General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
From my hazy memories, the only things in the core rules that seems a bit setting-specific are some of the magic mechanics. But if your setting allows for magic to be dangerous, insanity-inducing, and so forth, then even that should be easy to adapt.
As long as the setting fits the tone of the game (which is fairly well supported by the mechanics, I think), then you ought to be okay. The more the setting diverges, the more things you'll have to trip you up -- but that's true for every game, really.
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[H]e's dead and poisoned and possibly insane on another plane. It's a very stylish death, but a definitive one. - Piratecat
Say what you want to do. Roll a d100. If it's under your stat +/- modifiers, you succeed. If not, you fail.
If you do damage, roll a d10 +/- modifiers. You do that much damage.
There's a bit more work on the other side of the screen, but not much.
And, as a plus, if you go strictly random character creation, you can whip up a brand new character in 10 minutes...
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chances to hit are quite low (and i think you can start with 2 attacks per round), plus the defender gets various defence rolls (dodge or parry or both) so combat can drag.
In WFRP is not your chance to hit but how you hit, like from behind, with a bar stool, etc that will be the deciding factor in a game.
Also, foes are more linear in life expectancy, meaning a goblin has an equal chance of killing you for a longer period of time, you have to have 5 to 10 advances to abilities / skills before you take one out without too much trouble, that's one! Things like trolls, you better have numbers and a plan.
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All I need is minions and I would rule the world.
The basics of WFRP combat are quite simple as stated. But it is a mistake to assume that there are no tactics involved.
Things like ganging up on a foe, when to All Out Attack or not, what you spend Fortune Points on, whether you carry a shield or use a two-handed weapon, these sorts of things have a HUGE impact on the outcome of a battle. I'd urge any GM or player to study the implications of these rules.
Any suggestions as to good adventures for first-timers? Something that shows off the breadth of the system and setting would be great.
Towards the bottom of this section are FOUR free download adventures for introducing new players and getting back into the swing of things: Black Industries
Play More Scenarios
On the Black Industries website there are a whole host of scenarios available for groups to play through. Many of these are suitable for new groups wanting to play a few more games, but we would recommend you check out the following as being easy to read and run:
* The Bigger they Are…
* Worse than the Disease
* With a Little Help From My Friends
* The Affair of the Hidden Jewel
Here are all the old FREE DOWNLOAD ADVENTURES from the Black Industries site (from when they put out WFRP2 a couple years ago): Black Industries
The basics of WFRP combat are quite simple as stated. But it is a mistake to assume that there are no tactics involved.
Things like ganging up on a foe, when to All Out Attack or not, what you spend Fortune Points on, whether you carry a shield or use a two-handed weapon, these sorts of things have a HUGE impact on the outcome of a battle. I'd urge any GM or player to study the implications of these rules.
YES. Absolutely.
Of particular note (IMO) are the Aim actions and the All-Out Attack action. If you're running by the book, there are few reasons not to use Aim if you have a shield or a second weapon. (You get a free Parry and only get 1/round this way, so you don't need to save an action for a Parry.) So, in a sense, using a second weapon or a shield can translate to a +10% to attack in most - but not all - circumstances.
All-Out Attack is particularly awesome for a DM. Combat - especially at early stages - can drag if your players' dice aren't on fire. Not only is there a low chance of hitting, but there's a sizable chance of doing insignificant damage even if you do hit. All-Out Attack helps your monsters hit more often, and means you don't need to hold back a pesky parry you might forget about anyway. What's more, it's ideal for PCs who are ganging up on a single foe, because a single enemy can't attack all of them, right?
Speaking of - ganging up on a target is huge. When running WFRP, instead of using a battle map, I more or less keep track of it the same way I do in AD&D. I assume that melee combatants are in one or more scrums, and everyone else is somewhere else. If you can divide up the scrum so that you outnumber your foes, you get huge bonuses to-hit, +10%, +20%, or more. So you could try and peel off a single mutant, gang up on them to dispatch them, and then work your way onto the rest of them. It's really all about numbers.
Finally, missile weapons in WFRP are completely insane. You can't parry them, so there's often no defense against them. About the only issue is that you're dead meat if you end up in melee combat - you can't do the 5' step and attack like you can in 3e. Still, if you can hang back, you can demolish enemies with a high Ballistics Skill and a decent weapon.
That depends on how one defines quite low, the system just severely rewards group tactics over "You take that foe, this one is mine" antics. I'd make the Comparison of Rainbow Six games rather than most '"Lets rock & roll!!!" style FPSs. 31% is the average human starting hit chance. Combat oriented careers can use the free advance at character creation to bring it to 36%.
