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WHJDR 4e édition


Thindaraiel

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Pas bête mais ça peut être casse-gueule s'il faut suivre pour tous les protagonistes d'un combat (même si 1 seul dé suffit par participant, ça peut être chaud patate pour le MJ. Moins si c'est par groupe. Encore moins si cela ne concerne que les PJ et les Némésis).

 

A voir comment c'est implémenté.

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Bof, suffit davoir genre des jetons ou un truc similaire pour compter.

Ca revient à 0 au moindre fail... donc tres rapide a faire. Et pas plus complexe que de gerer les PV des pnj en combats pour le MJ ^^.

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la news est toute fraiche de ce soir:

Khaos Project

12 min ·

Nous avons le plaisir d’annoncer que Khaos Project a été choisi pour traduire et éditer les jeux de rôles Warhammer Fantasy et Age of Sigmar, publiés en anglais par Cubicle 7 sous licence Games Workshop. Ces deux jeux bénéficieront d’une gamme dédiée et d'un suivi distinct, mais c’est la quatrième édition de Warhammer Fantasy qui ouvrira le bal en 2018. Cette nouvelle version permettra aux joueurs de retourner dans ce monde sombre et dangereux tout en se rapprochant des deux ...

 

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  • 4 weeks later...

Il me semble que la V4 de warhammer Jdr devait être livrée en juin (VO pdf) pour ceux qui l’ont précommandée. Le relais est passé mais je n’ai trouvé aucun retour sur internet.

est ce qu’il y a des anglophiles qui auraient pré-commandé la VO chez Cubicle7 dans le coin ? Histoire de savoir s’il ont reçu le la version pdf...

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À priori ça a été décalé, je ne sais pas pourquoi ni jusqu'à quand

Rien reçu personnellement

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Il y a 3 heures, Marchiavel a dit :

Est-ce que vous avez été voir les previews sur le site de Cubicle 7 ? Sur les carrières (8x8x4), les caractéristiques, etc ?

 

Mais non :) Publie-nous le lien et fais nous une 'tite explication si tu veux bien :)

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J'ai fini par trouver,

http://cubicle7.co.uk/warhammer-fantasy-roleplay-preview-class-and-career/

 

En gros (avec du google trad en spoiler)

8 classes, chacune ayant 8 carrières, chacune ayant 4 niveau.

256 options.

 

Classes et carrières associées :

Academics: Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar, Wizard

Burghers: Agitator, Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman, Watchman

Courtiers: Advisor, Artist, Duellist, Envoy, Noble, Servant, Spy, Warden

Peasants: Bailiff, Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager

Rangers: Bounty Hunter, Coachman, Entertainer, Flagellant, Messenger, Pedlar, Roadwarden, Witch Hunter

Riverfolk: Boatman, Huffer, Riverwoman, Riverwarden, Seaman, Smuggler, Stevedore, Wrecker

Rogues: Bawd, Charlatan, Fence, Grave Robber, Outlaw, Thief, Racketeer, Witch

Warriors: Cavalryman, Guard, Knight, Pit Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest

Universitaires: apothicaire, ingénieur, avocat, nonne, médecin, prêtre, érudit, sorcier



Bourgeois: Agitateur, Artisan, Mendiant, Enquêteur, Marchand, Attrapeur de Rat, Townsman, Veilleur

Courtiers: Conseiller, Artiste, Duelliste, Envoyé, Noble, Serviteur, Espion, Directeur

Paysans: Huissier de justice, Hedge Witch, Herboriste, Chasseur, Mineur, Mystique, Scout, Villageois

Rangers: Chasseur de primes, Coachman, Entertainer, Flagellant, Messenger, Colporteur, Roadwarden, Chasseur de sorcières

Riverfolk: batelier, Huffer, Riverwoman, riverwarden, marin, contrebandier, arrimeur, dépanneuse

Rogues: Bawd, Charlatan, Clôture, Voleur, Hors-la-loi, Voleur, Racketeer, Sorcière

Guerriers: Cavalier, Garde, Chevalier, Pit Fighter, Protagoniste, Soldat, Tueur de Trolls, Prêtre Guerrier

 

Exemple du détail des niveaux de la classe de paysan (peasant) :

Bailiff: Tax Collector, Bailiff, Reeve, Magistrate

Hedge Witch: Hedge Apprentice, Hedge Witch, Hedge Master, Hedgewise

Herbalist: Herb Gatherer, Herbalist, Herb Master, Herbwise

Hunter: Trapper, Hunter, Tracker, Huntsmaster

Miner: Prospector, Miner, Master Miner, Mine Foreman

Mystic: Fortune Teller, Mystic, Sage, Seer

Scout: Guide, Scout, Pathfinder, Explorer

Villager: Peasant, Villager, Councillor, Elder

Huissier: Collecteur d'impôts, Huissier de Justice, Préfet, Magistrat



Hedge Witch: Hedge Apprenti, Hedge Witch, Hedge Master, Hedgewise

Herboriste: Herb Gatherer, Herboriste, Herb Master, Herbwise

Chasseur: Trappeur, Chasseur, Traqueur, Huntsmaster

Mineur: prospecteur, mineur, maître minier, contremaître

Mystique: Fortune Teller, Mystique, Sage, Voyante

Scout: Guide, Scout, Pathfinder, Explorer

Villageois: Paysan, Villageois, Conseiller, Ancien

 

