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Get Excited about Zwiehander

Started by PencilBoy99, July 16, 2015, 07:17:49 PM

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TristramEvans

Quote from: Caudex;843260I was wistfully flipping through my copy of WFRP 1 just the other day and wishing it were available in a proper PDF so I could run it online.

*cough *scribd* cough*

Caudex

Quote from: TristramEvans;843261*cough *scribd* cough*

Yeah, I know. Hence "proper". Thanks, though.
The Scribd copy is a massive image scan. It's kind of OK for me since I know where everything is but if you haven't played before it'd be a nightmare.

jadrax

Quote from: Caudex;843266Yeah, I know. Hence "proper". Thanks, though.
The Scribd copy is a massive image scan. It's kind of OK for me since I know where everything is but if you haven't played before it'd be a nightmare.

Its not a scan, but this might help you: http://wfrp1e.wikia.com/wiki/Table_Of_Contents

Caudex

Quote from: jadrax;843277Its not a scan, but this might help you: http://wfrp1e.wikia.com/wiki/Table_Of_Contents

Nice one, thanks.

RPGPundit

Quote from: Sean !;842439I'm hoping to run Dark Albion with Zweihander

I imagine that would work, yes.
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RPGPundit

Quote from: ZWEIHÄNDER;842519I purposefully purchased a copy of Dark Albion for this very reason!

Well there you go! Even endorsed by the designer himself.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


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Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

PencilBoy99

Yea, Dark Albion with Zweihander would be awesome!

Eric Diaz

Quote from: ZWEIHÄNDER;842528Great question!

Without having a complete view of the beta, here are the main takeaways -

System agnostic mechanics: it can be adapted for the Warhammer world, take place within the world of The Witcher, used with Dark Albion or a myriad of other homegrown rpgs that embrace a gritty set of mechanics. By divorcing the setting from the mechanics, we've developed a thematic approach to rules. Unlike OSR, the mechanics bake in the themes of a grim & perilous world, without introducing a default setting to potentially dissuade people from picking it up.

Universal system unification: no longer will you have to deal with disproportioned Talent and Skill distributions in Careers; one of the issues that riddled previous editions. Broken Career Paths have been addressed by open adoption, making any mix of Careers optimal. Although there are suggested paths, none are absolute. Want to become a Witch Hunter? You won't have to prepare the proper "path" of Careers to get there. What happens in the adventure and story drives the choice as to what Career you choose next.

Math rebalance: no longer will you have to worry about dealing with 'naked dwarf syndrome', imbalance of skill bonuses or the like. Everything has been arranged on a universal scale, appropriating numbers where they should be.

New dice mechanics: with the addition of Chaos Dice, flipping the results to succeed, simplistic chase mechanics and a host of other ways to use the dice, it brings an interesting - yet not gimmicky way - to use the dice to properly reflect the grim nature of ZWEIHANDER.

Your Career matters: every Career (called Professions) receives a unique Trait. Even if you share some of the same Skills or Talents as another person at the table, you're guaranteed to be the best at what you do. So, what does this mean? Your Coachman will be the best driver. Your Slayer will be the best at killing monsters. Your Diabolist will master Chaos Manifestations quicker. Your Jailer will be the best at interrogation. Your Knave will be the best at rubbing elbows with guttersnipes and the like. Your Peasant will be the best at dealing with fatigue and exhaustion. The list goes on, with 72 Professions (and 23 additional elite Professions) baked into the core book.

No more wound or hit points: ZWEIHANDER uses an abstract approach to recording Damage. You have a condition track that dictates when you are weak, when you suffer injuries and when you face death. The same goes for fatigue, stress, fear and poor weather effect; a condition track unifies these mechanics to reflect non-combat related "damage" you suffer (called Peril). It also takes under consideration when your insanities, maladies and addictions flare up.

Weapon output is unified: no more arguing whether a dagger is more dangerous than a pike. We eliminate corner cases by reclassifying weapons with Qualities. They distinguish each weapon from one another uniquely.

Traveling and chase rules: a simplistic approach, blended with mechanical and minor narrative elements, allows a Gamemaster to make the journey a special part of the adventure. Add in the chase rules, and you've got a number of great tools to play with.

Social intrigue events: yet again, a simple mechanics system using a semi-narrative approach helps resolve complex intrigues. It also takes under consideration social class, fame and infamy. This adds into the three types of challenges a Gamemaster can flex: combat time, travel time, social intrigue time.

Group fortune pool: you're an adventuring group, brought together by unusual circumstances. Fortune favors the bold, and the mechanics behind the pool is shared among the group (and not bound to the individual). But, lady fate still has a part to play in each character's destiny.

Passions and personalities matter: we've thrown alignment out the door. Instead, you have an Order/Chaos axiom, wherein 48 individual personality traits (drawing from the grim & perilous thematic elements) that spell out how your character views the world. And depending on how they react to it as they gain corruption, they'll either resolve these morally grey areas  within themselves (growing closer to their Order alignment) or fall prey to their own selfish needs (Chaos axiom). Both Fate Points and Afflictions are tied to this axiom.

