Reckless Dice #2: Dice and Misconceptions

We’re back with Episode 2 of the Reckless Dice Podcast. We’re talking all about the custom dice and myth-bust some of the misconceptions about WFRP 3rd Edition. Also news and your questions!

Please give us feedback on iTunes, send questions or comments to recklessdice@gmail.com and follow us on Twitter @RecklessDice.

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20 thoughts on “Reckless Dice #2: Dice and Misconceptions”

  1. If you’re looking for a British voice from an experienced (or old) British gamer who has been playing WFRP since first edition and is a big fan of the 3rd drop me a line.

    Simon

  2. Great podcast! New to 3rd edition but not the warhammer world. This is a great resource for improving my game. Looking forward to the next episode.

    1. It’s a great idea Zwobot, but I’d feel bad to create an account just to pimp the podcast. It’d be a lot better if someone who was already part of the community decided to give us a plug.

  3. Been following the podcast. Thanks for giving some serious attention to an oft maligned game.

  4. Great podcast guys! Having just got home from playing our third session at the local game club – all I can say is helz yah about this game Lovin it!

    And greetins from Denmark

  5. Great episode that I think is a great resource for anyone on the line about WFRP3. I think you guys summed up the WFRP experience when you said that the game is about the lowly rat catcher who, against great odds, manages to save the king. People refer to D&D as heroic, and killing dragons and demons is a very heroic thing, but the peasant who yells DUCK at the right time to save the king is no less heroic. Perhaps more so as no one expects him to be. That is Warhammer.

    Keep up the great work, look forward to the next episode.

  6. I like how you guys are running through the game here, I believe that information like this is sorely needed if our community is going to grow. Too many folks out there have a terrible misconception of how this game works/presents itself, and you boys really helped to dispel most of the common myths about WHFRP 3e. I can’t wait for you to go into depth about some of the other add-ons because my birthday is fast approaching and I’d love to have some info other that that which I’ve gathered and spouted on my friends and family available so that they can make a good choice on what supplement to buy for me. Keep it up and let me know if you guys are interested in having other content published on this site.

  7. You guys work well together in generating interesting topics. I’m happy to hear of insightful comparison to games beyond D&D.

    Couple of items about this podcast:
    The description of the dice provided a good overview for new players. A correction on your statement that the red aggressive dice provide a better chance for success than a normal blue characteristic die. They provide an equal chance of success. Aggressive dice show successes on 5 of 10 sides (50%) and characteristic dice show successes on 4 of 8 sides (also 50%). As an overall positive effect, characteristic dice yield a success/boon on 6 of 8 sides (75%) while aggressive dice show success/boon on 6 of 10 sides (60%). Further aggressive dice have 2 of 10 negative sides (20% chance of bane). Aggressive dice stand out for the potential extra positive results (40% of a double positive). They stand out as a high risk high reward die verse a characteristic die.

    Neat myth-busters section:
    I personally found the dice overwhelming and understand other’s points of view on their complex nature. As one of your hosts stated, there is a steep learning curve in mastering the dice. As an example, my first grader understands the symbols on the WFRP dice, but not the cumulative logical rules: swords cancel hammers, birds and skulls cancel each other, comets can be a sword or bird, bulls-eyes cancel birds if there are any left after the skulls canceled the birds, and so on. On the other hand, she can do math from any Dream Pod 9 product. Take the best number rolled from a pool of d6′s and add or subtract numbers up to 3.

    Further, this doesn’t take into account the overwhelming variety interpreting die rolls. For a new or young player, this can be quite a challenge. I’m working through it with my 11 year in our current campaign. Once mastered, the dice greatly support role-playing as you illustrated.

    WFRP is an expensive RPG. Saying it’s cheaper than Warhammer Fantasy Battles is apples to oranges. WFRP ($99), compared to Palladium ($27), Fudge($35), or most other RPG’s ($20-$50), is very expensive. However, you can argue that the “value” of WFRP is good with the core set containing rules for basic play, magic, faith, GM tricks and an adventure, plus character cards, dice, tokens in a beautiful box.

    I continue to encourage you to broaden your scope of experience, perhaps by adding another host or critically reviewing your topics before the show. You’ve got a solid foundation to build on.

    1. Great feedback!
      Do note however, that Reckless Dice, while having a 50% chance of success do offer chances for 2 hammers on a single die face which characteristic dice do not. So you have the same or similar chance of success but at the same time, a chance for ‘greater’ success and a chance for negative effects.
      Generally speaking you will always want to use Conservative or Reckless dice if given the option as statistically they are always superior to blue dice in terms of chance of success.
      Gtizman

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