I think you have it wrong at 9:04 when the snotling attacks Vort. Snotling gets -1 SL on the attack and Vort gets -4 on the defensive for the Opposed Test. This means that the Snotling wins with +3 SL as the difference between their SL. So the snotling would still do damage regardless of the roll actually failing his skill level, since you do not need a successful roll in an Opposed Test. The only time your opposed test needs to be succesful as well in combat, is if you roll a crit. If you roll a crit and it is not a success you can still win the combat, but you would not get a critical.
What Erik Said in combat it is about beating your opponents SL not rolling successful check. Ties as awarded to the combatant with the higher skill level. Like the combat tracker good work with that.
I agree with Erik Webb. In addition, a successful hit always inflicts a minimum of 1 Wound, even if TB and armor brings the result to less than 1 (WFRP Core, page 159). This is hugely important for proper application of the rules on Advantage, both for gaining and losing it, and speeds combat along. Also, when Bonereaver attacked Vort from behind, it was not treated as an opposed test. This is legitimate under the rules for Surprise (sneaky tactics such as attacking from behind) but then would also give Bonereaver an additional +20 bonus to hit Vort (see: Surprised condition rules). This means Bonereaver would have had +20 for outnumbering Vort 2-to-1 and +20 for surprising Vort, giving him +40 to hit and giving Bonereaver +4 SL on his roll of "20," not +2. All told, yes, this is a very complicated system and takes away from part of what made WFRP 1st and 2nd edition so appealing. Still, 4th does have some cool things going on. Combat does appear to be more deadly, which is a very Warhammer-inspired concept. P.S. - These Snotlings ain't messing around. They're like the Snotling Team Six of the greenskin community.
I think you got basic Initiative wrong. You use each participant's Initiative score and Agility only for tied I scores. There are optional rules you may be using here but it's not clear which...
Thank you for doing this. I am surprised by Surprise. I would have thought that the characters that succeeded would get a free round. I need to do some rereading.
Good stuff. For hit location, don’t you just use the attack roll reversed? GUHK hits the head cuz hit attack roll of 20 is reversed to 02 which is the head location
100%. The roll20 plug-in we were using had a table roll built in but you had to perform a second roll to get there. Ideally, one would use the reverse to acknowledge the hit. So, "Smash! Your blow lands right in the extra vulnerable part of the creature's... um... (snicker) ankle?!"
FYI- I've been watching these videos to prep for DMing this system. Sadly there are too many mistakes here to trust any of your other videos (biggest one = SL difference vs only the SL of the attacker). In the comments you say that you were planning to revisit this to do some corrections. It might be worth removing this video entirely until an edit can be done. Aside, you might find foundry VTT easier to explain the system as it automates a lot of the rules.
bepper66 There is an API that you can bring into your campaign but I think it was broken I. A recent update. I need to investigate. When it’s working, it gives you all kinds of automation through the chat window.
One question: if a char has WS 40 and sword skill 50, the enemy has WS 30 and no weapon skill. The opposed test should be char WS vs Enemy WS or char Sword skill vs Enemy WS? If both are armed and the enemy has sword skill of 35, the opposed test should be between the skills and not WS, am I right?
I know it’s been literal years since you asked this, and you probably already figured out the answer, but on the off chance you didn’t: you and your opponent use the relevant skill for whatever weapons you’re holding for opposed checks. In your example, Person A has a sword and person B is unarmed. Person A makes an attack with their melee (basic) skill, since a regular sword is counted as a hand weapon, which is under the basic category. If they have a WS of 40, and 10 advances in melee (basic), they’d want to roll a 50 or less. Person B however wouldn’t actually roll a WS skill check to counter the attack, as you can’t parry or defend against a weapon attack when unarmed. Instead, you’d have to dodge. So they’d roll their dodge skill for the opposed check, which for argument’s sake we’ll say is a 40. Whoever winds up with the higher number of SL wins the roll off. In the case where both people are carrying weapons, they’d use the melee skill of the relevant weapon when rolling their opposed checks. You *can* still dodge if you want to however, and is advisable if your dodge skill is higher than their WS skill.