Having one ally in combat with the same foe adds 10% to hit. Having two or more adds +20% instead.
Charging the foe or spending have your turn to Aim adds 10% to hit. Or if the risks are worth it, sacrificing the chance to parry or dodge by taking a single attack nets a +20% to hit {all out attack]
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Originally Posted by TheNovaLord
(and i think you can start with 2 attacks per round),
Some classes can, though since the player has to put effort into getting hit bonuses, buying up weapon skill or another stat is more of a viable choice than it first seems for the beginning character.
Quote:
Originally Posted by TheNovaLord
plus the defender gets various defence rolls (dodge or parry or both)
Parry OR dodge, not both for the same attack and not everything gets those options. Many do, but it is not automatic. You have to have certain [admittedly common] weapon combinations to parry or use up half you turn each round to take a parry stance.
Guys, combat in this game is pretty damn simple. I can't think of a game off the top of my head that has rules that are more simple aside from stuff like Dread.
Any game can use tactics that make things more complicated. It all depends on the mind of the players. In my opinion things like taking cover, defending, flanking and so on are simple maneuvers and exist in all games, whatever the system. Stuff like this can make combat not drag at all.
My group tends towards one-handers and shields. But I think an interesting tactic would to have one tough guy with a shield run in first to engage the enemy and then have a great weapon guy move into flank doing all out attacks. Impact is a wonderful thing.
Finally, missile weapons in WFRP are completely insane. You can't parry them, so there's often no defense against them. About the only issue is that you're dead meat if you end up in melee combat - you can't do the 5' step and attack like you can in 3e. Still, if you can hang back, you can demolish enemies with a high Ballistics Skill and a decent weapon.
I found it actually more scary to be a ranged attacker than a melee fighter with my last character (Vau, an elven hunter). Sure, you can hide behind cover, but that doesn't help you if the enemy hits you in the head three times in a row (like they did when Vau died).
Even though he had about 45% base chance to hit, a longbow, and quick load, I'd often find myself running into combat with my sword and shield anyway due to:
A) In melee, you at least have a chance to parry or dodge (and hopefully a fate point or two to re-roll one of those that fails).
B) Even at most ranged weapon's long ranges, most enemies are rarely more than 2 rounds from getting to you. If you roll really well, you might be able to drop one enemy in that time. If you have quick load, you might be able to do hit-and-run for a round or two, but then you're in melee anyway.
C) Ganging up. Even if you're in a fairly advantageous ranged scenario (close range, quick load, decent weapon, no ranged enemies), your allies are probably in combat getting ganged upon by whatever it is you're fighting. So, less bonuses for your allies, more bonuses for your enemies, and more focused damage for your enemies as well - and you're suffering penalties for firing into melee to boot!
I'm much happier with my Lau, my combat-nominal Demagogue (ex-Rogue) than I was with my "archer badass." Being the face is fun!
__________________ Robots, assassins, hobgoblins, the Ashen Tower, polite beholders, land pirates, gnome genocide, the Corpse Ramp, artifacts, exploding zombie dragons, flying islands, dying heroes, blood feuds, vanished races, the Black City: Rise of Felskein.
The most dangerous player in my games is The Doctor, Max Gutstapler, he has killed more friends and foes than the rest of the party. And then there is the maining!
His current theory is mold and fungus helps the healing process and stops infections.
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All I need is minions and I would rule the world.
The most dangerous player in my games is The Doctor, Max Gutstapler, he has killed more friends and foes than the rest of the party. And then there is the maining!
His current theory is mold and fungus helps the healing process and stops infections.
WARHAMMER FANTASY ROLE-PLAY is the game where the players think they're playing DUNGEONS & DRAGONS but the game-master knows they're playing CALL OF CTHULHU!
Parenthetically, photostat copies of the manuscript rules were made, and when the commercial game was published, fans not willing or financially unable to expend the princely sum of $10 for the product did likewise, copying the material on school (mainly college/university) machines. We were well aware of this, and many gamers who had spent their hard-earned money to buy the game were more irate than we were. In all, though, the 'pirate' material was more helpful that not. Many new fans were made by DMs who were using such copies to run their games. - Gary Gygax
We just started The Enemy Within campaign for WFRP2. Gm had run it in 1e and is doing a killer job of upating it to 2e! Of course that means we were all at 0 wounds after the first combat against the mutants...
My local game store has the 1st edition of the game for fifteen dollars. Should I buy it? Or should I shell out another 15 bucks for a copy of the second edition?
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