Description de la feuille de Apothecary visible en image

Niveau social : joue sur les salaire et les relations sociales

Compétences : comme v2-v3

Talents : comme v2-v3

Trappings : une liste d'équipement type pour passer d'un niveau à l'autre, le MJ est libre de l'adapter

Progression illimité des caractéristiques et compétences dans notre niveau. Mais long pour devenir superman ^^

Changement de niveau assez simple, de carrière avec un peu plus de difficultés, et de classe plus difficilement encore, mais tout est possible. 

 

 

Moi ça me plait bien comme nouveautés.

Sait-on quand la VF arrivera ?

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Ah bah merci Otto :)

 

C'est Khaos Project qui s'occupe de la VF, une nouvelle structure rassemblant des gens de chez 7e Cercle/AKA Games, Abyss Corp et le Bazar du Bizarre. Ils annoncent la sortie pour fin 2018.

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  • 3 weeks later...

Il y a eu quelques nouveautés depuis début juillet (même s'il n'y a toujours pas eu la publication, ni du PDF, ni du livre de règles, initialement prévue pour fin juin-début juillet

 

D'abord, un aperçu du fonctionnement des points de Destin/Fortune, déjà présents en v2, et des points de Volonté/Conviction, qui sont une nouveauté, et fonctionnent avec la motivation du personnage :

 

Citation

 

Fate and Fortune, Resilience and Resolve

WFRP Characters are special — whether it is guts, luck, or the favour of the gods, they stand out from the masses.

The game represents this with Fate & Fortune and Resilience & Resolve — points you can spend to secure advantages and save your bacon in tricky situations. Each of these pairs represent different scales of power — Fate and Resilience are more powerful and govern how much Fortune and Resolve you can hold. Fortune and Resolve are less powerful, and will be spent and regained much more frequently.

Fate and Fortune

Fate & Fortune are familiar to players of previous editions of Warhammer, with some additional uses. They represent your destiny, perhaps your favour with the gods, and your overall luck.

You can use a Fortune point to:

  • Reroll a failed Test.
  • Add +1 Success Level to a Test after it is rolled.
  • At the start of the Round, choose when to act in that Round disregarding Initiative order.

You can use a Fate point to:

  • Survive an event that would kill you, although you are incapacitated for the rest of the scene/encounter.
  • Ignore damage from a single event through the intervention of fate — slipping as a blow is about to land, for example.

You regain Fortune points at the start of each session and sometimes during play. Fate points are much harder to come by…

Undead-Necromancer.jpg

Resilience and Resolve

Resilience and Resolve represent your personal drive and determination to endure, and overcome, no matter the obstacles you face. The Old World is a hard and cruel place, and you’ll need reservoirs of internal strength to endure.

You can use a Resolve point to:

  • Become immune to Psychology until the end of the next round.
  • Ignore all modifiers from all Critical Wounds until the beginning of the next round.
  • Remove one Condition. (More on these in a future preview.)

You can use a Resilience point to:

  • Defy Corruption and resist mutation, though you lose no Corruption points. (More about this in a future preview, too.)
  • Choose the number instead of rolling for it as part of a Test, allowing you to succeed in even the direst of situations.

Resolve is regained whenever you act according to your Character’s Motivation, which is a short phrase describing your character’s inner drive, and the GM might (very rarely) grant a Resilience point for an act of extreme importance to your Motivation.

 

0401.jpg

PDF Release Update

We’ve still got some additional things to do before we can release the PDF, but it won’t be too much longer and are e-mailing all pre-order customers with an update on that progress. Thanks for your patience while we get the last details right. We’d rather not make the same mistake again and give an estimated date of which we aren’t 100% sure, but it’s almost there and pre-order customers have a little something that will make up for the wait.

There are some factors out of our control even at the end of the process, and there are always calls to be made between getting it done and getting it right. We tend to err towards prioritising getting it right, but we appreciate that can be frustrating for those of you waiting. But, we’re making this the best game we can, and we are very close, and the PDF will be ready as soon as possible.

Thanks for your patience and support!

 

 

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Il y a également eu un aperçu du fonctionnement de la magie, qui fonctionnera désormais comme le reste des compétences, avec des niveaux de réussite pour lancer les sorts, des sorts achetés individuellement avec l'expérience, et des échecs critiques qui aux effets dévastateurs (mais diminuables grâce aux ingrédients).

 

On voit aussi le retour de la magie "de bataille", générique et accessible à tous, en plus de la magie spécifique à chaque vent de magie. Et un aperçu du bestiaire en fin de message :


 

Citation

 

Magic is one of the defining aspects of the Old World. Here’s a sneak peek at how we’ve handled it.