@@nerdlydelicious1876 Yoooo, thank goodness you put this here. I've literally been looking for this. Is this in the rulebook? I can't find anything on someone attacking with a sword vs an unarmed opponent.
@@zerolv30000 If I remember correctly it states in the rule book that under most circumstances you can use dodge or weapon skill (if wielding a melee weapon) to defend against a melee strike. To be honest though the core book is a bit of a jumbled mess 😅 you gotta pay close attention when reading, and probably need to go over the rules at least twice
@@nerdlydelicious1876 Appreciate it. I guess the last question I had was on Advantage. Does it apply ONLY to the enemy you're attacking or does it last and keeps incrementing for all the enemies on the battlefield as long as you keep hitting until combat is over? Basically if enemy 1 died and you had +2 Advantage and you go to attack another enemy, does that +2 advantage still stays or does it go back to 0?
@@zerolv30000 If I remember correctly, your advantage stays until something happens that would take it away. If, for example, you lose a contested role to hit an enemy, I'm pretty sure you lose all of your advantage. However your advantage applies to any combat rolls you make so long as you have it, even if you're fighting a different opponent. So in the example you gave, yes that +2 advantage stays until you somehow lose it. Do note that it's been awhile since I last cracked open my book and read through the rules. While I like to believe I have a solid grasp on them, you should ultimately check the book itself, just to be sure.
@@billdoor1569 hey! We were using Roll20 with the Warhammer fantasy macros and API. I’ve heard rave reviews of foundry and what highly recommend anyone getting into it to check into that. my only gripe is the amount of overhead. It puts on the host machine to manage game state. Coupled with streaming tools and other utilities, this seems like a lot compared to the lighter weight web-based approach Roll20 uses.
@@billdoor1569 ua-cam.com/video/sfT-5rqa-z4/v-deo.htmlsi=x37tb_izCNeo987i Here’s a tutorial we did on getting set up. Keep in mind that some things may have changed with the newer releases overall 20, but I would guess the basics are still the same. Just by selecting the correct game type when you create the game, make sure you’ve got the right character sheets, and set up. The API allows you to do some extra things through the chat like determining location and wounds.
@@MythBrigade thank you sir, we are all new to WHFR and I have been sending my guys to your videos as they are so good, I really appreciate what you have done :)
@@billdoor1569 Thanks so much! Tell them all I said hello and extend an apology for the relentless dad jokes! Going through it helped me learn as well! Hoping to reprise our Tides of Nurgle campaign soon!
All set, Robin. Apologies for the delay. Work life had me in a bit of a choke hold. The link is to our public folder on Google Drive. Let me know if you run into any problems accessing. Two other quick things. 1. Automation seems to work best with Acrobat Reader. 2. Keep an eye out for updates as we discover and fix issues. Trying to get permission from Cubicle7 to turn this into a Web app (as the PDF API is kind of lame to work with). Cheers!
Hey, I've been watching your videos and i gotta say I'm impressed. I've recently started a campaign and would like to ask you if those cool widgets you show on the screen can be purchased on roll20 or used in any way. Sorry I'm very ignorant as far as roll20 goes.
Paulo Hey Paulo! Which widgets? If you mean the ones on the map, yes! They’re all native to Roll20. There are some additional features that you can get be adding the Roll20 script to your campaign as well. There are a couple of tutorials on UA-cam about this. Maybe I’ll put a quick one together next.
@@MythBrigade wow. I meant literally everything. I am to start a series of one shots and potential canpaign with a couple of friends and well, i would like to keeo it realistic on the roll 20 or fantasy grounds side, step by step. It's just i am so blown every time i see one of these videos where you guys have everything in there. I don't know, i guess the question is: for a total noob just starting in the online warhammer fantasy roleplay dming trade, what tools would you recommend that are relatively easy to master? I mean i am by no means aiming at what you have there and would be content with being able to make a couple of maps and having the character sheets at hand.
Got it. I’ve found roll20 really easy to master. If you set your campaign up as Warhammer (or another supported system) you get the character sheet which provides buttons for players to click to make rolls and such. The map functions were really easy for this. The image was just a background and the tokens JPEGs associated with characters. Roll20 has the rest baked in! Feel free to ping me gm@ MythBrigade dot com with any questions. I’m always happy to help!!
