so bei Cubicle 7.
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Björn
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon Björn » Samstag 19. Mai 2018, 15:43

Es gibt ein System Preview für die Regeln:

Today we’re taking a more detailed look at the game system. We’ve already said that it’s going to be a new implementation of the familiar d100 dice system, that you’ll be able to modify it to suit your play style, and that it will offer resolution options with a variety of levels of detail.
When a test is called for – generally a situation where a character is attempting an action, or reacting to an action affecting them – the GM has three choices:

1 – GM decision based on the characters’ abilities
Keeping the game flowing smoothly and quickly is important to keep everyone actively engaged in the adventure. Sometimes, especially when the outcome doesn’t really matter all that much, or the most likely outcome is pretty obvious, the GM is better off eyeballing the relev
ant character(s) abilities and making a call as to whether or not the action succeeds.
When situations are resolved this way, players will need to show trust and respect to the GM – the decision will need to be accepted as logical and impartial and not signal the start of a discussion!

2 – A simple pass/fail test
This is the one most players are familiar with! You decide which characteristic or skill to test, adjust for the difficulty of the test (for example, a hard difficulty subtracts 20 from your ability) and then roll equal to or under that total to succeed. It’s simple (hence the name), quick, straightforward, and tells you if you succeed or fail.
The downside of the quick pass/fail test is that the action stops dead if you fail. It’s fine in many situations, but that hard ‘No’ can be unsatisfying. And if you have grim and gritty, low-skilled characters, they can fail a lot, and that can get frustrating.
But don’t worry, because we’ve included the Dramatic Test – read on!

3 – A more nuanced dramatic test giving a range of outcomes and success levels
Sometimes you need to know what happens next, rather than just ‘yes’ or ‘no’, ‘pass’ or ‘fail’. The Dramatic Test helps you generate an outcome instead. Using Success Levels to show just how well or poorly you’ve done, these tests give you a result that keeps the story moving.
Rather than just failing to jump across the ravine and plunging to your death, maybe you almost made it and are left hanging onto a root at the other side of the gorge. The negative success levels of a Dramatic Test can help to keep the game interesting and help guard against arbitrary and disproportionate dice-based punishment.
Similarly, the positive success levels mean you can succeed beyond your wildest dreams, with unanticipated consequences piling good fortune at your feet, or scrape past by the skin of your teeth, achieving most of what you wanted, but with some complications.
The Dramatic Test is a tool for the GM to make tests meaningful and… well… dramatic!

You can mix and match these tests in your game to your heart’s content! You might mostly prefer the quicker and more narrative GM’s choice and just switch to dramatic rolls when the vitally important stuff happens. You might prefer the transparency and sense of fairness that dice rolling brings, and stick to Simple Tests to keep things moving quickly. It’s entirely up to you, and the way your group prefers to play.
That’s been one of the core design principles of this edition of the game – to give you the tools to play your Warhammer Fantasy Roleplay. We’re giving you lots of options to help tailor the game to you and your group.

Zum ganzen Artikel:
>>> KLICK MICH <<<

Der nächste Beitrag soll den Kampf im Detail beschreiben. Ich bin gespannt. :mrgreen:


Und wieder ein Kunstwerk:

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KhornedBeef
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon KhornedBeef » Dienstag 22. Mai 2018, 01:32

Das Preview ist leider eine totale Wurst. Keine Neuerung gegenüber der 2. Edition beschrieben. Ich hoffe es gibt nächstes mal mehr.
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Björn
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon Björn » Dienstag 22. Mai 2018, 06:53

Stimmt. Im Cubicle 7 Forum zerreißt man sich auch schon das Maul darüber. Zurecht.

Punkt 3 ist dann nichts weiter als ein Erfolgsgradsystem, und das nutzen wir bereits bei der zweiten Edition von Warhammer.

Als nächstes wollen sie ja das Kampfsystem vorstellen. Bin ja gespannt, nicht dass es nachher so aussieht: "Man hat eine volle oder zwei halbe Aktionen in einer Kampfrunde. Um einen Gegner zu treffen, muss man den Wert seiner eigenen Waffenfertigkeit unterwürfeln. Mit den enstprechenden Talenten kann man sogar mehr als einmal zuschlagen! Das ist ein innovatives und neues Kampfsystem. Tödlich und schnell." :mrgreen:
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon obaobaboss » Mittwoch 30. Mai 2018, 17:51

Neues zum Kampfsystem
https://www.facebook.com/Cubicle7Entert ... =3&theater


Warhammer Fantasy Roleplay Preview - Combat

The combat system for WFRP Fourth Edition has its roots in earlier editions of the game, but we’ve made significant changes. The design goals were to speed up fights and eliminate boring stalemates arising from repeated attack roll failure.

When you get into a confrontation, everyone acts in Initiative order. We’ve added in a few alternative options here for you to tailor the game to your play style. You can keep things simple and just use the Characteristic, or introduce some randomness and deploy the GM catchphrase ‘Roll for initiative’, plus several other permutations.