Gone are the days of magic points or a discrete magic statistic: we use the same core system for casting spells as we use for all skills. Spellcasters simply make a Language (Magick) Test. If their Success Level equals the Casting Number of the spell, bingo! The spell is cast. Fail, and it isn’t. Fumble, and you’ve Miscast, and something bad is about to happen…

Miscasts can be really nasty. The Winds of Magic are extraordinarily powerful, and spellcasters must perfectly phrase their spells whilst carefully channelling the magic needed to power them in order to escape unharmed. The slightest error, and the magic will spiral out of control, sometimes to devastating effect. If lucky, the repercussions will be minor — soured milk, or your nose begins to bleed; if unlucky, the spellcaster, and any close by, may be torn apart by the wild, uncontrolled magic.Image 1

To cast more powerful spells (those with higher Casting Numbers) a wizard may use the Channelling skill to draw in the Winds of Magic. While this offers the spellcaster more power, it comes with an attendant risk, making miscasts even more likely.

 (Also making miscasts more likely is the pervasive influence of the Ruinous Powers, but good folk of the Empire never involve themselves with such horrors, so we should probably move on quickly…)

If spellcasters Overcast, which means achieving more Success Levels than needed, they may choose additional effects, such as additional range or duration. In practice, this means more experienced spellcasters can achieve more powerful outcomes.

Most wizards begin by manifesting tricks in the form of Petty Magic. Taking the Petty Magic Talent gives a wizard access to a handful of Petty Spells, and they may learn more by expending XP.

When spellcasters gain the more potent Arcane Magic Talent, they gain access to one spell from the lore of magic they are studying. More spells may be learned by expending even more XP.

Fortunately, there are many spells available to buy. Magic wielding players are spoiled for choice, with 135 to choose from in the core book alone.

That breaks down as follows:

  • 25 Petty Spells

Low-level cantrips with minor effects, like Magic Light or Protection from Rain.

  • 23 Arcane Spells

These are universal spells, representing the most common applications of Magic in the Old World. These include conjuring magical weapons, or armour, magic missiles or chain attacks, or causing foes to drop weapons.

  • 64 Colour Spells

These spells reflect the key attributes of the 8 Winds of Magic what blow through the Warhammer World. Spells from the Lore of Beasts allow Shamen to influence animals or change their form, while those for the Lore of Shadows are subtler, including illusions, spells of concealment, and the ability to choke foes with tendrils of shadowy magic.

  • 6 Hedgecraft Spells

These spells are used by Hedgefolk, rural witches who practice an ancient, and illegal, brand of magic that allows them to heal and protect, and to engage with the spirit realm.

  • 6 Witchcraft Spells

Practioners of witchcraft are rogue spellcasters, and their Lore spells are particularly nasty, allowing them to blight the landscape, or curse their enemies with bad luck or crippling pain.

  • 11 Dark and Chaos Spells

An initial selection of spells for Daemonology, Necromancy and Chaos Sorcerers are also included, aimed to bolster your NPCs with some unique, characterful spells.

image 3

Spellcasters may learn spells from their own unique lore, and/or the Arcane spells. So a Magister of the Celestial Order may choose spells from the Arcane list and the Lore of Heavens, while a Witch may choose from the Arcane list and the Lore of Witchcraft. That gives players (and GMs) enormous versatility when constructing magic-using characters.

The magic chapter includes rules for ingredients, which can reduce the effects of miscasts (at a cost), as well as dispelling. It also explains how to add flavour to the Arcane spells, reflecting the influence of the wind of magic being channelled. For example, damaging Arcane spells cast by a Wizard with the Arcane Magic (Fire) Talent will set their targets on fire, in addition to other effects.

The rulebook also contains separate rules for clerics who can empower their prayers with divine might. This uses a similar system, and presents 19 minor Blessings, and 60 Miracles, with 6 for each God. Look out for more on those in a future post!

And that’s it for the Magic preview. As always, if you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand again.

We’ll be back very soon with another preview and the latest news on the rulebook, which is within touching distance of being finished.

Actually, while you wait, let’s have a glimpse of what’s coming next…

image 4

 

 

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Release d'une première version du pdf hier soir

Version finale sans certaines cartes

Possibilité de faire des retours pour corriger les éventuelles fautes avant l'envoi à l'impression

 

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  • 2 weeks later...

Alors, cette v4...

 

D'abord, pour l'instant nous n'avons reçu qu'un pdf de preview. Il y manque des choses, d'autres sont peut claires, mais on peut tester la bête.

 

C'est clairement un retour aux sources, avec un système très proche de la V2 (d100, compétences, talents), mais dont on sent qu'ils ont essayé de le fluidifier/améliorer, notamment en ce qui concerne le combat et la magie.

 

Le contexte de départ est assez pauvre/flou (limité au Reikland, comme en v3), mais se situe avant la Tempête du Chaos.

 

Comme pour la v2, le bestiaire est faible, et là, il n'y a pas de scénar.

 

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