Great job with these videos! I'm still learning the system and the videos were super useful. To me the game seems kinda unbalanced and with too many rules (careers, skills, talents, downtime, etc). Could you do a video on houserules that make the game more streamlined? Not necesarily faster... just have less exceptions in the rules.
Christian Berkhoff AWESOME idea! You’re absolutely right in terms of rules. It can be super heavy and it then only takes one rules lawyer to make a game session feel like a deposition! Let me put my thinking cap on.
Ok, BUT: What about boss fights? If you use the rule of number advantage, a group of kids, armed with pointy sticks is lierally able to kill a dragon in combat (even with Weapon Skill of 10 they will get +20 for the size of it AND +40 for 3:1 advanntage or more, resulting in 70 WS!!!). How is it supposed to work?? I mean, Attacks. Just one for everyone? WTF? I'm lost, I tell ye...
naarbin Hey and thanks! I hear you, my friend. Our little community is becoming like a therapy group!! Remember that you (mostly) have to win an opposed test or do ranged damage to gain advantage. It’s true that it stacks but it all goes away if you take damage, lose any opposed test, spend it to disengage, and so on. The boss will be skilled in its own combat methods and so winning an opposed test may be difficult. It will also soak a ton of damage through toughness and armor and will be much harder to kill. Sure, the three PCs can surround the dragon and smack at it but can they actually hurt it? Will attempting to hurt it damage their weapons? Weapons present their own challenging (working on an episode about this now). Some have traits that impede their damage. I’m finding running combat challenging - especially after 20+ years of D&D!! I’m finding that it becomes more balanced when you take the time to work in ALL the complexities. That is a speed bump but it brings a lot of balance!
naarbin crap! Left one point unanswered. If you think about it, you technically get a chance to cause harm on your turn and that of every opponent through opposed melee rules. The attack on your turn is more likely to cause damage but on a critical, you may hurt them on their term. Multiple attack capability and serious combat edges come more from talents. Battle Rage, Frenzy, Combat Master, and similar are examples. Creature Traits do similar for monsters. We’re about to reshoot this episode and go deeper and make a few updates! Your questions have been helpful!!
@@MythBrigade I feel you, I've similiar exp in a couple of systems. This one is the "hard to learn, easy to use" type. And fast, too - as long as you compute the rules fast enough :D
@@MythBrigade it still is a bit odd; kinda feels like one vs many will be a losing battle anyways, especially with size bonuses. Ok, Toughness, Armor and such might impede the incoming damage indeed. But don't you feel it causes the epic fighters become flea farts in face of a quartet of drunken sailors? ;) It's a great topic for a debate :D
naarbin Ha!!! I think at a certain point it does. I may run a combat sim with some horrific baddies to test. The current chapter in the Tides of Nurgle campaign was designed to take place over a short time with relatively slow growth. So, basically, we’ve not hit it yet!
Sorry MythBrigade but you don't understand most rules for this game. At 13:30 mark I spotted so many mistakes that I have to put a dislike on this video and leave a comment to warn people that this is not how this game should be played. I suggest you review your understanding of this game and remake this video. Especially how Opposing tests works and what is the intent behind them. You seem to think that a non-opposing test (Simple Test) is somewhat better/easier then Opposing Test. And this is not true. Guhk would have easier time hitting his enemy if the test was Opposed (around 11:00). This is because Simple Tests and Opposing Tests are totally different beasts altogether. I don't want to hate on this video, I would just like you to fix this misinformation so you don't confuse others.
J W Thanks for the detailed feedback. I’m on holiday at the moment but will take a deeper look when I return. Certainly, if there are errors I’ll be happy to reshoot or post an errata video. If you have more detail on your qualms, feel free to email me gm@mythbrigade.com.
After watching this I have determined that Warhammer is the Demon souls of TTRPG's can be very unforgiving. Or cubicle 7 hates characters and is in league with the hordes of chaos and needs character souls to feed the hungry gods of chaos.
Damn I really don't like the 4e combat system. Majority of the concepts this edition introduces are fun and interesting, but they really messed up combat WFRP 2e is one of my fav games ever, I wanted to try the 4th but this is discouraging me a bit. I think i will make my own concoction and try to simplify the rules
With the deepest respect to Cubicle 7, I tend to agree. We are planning season two of our Tides of Nurgle campaign. Thinking we might want to use 2nd Edition as a foundation for that!
