Персонажи могут быть разведчиками, действующими впереди основных сил, прибывающими в расположение с докладами и разведданными. Да и участие персонажей в масс-комбате в том же ДА весьма ощутимо влияет на исход
Два месяца назад... Почему этот вопрос не был задан два месяца назад?.. Нет, никто не водится сейчас ) И я на некоторое время вписался водить свою партию по Рокугану. Эх (
Народ озадачивался этим кстати сильно, в итоге вон на мой взгляд вполне интересный вариант на http://www.liberfanatica.net/Apocrypha.html Trades of The Old World. На английском все, но ни один скилл крафтинговый не обошли вниманием вроде.
Ох да, нашел еще кусочек интервью с общаниями в итоге сделать рулбук по крафту. Разумеется, ждать его уже нельзя
The skill Trade is vague. It lists all the trades and associated stats, but what can they do? I know there are potions in RoS, but where are rules for armor creation, gem cutting, farming and that sort of thing? Maybe they are in the Old World Armoury?
Indeed, the Trade skill is vague. During the original design of WFRP 2nd, it was decided that the focus of the game was on adventure and investigation and not on crafting shoes. While an argument can be made that the production and manufacture of items is a fairly important part of the Old World, given that characters generally come from the common classes and this ability reflects a very powerful function of Tradesmen characters (an argument with which I agree), suffice it to say, the Trade skill is instead used for tests related to the character’s profession. The GM might call for a Trade (whatever) Test to identify particularly famous craftsmen, to identify a maker’s mark, to know where a particular good might come from, and so on. For characters making a living at their trade, they don’t have to make skill tests, they simply earn their weekly/monthly rates (modified of course by the GM who takes into account what exactly the character is doing for his living, assuming the player is satisfied making shoes instead of whatever else the other characters are doing in the game).
Naturally, this does nothing to address your query about where one might find rules for making stuff, and I can promise you that such rules will appear in a forthcoming sourcebook. Until then, here’s a patch. Mind you, this is an abstraction not a simulation of what it really takes to produce a set of armour or cut a gemstone. Also, this system does not account for stuff like farming, which has to rely on the time it takes for crops to grow—and if you need detailed rules for that, your not going to find them in WFRP.
Many Trade skills allow you to create new equipment from parts and raw materials. To do so, you must have supplies equal to one-half of the item’s list price. Make the appropriate skill test. On a success, you generate 1d10 silver shillings and each degree of success allows you to roll an additional 1d10 silver shillings. Apply the shillings generated toward the total list price of the item. Once you equal or exceed the item’s price, you have completed it.
On a failed test, you make no progress. If you fail by 30 or more, you suffer a setback. Reduce your progress by 1d10 shillings (which may necessitate spending more money on raw materials if you botch the first test). If you fail by 50 or more, you suffer a disastrous setback and ruin all the materials and lose all progress gained thus far. You must begin again from the start.
Generally a Trade Test to create a new piece of equipment takes 8 hours of work. The GM may modify this time based on the object the PCs works to create.
Я играл runesmith один раз. Так вот там есть требование, чтобы предметы были сделаны самим рунистом, но вот правил нет. Не помню что уж мы тогда придумали, но как-то пришлось выкручивать.
Так и есть. Но крафт подразумевается среди прочего, тоже ведь навык. Хотя некоторые крафтерские навыки полноценно задействованы wizard'ами и гномами runesmith'ами. Часть можно явно применить при использовании национальных правил - чинить поврежденные доспехи, оружие и прочее снаряжение.
Хм...любопытно, мои партии всегда ходят по узким коридорам с файтерам спереди и сзади. А 15-ый пункт в любом модуле, практически подразумевается. Похоже пора пересмотреть свои взгляды на вождение.
За 15 там набор который на этой картинке называется dungeon attack - http://s3.amazonaws.com/ksr/assets/000/123/239/c9b41ee531529a7a279c25ef87a4ecbe_large.jpg?1345517843
Но хоть приятно знать, что я не один такой реликт.
Trades of The Old World.
На английском все, но ни один скилл крафтинговый не обошли вниманием вроде.
Ох да, нашел еще кусочек интервью с общаниями в итоге сделать рулбук по крафту. Разумеется, ждать его уже нельзя
The skill Trade is vague. It lists all the trades and associated stats, but what can they do? I know there are potions in RoS, but where are rules for armor creation, gem cutting, farming and that sort of thing? Maybe they are in the Old World Armoury?
Indeed, the Trade skill is vague. During the original design of WFRP 2nd, it was decided that the focus of the game was on adventure and investigation and not on crafting shoes. While an argument can be made that the production and manufacture of items is a fairly important part of the Old World, given that characters generally come from the common classes and this ability reflects a very powerful function of Tradesmen characters (an argument with which I agree), suffice it to say, the Trade skill is instead used for tests related to the character’s profession. The GM might call for a Trade (whatever) Test to identify particularly famous craftsmen, to identify a maker’s mark, to know where a particular good might come from, and so on. For characters making a living at their trade, they don’t have to make skill tests, they simply earn their weekly/monthly rates (modified of course by the GM who takes into account what exactly the character is doing for his living, assuming the player is satisfied making shoes instead of whatever else the other characters are doing in the game).
Naturally, this does nothing to address your query about where one might find rules for making stuff, and I can promise you that such rules will appear in a forthcoming sourcebook. Until then, here’s a patch. Mind you, this is an abstraction not a simulation of what it really takes to produce a set of armour or cut a gemstone. Also, this system does not account for stuff like farming, which has to rely on the time it takes for crops to grow—and if you need detailed rules for that, your not going to find them in WFRP.
Many Trade skills allow you to create new equipment from parts and raw materials. To do so, you must have supplies equal to one-half of the item’s list price. Make the appropriate skill test. On a success, you generate 1d10 silver shillings and each degree of success allows you to roll an additional 1d10 silver shillings. Apply the shillings generated toward the total list price of the item. Once you equal or exceed the item’s price, you have completed it.
On a failed test, you make no progress. If you fail by 30 or more, you suffer a setback. Reduce your progress by 1d10 shillings (which may necessitate spending more money on raw materials if you botch the first test). If you fail by 50 or more, you suffer a disastrous setback and ruin all the materials and lose all progress gained thus far. You must begin again from the start.
Generally a Trade Test to create a new piece of equipment takes 8 hours of work. The GM may modify this time based on the object the PCs works to create.
И, добро пожаловать в Клуб!
А 15-ый пункт в любом модуле, практически подразумевается.
Похоже пора пересмотреть свои взгляды на вождение.
P.S. не обновил страницу, и отпостил
спасибо за наводку, однозначно клево