Every combat round you get to move and do something. The ‘something’ might be using a skill, making an attack, casting a spell, and so on. An attack isn’t meant to only represent one swing of a sword arm. It’s movement, positioning, timing, dodges, feints and parries - all the things that happen in exciting fantasy combat.

D100 systems can suffer from so-called ‘whiff factor’ – endless inaction due to everyone failing rolls time and time again. This was something we wanted to eliminate as much as possible. One of the new mechanics we introduced to help with this in combat is called Advantage. You can gain Advantage from sources including Surprise, Charging and winning an Attack Test. Each point of Advantage gives you +10 to your Attack Tests, and represents you pressing your foe back, gaining control of the space, gaining confidence, leaping onto the table, kicking sand in their face, or whatever you feel is appropriate to the battle at hand.

When you attack your foe, you both make a Weapon Skill Test and compare your success levels. If the attacker wins they will have the chance to do damage and gain a point of Advantage. If the defender wins, they don’t inflict damage but do gain the Advantage as they dodge or parry and take the upper hand. There is always an outcome from a combat round – the least that can happen is someone gains Advantage.

You can win multiple points of Advantage, and you keep them until you lose an Attack Test, take a wound or the combat ends. So, if you keep rolling well, you’ll get in your stride and do better and better. But if you lose a Test you’ll lose all your Advantage. It’s a huge amount of fun, especially if you have the Talents or Spells that let you steal Advantage! You get a real sense of turning the tide of battle, or of getting unstoppable momentum and cleaving through your foes.

There are loads of possibilities and outcomes that these rules bring to the table: a combatant can whale on a bunch of lesser foes first, build up a pool of Advantage and then unleash that on the big baddie. Combining the various Skills and Talents that allow characters to work together to make the most of Advantage adds a tactical edge to this exciting way of determining the outcome of a fight.

But it’s certainly not all one-way traffic! Adversaries have special abilities that are powered by Advantage, so can become progressively more powerful. And there’s loads of fun times for the GM in deciding when to use monster abilities, or simply keep a bonus to hit.

And if your foes are building their Advantage up to truly scary levels, Characters can use a point of Resilience (more on this in a later preview) to remove it.

Critical hits are a staple of WFRP, and in Fourth Edition occur on especially successful blows, as indicated by the roll of a double. In addition to extra damage and special wounds, critical hits can inflict a variety of Conditions that change the way combat works for those who receive them.

That’s the core of the new combat system. Of course, there’s much more to it - Strength and Toughness work in ways familiar to players of First and Second Edition, as does armour. Hits are locational. There are fumbles, and ranged combat throws in some interesting and original quirks.

We’ll be talking more about Warhammer Fantasy Roleplay in future previews. Pre-orders for the WFRP Rulebook, Collector’s Limited Edition Rulebook and WFRP Starter Set are open, you can find out more here. http://shop.cubicle7store.com/Warhammer ... y-Roleplay
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Björn
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon Björn » Mittwoch 30. Mai 2018, 18:29

When you attack your foe, you both make a Weapon Skill Test and compare your success levels. If the attacker wins they will have the chance to do damage and gain a point of Advantage. If the defender wins, they don’t inflict damage but do gain the Advantage as they dodge or parry and take the upper hand. There is always an outcome from a combat round – the least that can happen is someone gains Advantage.


Klingt ja prinzipiell nicht schlecht. Besonders, da die Erfolgsgrade und die Vorteile damit kumulativ sind. Stell mir grad nen Slayer vor, der gegen nen Goblin kämpft und ihn, aufgrund der Regeln, völlig in Stücke hackt. :mrgreen:
Gut ist dann ja auch, dass der Parierende / Ausweichende mit mehr Erfolgsgraden Pluspunkte bekommt und sich damit für die nächste Runde einen Vorteil erarbeiten kann.
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon obaobaboss » Mittwoch 30. Mai 2018, 18:36

Ich bin schon gespannt, was man mit den Vorteilen alles so anfangen kann. Da wurden ja bereits Talente und Aktionen angeteasert.
Um der Buchhaltung zu entgehen werde ich mir wohl Vorteils-Marker basteln :)
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Alandor
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon Alandor » Mittwoch 30. Mai 2018, 19:43

Klingt alles sehr gut.
Bin gespannt auf die fertige Version.



AL
Kane der Verfluchte hat geschrieben:Ich töte andere Wesen.
Dazu wurde ich erschaffen.
Ich bin ziemlich gut darin.
KhornedBeef
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Re: Neuigkeiten zu neuem Warhammer

Beitragvon KhornedBeef » Mittwoch 30. Mai 2018, 20:16

Endlich mal was Vielversprechendes !
Das System klingt gut. Dass die Erklärung, wofür Vorteil fiktiv steht ("Angriffswurf unterlegen, ich treibe den Gegner zurück, Gegnerischer Angriffswurf unterlegen, er treibt mich zurück...wir haben beide Advantage für die nächste Runde sind also....beide zurückgetrieben...?") nicht für 50 Cent durchdacht ist, geschenkt. Nenn ich es halt "stakes" "Schlagzahl" oder whatever.

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