The first comment on this site from Eric Webb and the other 11 replies: all wrong. The snotling wins the test, and gains +1 advantage, but failing the skill roll means it's a miss. p153 "the highest SL wins" does not mean the attacker hits. Also the is nothing in the rules which days damage uses the difference in SL's. Section 3 on p159, damage = weapon damage +SL. It says "take the SL of the opposed test and add it to the weapon damage of the weapon you are using". It does not say "take the difference in SL's of the opposed test..." This is very clear, and keeps things simpler.
page 158. "whoever wins the test hits". pg. 159 "Take the SL of your Opposed Test". If you only took your own SL then you could potentially heal your opponent.
I think you have it wrong at 9:04 when the snotling attacks Vort. Snotling gets -1 SL on the attack and Vort gets -4 on the defensive for the Opposed Test. This means that the Snotling wins with +3 SL as the difference between their SL. So the snotling would still do damage regardless of the roll actually failing his skill level, since you do not need a successful roll in an Opposed Test. The only time your opposed test needs to be succesful as well in combat, is if you roll a crit. If you roll a crit and it is not a success you can still win the combat, but you would not get a critical.
Additionally I believe damage should be difference in SL not the the SL of the attacker.
@@anthonychaplin6232 I am not sure about this. From my understanding of the manual you indeed add the SL of the attack.
@@francescopossati9835 i just got the translated german rules with all the errata added and better explainations. Its the difference
What Erik Said in combat it is about beating your opponents SL not rolling successful check.
Ties as awarded to the combatant with the higher skill level.
Like the combat tracker good work with that.
I agree with Erik Webb. In addition, a successful hit always inflicts a minimum of 1 Wound, even if TB and armor brings the result to less than 1 (WFRP Core, page 159). This is hugely important for proper application of the rules on Advantage, both for gaining and losing it, and speeds combat along.
Also, when Bonereaver attacked Vort from behind, it was not treated as an opposed test. This is legitimate under the rules for Surprise (sneaky tactics such as attacking from behind) but then would also give Bonereaver an additional +20 bonus to hit Vort (see: Surprised condition rules). This means Bonereaver would have had +20 for outnumbering Vort 2-to-1 and +20 for surprising Vort, giving him +40 to hit and giving Bonereaver +4 SL on his roll of "20," not +2.
All told, yes, this is a very complicated system and takes away from part of what made WFRP 1st and 2nd edition so appealing. Still, 4th does have some cool things going on. Combat does appear to be more deadly, which is a very Warhammer-inspired concept.
P.S. - These Snotlings ain't messing around. They're like the Snotling Team Six of the greenskin community.
I think you got basic Initiative wrong. You use each participant's Initiative score and Agility only for tied I scores. There are optional rules you may be using here but it's not clear which...
Thank you for doing this. I am surprised by Surprise. I would have thought that the characters that succeeded would get a free round. I need to do some rereading.
Amazing! Thank you so much, is very useful!
This was very instructive and helped with questions my gaming group has had.
Jason Reiff Thanks! It’s a thick question and we’re still plowing through it. Combat is always a little clumsy, though. Glad to help!!
Thanks for the demo I was wondering how 4th Edition handled combat.
Good stuff. For hit location, don’t you just use the attack roll reversed? GUHK hits the head cuz hit attack roll of 20 is reversed to 02 which is the head location
You do, it saves rolls/time.
100%. The roll20 plug-in we were using had a table roll built in but you had to perform a second roll to get there. Ideally, one would use the reverse to acknowledge the hit. So, "Smash! Your blow lands right in the extra vulnerable part of the creature's... um... (snicker) ankle?!"
Really great videos, very handy! Audio is quite variable though is the only thing I'd say
Alex Oneill Agreed! We’d used a couple of techniques but have finally settled on a R0de lavalier mic. That’s made things quite a lot better! lol
Also, why does the snotling lose Advantage? He succeeded at the opposed test and didn’t suffer any wounds. He should keep his Advantage, no?
