I'm going to be running my next campaign in WFRP 2... picked it up and it looks really cool. My groups burn out on D20 has definitely contributed. Fortunately I'll still be playing in another DnD game, so I can get my fix.
I'm sure they'll be back to it after a break for something different.
Going to steal some of my favorite bits of Enemy Within, rewrite and throw at the players. They've not seen it before, so it'll all be fresh and nasty.
I like lots of the new system, but have a couple of reservations. Going to try it as written first, see how things pan out before I wield the house rule stick.
All numbers being roughly comparable to 1st edition... (Aside from better armour, but that caps out at a certain level) - I think the D10 damage dice could be a little too lethal. Might switch back to a D6, but we'll see. Perhaps fortune points might even it all out...
Initially very wowed with the magic system, but on further reflection it feels a bit simple. Kinda half tempted to adapt Realms of Sorcery and use that. Have no magic users in the starting line up of characters so it won't be an issue for a while. Can use rituals for all the NPC plot device magic I need... so that might also get left alone.
Wonder if one of the later splat books might contain a more complex magic system?
Anyway, glad I bought it!