Did I mention that the published version will be entirely free? Because it will be.

I stand by my opinion that ZWEIHANDER does Warhammer Fantasy Roleplay's mechanics better than Warhammer does. Give the GRIMDARK beta edition a look. We'd love to hear your feedback! http://grimsandperilous.com

Sounds awesome!

I am not a big fan of WFRPs system (I like the setting, tough), but your version seems to have a lot of the solutions I have adopted to my own "gritty" system (which is 2d10 instead of d%, but also uses a "Chaos Die" - maybe with different effects - wounds and corruption, very inspired by WH).

The way you seem to be doing carrers, something which I usually dislike, also seems to be very cool. And the critical failures for spells seem a lot of fun...

Good luck! I will surely check it out!
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Dan Davenport

Quote from: ZWEIHÄNDER;842520Now that we've managed to tackle Magick in a major way, we're hoping to have an open Q&A with Dan Davenport.

Just let me know when you'd like to schedule it. Follow the link in my signature to see the schedule and to contact me. :)
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ZWEIHÄNDER

Quote from: Dan Davenport;848564Just let me know when you'd like to schedule it. Follow the link in my signature to see the schedule and to contact me. :)

Now that we have our hands around magic, I am totally on board with getting this scheduled.

Thanks!
No thanks.

Skarg

Quote from: ZWEIHÄNDER;843127...
Critical Failure: As your second self steps away from you, they take upon the same characteristics as you. Filled with rage, they must kill you - for there can only be one you. For the duration, this physical doppelganger attempts take your life, using whatever means or materials you have on-hand. Once destroyed, it dissipates as if it were never there.

So... on crit fail, are you still invisible, so others see you suddenly chasing and attacking something invisible, until you somehow break the invisibility by messing with someone else?

If your invisibility breaks, is it broken for everyone, or only the person you mess with? What if you mess with something that makes an obvious motion or sound with a phsyical object, like opening a door or drawbridge or pushing a cart or bursting a bag of flour?

Also, can your usual twin self do things to people, and to the real world? Do they have your equipment and magic items and abilities? So could you use this to double your abilities, for example by telling your fake self to attack someone while you cast buff spells on your fake self?

Bren

Quote from: Skarg;848569So could you use this to double your abilities, for example by telling your fake self to attack someone while you cast buff spells on your fake self?

Quote from: ZWEIHÄNDER;843127Critical Failure: As your second self steps away from you, they take upon the same characteristics as you. Filled with rage, they must kill you - for there can only be one you. For the duration, this physical doppelganger attempts take your life, using whatever means or materials you have on-hand. Once destroyed, it dissipates as if it were never there.
I got the impression the doppelganger isn't going to listen to anything his evil twin (i.e. your PC) tells him to do. In the end, there can be only one.
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ZWEIHÄNDER

Quote from: Skarg;848569So... on crit fail, are you still invisible, so others see you suddenly chasing and attacking something invisible, until you somehow break the invisibility by messing with someone else?

If your invisibility breaks, is it broken for everyone, or only the person you mess with? What if you mess with something that makes an obvious motion or sound with a phsyical object, like opening a door or drawbridge or pushing a cart or bursting a bag of flour?

Also, can your usual twin self do things to people, and to the real world? Do they have your equipment and magic items and abilities? So could you use this to double your abilities, for example by telling your fake self to attack someone while you cast buff spells on your fake self?

Good question!

Firstly, failed magick never takes effect. Critical Failure means that it doesn't take effect, and grows significantly worse.

Critical Failures for Magick have purposefully been let ambiguous, so that the Gamemaster can use them as a guide to figure out what happens. Although some do have raw mechanics lain before them, they have a relatively narrative attitude.

Were it me in this situation, I'd say that the doppelganger is perfect in every way - trappings, equipment, personality, abilities (but leaning on their Chaos Alignment). As the doppelganger is destroyed, so is the chaos-stuff that they're made from.
No thanks.

Gronan of Simmerya

Quote from: PencilBoy99;842298cool new-school mechanics.

No such thing.
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Skarg

Quote from: ZWEIHÄNDER;848602Good question!

Firstly, failed magick never takes effect. Critical Failure means that it doesn't take effect, and grows significantly worse.

Critical Failures for Magick have purposefully been let ambiguous, so that the Gamemaster can use them as a guide to figure out what happens. Although some do have raw mechanics lain before them, they have a relatively narrative attitude.

Were it me in this situation, I'd say that the doppelganger is perfect in every way - trappings, equipment, personality, abilities (but leaning on their Chaos Alignment). As the doppelganger is destroyed, so is the chaos-stuff that they're made from.

I see. That's cool, and makes sense for a chaotic failure result. It also avoids people trying to game failures by knowing exactly how they work.

For the doubling effects though, I was wondering about successes. Does it have to be used to make an escape? Can you instruct your double to attack the enemy, so essentially this gets you a disposable suicide copy of yourself? Can your double cast spells?