With the correction of the snotling dealing damage, yes. He'd only lose it if he failed to do damage.
FYI- I've been watching these videos to prep for DMing this system. Sadly there are too many mistakes here to trust any of your other videos (biggest one = SL difference vs only the SL of the attacker). In the comments you say that you were planning to revisit this to do some corrections. It might be worth removing this video entirely until an edit can be done.
Aside, you might find foundry VTT easier to explain the system as it automates a lot of the rules.
Excellent stuff. Thanks guys.
Good example man
Can you explain the difference between Damaging and Impact for weapon qualities?
Did you write the tables for crits and fumbles yourself or is there any way to import them from somewhere on roll20.
bepper66 There is an API that you can bring into your campaign but I think it was broken I. A recent update. I need to investigate. When it’s working, it gives you all kinds of automation through the chat window.
bepper66 Check out github.com/roll20/roll20-api-scripts
bepper66 Maybe a decent topic for a quick Rules Bites with a PDF cheat sheet. #quarantinegotmelike
One question: if a char has WS 40 and sword skill 50, the enemy has WS 30 and no weapon skill. The opposed test should be char WS vs Enemy WS or char Sword skill vs Enemy WS? If both are armed and the enemy has sword skill of 35, the opposed test should be between the skills and not WS, am I right?
I know it’s been literal years since you asked this, and you probably already figured out the answer, but on the off chance you didn’t: you and your opponent use the relevant skill for whatever weapons you’re holding for opposed checks. In your example, Person A has a sword and person B is unarmed. Person A makes an attack with their melee (basic) skill, since a regular sword is counted as a hand weapon, which is under the basic category. If they have a WS of 40, and 10 advances in melee (basic), they’d want to roll a 50 or less. Person B however wouldn’t actually roll a WS skill check to counter the attack, as you can’t parry or defend against a weapon attack when unarmed. Instead, you’d have to dodge. So they’d roll their dodge skill for the opposed check, which for argument’s sake we’ll say is a 40. Whoever winds up with the higher number of SL wins the roll off.
In the case where both people are carrying weapons, they’d use the melee skill of the relevant weapon when rolling their opposed checks. You *can* still dodge if you want to however, and is advisable if your dodge skill is higher than their WS skill.
@@nerdlydelicious1876 Yoooo, thank goodness you put this here. I've literally been looking for this. Is this in the rulebook? I can't find anything on someone attacking with a sword vs an unarmed opponent.
@@zerolv30000 If I remember correctly it states in the rule book that under most circumstances you can use dodge or weapon skill (if wielding a melee weapon) to defend against a melee strike. To be honest though the core book is a bit of a jumbled mess 😅 you gotta pay close attention when reading, and probably need to go over the rules at least twice
@@nerdlydelicious1876 Appreciate it. I guess the last question I had was on Advantage. Does it apply ONLY to the enemy you're attacking or does it last and keeps incrementing for all the enemies on the battlefield as long as you keep hitting until combat is over?
Basically if enemy 1 died and you had +2 Advantage and you go to attack another enemy, does that +2 advantage still stays or does it go back to 0?
@@zerolv30000 If I remember correctly, your advantage stays until something happens that would take it away. If, for example, you lose a contested role to hit an enemy, I'm pretty sure you lose all of your advantage. However your advantage applies to any combat rolls you make so long as you have it, even if you're fighting a different opponent. So in the example you gave, yes that +2 advantage stays until you somehow lose it.
Do note that it's been awhile since I last cracked open my book and read through the rules. While I like to believe I have a solid grasp on them, you should ultimately check the book itself, just to be sure.
what program are you using to do the combat ?
@@billdoor1569 hey! We were using Roll20 with the Warhammer fantasy macros and API. I’ve heard rave reviews of foundry and what highly recommend anyone getting into it to check into that. my only gripe is the amount of overhead. It puts on the host machine to manage game state. Coupled with streaming tools and other utilities, this seems like a lot compared to the lighter weight web-based approach Roll20 uses.
@@MythBrigade I just registered for roll20, where can I find these macros and API?
