House rulebook

That's really rather good. How's it running in practice? I was considering the only house rule for a WFRP game would be 'no being epic. ever.'


We started with Ashes of Middenheim and I'm pseudo-integrating Keep on the Shadowfell as part of the HERDSTONE chapter. I put the Demon in the Skull inside of the Keep and made it guarded by the greenskins, rather than the Beastmen (SPOILER: this makes more sense because otherwise the beastmen could simply be bought to get the skull to " he who wants it.")

D&D 4e is the real change though. WFRP, although a really fun system, was not what I wanted to run. Many of the "rules" of the system were not something that I wanted to integrate into D&D, because I didn't consider them critical for running a good campaign. For example: hit locations, nit-picky equipment or skill conversions, and INSANITY AND MUTATIONS is somthing that I want to keep as a role-playing aspect rather than a hard rule.

In play, the chaos charts, rarely anything serious, were something that should ADD to the adventure, rather than end it..especially in a combat. One of the issues is that we started straight 4e without chaos and are now implementing it...although the players knew it was coming, it would have been much better had I warned everyone ahead of time. The "Paladin doesn't have to make the first chaos roll" was a rule that NEEDED to be added, after I quickly realized that he'd be affected so much more often and with "less magical implication" than say a cleric or wizard.

We don't have a warlock in the party, but I'm thinking of making that class more dangerous for the chaos stuff..like giving a -2 to the chaos manifestation d20 roll or something (making it more dangerous and likely to be bumped up one severity)..but we'll see.

All and all, using the careers as a roleplaying thing has been interesting for role-playing. Eversince first edition Warhammer, I always asked my players to put their "profession" in their D&D backgrounds..because "classes" are not logical as a profession.

Otherwise, it's just D&D in THE OLD WORLD :)

jh


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OK. Well give me a while to finish them up and I'll stick my plans for mutants, mutations (not the full Realms of Chaos table, obviously, as that would be time consuming), and Chaos knights online for discussion.

The chaos knights have come out freakin' scary!

Next stop beastmen, then daemons!

(Planned all the abilities, just need to do the boring numbers bit...)
 

OK. Well give me a while to finish them up and I'll stick my plans for mutants, mutations (not the full Realms of Chaos table, obviously, as that would be time consuming), and Chaos knights online for discussion. The chaos knights have come out freakin' scary! Next stop beastmen, then daemons! (Planned all the abilities, just need to do the boring numbers bit...)

That's cool.

Speaking of monsters, I've just been using KOBOLD stats for low level Skaven. Seems to work great.

Jay h
 
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We've been playing Middenheim and I updated the "Authority of the Watch" handout. (attached).

238710-warhammer-fantasy-d-d-house-rulebook.html


jh
 

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I have attached the player handout that familiarizes them with the War of Chaos and current events in this campaign.

The font is Caslon antique and I hope some of you find it useful (maybe even my PLAYERS! ;)

jh
 

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Halflings of the Moot are known as "Mootlanders." In celebration, I have commissioned a fine piece of artwork to hang in the Imperial Galleries at Altdorf.

jh
 

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