I like the look of this roll 20
@@billdoor1569 ua-cam.com/video/sfT-5rqa-z4/v-deo.htmlsi=x37tb_izCNeo987i Here’s a tutorial we did on getting set up. Keep in mind that some things may have changed with the newer releases overall 20, but I would guess the basics are still the same. Just by selecting the correct game type when you create the game, make sure you’ve got the right character sheets, and set up. The API allows you to do some extra things through the chat like determining location and wounds.
@@MythBrigade thank you sir, we are all new to WHFR and I have been sending my guys to your videos as they are so good, I really appreciate what you have done :)
@@billdoor1569 Thanks so much! Tell them all I said hello and extend an apology for the relentless dad jokes! Going through it helped me learn as well! Hoping to reprise our Tides of Nurgle campaign soon!
Is there a way to download that sexy combat-tracker?
Robin Holm I will get it posted today!!
@@MythBrigade Fantastic! I'm kinda new to the series so I just gotta ask where will it be posted? Also, thank you!!
I’ll post a link in the description and confirm here!
All set, Robin. Apologies for the delay. Work life had me in a bit of a choke hold. The link is to our public folder on Google Drive. Let me know if you run into any problems accessing.
Two other quick things. 1. Automation seems to work best with Acrobat Reader. 2. Keep an eye out for updates as we discover and fix issues. Trying to get permission from Cubicle7 to turn this into a Web app (as the PDF API is kind of lame to work with). Cheers!
MythBrigade wow!!! Thank you :D
Hey, I've been watching your videos and i gotta say I'm impressed. I've recently started a campaign and would like to ask you if those cool widgets you show on the screen can be purchased on roll20 or used in any way. Sorry I'm very ignorant as far as roll20 goes.
Paulo Hey Paulo! Which widgets? If you mean the ones on the map, yes! They’re all native to Roll20. There are some additional features that you can get be adding the Roll20 script to your campaign as well. There are a couple of tutorials on UA-cam about this. Maybe I’ll put a quick one together next.
@@MythBrigade wow. I meant literally everything. I am to start a series of one shots and potential canpaign with a couple of friends and well, i would like to keeo it realistic on the roll 20 or fantasy grounds side, step by step. It's just i am so blown every time i see one of these videos where you guys have everything in there. I don't know, i guess the question is: for a total noob just starting in the online warhammer fantasy roleplay dming trade, what tools would you recommend that are relatively easy to master? I mean i am by no means aiming at what you have there and would be content with being able to make a couple of maps and having the character sheets at hand.
@@MythBrigade also thanks for your help
Got it. I’ve found roll20 really easy to master. If you set your campaign up as Warhammer (or another supported system) you get the character sheet which provides buttons for players to click to make rolls and such. The map functions were really easy for this. The image was just a background and the tokens JPEGs associated with characters. Roll20 has the rest baked in! Feel free to ping me gm@ MythBrigade dot com with any questions. I’m always happy to help!!
Is there a way for me to get my hands on your awesome combat tracker?
And thanks for the WFRP rule- vids.
simchr7 Absolutely! Send me a quick email and I will respond with it! gm @ mythbrigade . Com.
Huel Ports
It`s a cocking recipe.
Great job with these videos! I'm still learning the system and the videos were super useful. To me the game seems kinda unbalanced and with too many rules (careers, skills, talents, downtime, etc). Could you do a video on houserules that make the game more streamlined? Not necesarily faster... just have less exceptions in the rules.
Christian Berkhoff AWESOME idea! You’re absolutely right in terms of rules. It can be super heavy and it then only takes one rules lawyer to make a game session feel like a deposition! Let me put my thinking cap on.
You're IN the computer????
LAMAO! "Hey kid... I'm a computer!"
Keep the good work!
Tobias Fornaroli Thanks, Tobias!
Ok, BUT:
What about boss fights? If you use the rule of number advantage, a group of kids, armed with pointy sticks is lierally able to kill a dragon in combat (even with Weapon Skill of 10 they will get +20 for the size of it AND +40 for 3:1 advanntage or more, resulting in 70 WS!!!). How is it supposed to work?? I mean, Attacks. Just one for everyone? WTF? I'm lost, I tell ye...
naarbin Hey and thanks! I hear you, my friend. Our little community is becoming like a therapy group!!
Remember that you (mostly) have to win an opposed test or do ranged damage to gain advantage. It’s true that it stacks but it all goes away if you take damage, lose any opposed test, spend it to disengage, and so on.
The boss will be skilled in its own combat methods and so winning an opposed test may be difficult. It will also soak a ton of damage through toughness and armor and will be much harder to kill. Sure, the three PCs can surround the dragon and smack at it but can they actually hurt it? Will attempting to hurt it damage their weapons?
Weapons present their own challenging (working on an episode about this now). Some have traits that impede their damage.
I’m finding running combat challenging - especially after 20+ years of D&D!! I’m finding that it becomes more balanced when you take the time to work in ALL the complexities. That is a speed bump but it brings a lot of balance!
naarbin crap! Left one point unanswered.
If you think about it, you technically get a chance to cause harm on your turn and that of every opponent through opposed melee rules. The attack on your turn is more likely to cause damage but on a critical, you may hurt them on their term.
Multiple attack capability and serious combat edges come more from talents. Battle Rage, Frenzy, Combat Master, and similar are examples. Creature Traits do similar for monsters.
We’re about to reshoot this episode and go deeper and make a few updates!
Your questions have been helpful!!
@@MythBrigade I feel you, I've similiar exp in a couple of systems. This one is the "hard to learn, easy to use" type. And fast, too - as long as you compute the rules fast enough :D
@@MythBrigade it still is a bit odd; kinda feels like one vs many will be a losing battle anyways, especially with size bonuses. Ok, Toughness, Armor and such might impede the incoming damage indeed. But don't you feel it causes the epic fighters become flea farts in face of a quartet of drunken sailors? ;)
It's a great topic for a debate :D
naarbin Ha!!! I think at a certain point it does. I may run a combat sim with some horrific baddies to test. The current chapter in the Tides of Nurgle campaign was designed to take place over a short time with relatively slow growth. So, basically, we’ve not hit it yet!
Sorry MythBrigade but you don't understand most rules for this game. At 13:30 mark I spotted so many mistakes that I have to put a dislike on this video and leave a comment to warn people that this is not how this game should be played.
I suggest you review your understanding of this game and remake this video.
Especially how Opposing tests works and what is the intent behind them. You seem to think that a non-opposing test (Simple Test) is somewhat better/easier then Opposing Test. And this is not true. Guhk would have easier time hitting his enemy if the test was Opposed (around 11:00). This is because Simple Tests and Opposing Tests are totally different beasts altogether.
I don't want to hate on this video, I would just like you to fix this misinformation so you don't confuse others.
J W Thanks for the detailed feedback. I’m on holiday at the moment but will take a deeper look when I return. Certainly, if there are errors I’ll be happy to reshoot or post an errata video. If you have more detail on your qualms, feel free to email me gm@mythbrigade.com.
After watching this I have determined that Warhammer is the Demon souls of TTRPG's can be very unforgiving. Or cubicle 7 hates characters and is in league with the hordes of chaos and needs character souls to feed the hungry gods of chaos.
Damn I really don't like the 4e combat system.
Majority of the concepts this edition introduces are fun and interesting, but they really messed up combat
WFRP 2e is one of my fav games ever, I wanted to try the 4th but this is discouraging me a bit. I think i will make my own concoction and try to simplify the rules
With the deepest respect to Cubicle 7, I tend to agree. We are planning season two of our Tides of Nurgle campaign. Thinking we might want to use 2nd Edition as a foundation for that!
So many mistakes here man.
Doppelganger Marr It’s on the list for a reshoot to tighten those up. ;).
Doppelganger Marr Care to be a little more constructive?
The first comment on this site from Eric Webb and the other 11 replies: all wrong. The snotling wins the test, and gains +1 advantage, but failing the skill roll means it's a miss. p153 "the highest SL wins" does not mean the attacker hits. Also the is nothing in the rules which days damage uses the difference in SL's. Section 3 on p159, damage = weapon damage +SL. It says "take the SL of the opposed test and add it to the weapon damage of the weapon you are using". It does not say "take the difference in SL's of the opposed test..." This is very clear, and keeps things simpler.
page 158. "whoever wins the test hits". pg. 159 "Take the SL of your Opposed Test". If you only took your own SL then you could potentially heal your opponent.