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In fantasy and 40,000 can a person play as a memeber of chaos?
Yes. In WFRP 1e, anyway. I don't know about 2e, at least not for certain.

Elves can only be Lawful or Good, IIRC. Halflings, only Neutral. Hm, and Humans and Dwarves, any. I think. But these options were only for more experienced players, according to the book. You had to go with the most common alignment only, if you were a newbie player. Something like that.

I'll just add another voice to the 'Warhammer is awesome' chorus. The setting is full of fun and flavour, and some of the old adventures kicked ass.
 


Heh. Not sure. . .

They are these: Lawful, Good, Neutral, Evil, Chaotic.

Y'know, like 4e's should've been. . . ;) Hehe, couldn't help it. Sorry 'bout that. :p
 

Warhammer kicks so much ass, that ass's ass is itself pre-kicked before it's even born.

Warhammer is cool because it has more gruesome kickass art than other rpgs. If all the art from all the rpgs got together and had a big fight, the art from Warhammer would win because it has big robots and monsters the size of entire buildings or cities in it, and they would crush the art from other games under their treads. Warhammer art conveys the feel of an entire world whose ass has been kicked. It has things that will sex you up while they tear open your body and soul. IN THE ART.

Warhammer is best for roleplayers who understand that you often better run away, and if you're lucky you'll just mutate and go insane while losing a couple of limbs. It might not sound like fun, but if you're playing Warhammer, it's all about the sheer magnitude of things. Chaos is fated to win; you're fighting a hopeless struggle; well stop whining and KICK SOME ASS. Even if just by running away!

Warhammer is cool because whenever you think you've managed to save an innocent, prevent horrors, root out an evil cult or whatever, you've actually set off a chain of events that results in your being blamed for the murder of the local high-ups, an invasion of beastmen, the collapse of the local economy and the loosing of a plague in a metropolis. Meanwhile, the innocent that you rescued gives birth to some kind of demonic spaceship that shoots pure pain from its giant cannons and launches a salvo of attacks that kills your descendants for the next ten generations.

Oh, and Warhammer is cool because it has the most skulls of all.
 

Aus Snow lol
The jester: I want it even more now
Since I've never played warhammer before how does a game in warhammer usually begin and what are some the differences of character creation between dnd and warhammer? this includes people who create overpowered characters
 

Since I've never played warhammer before how does a game in warhammer usually begin and what are some the differences of character creation between dnd and warhammer? this includes people who create overpowered characters

By the book, Warhammer character creation consists of two choices: race and sex. Everything else- EVERYTHING- is randomly rolled: your career, your stats, even your name.

Takes about ten minutes. :)

I can't recommend Warhammer Fantasy highly enough.
 

In fantasy and 40,000 can a person play as a memeber of chaos?
Anyone can mutatle and/or take the cause of chaos. Your own party members may kill you, but you can do it. In WFRP 2E the Rules for chaos campaign play are in the Tome of Corruption. The rules W40KRP are very much geared just for playing Chuch ][nquisitors for right now.
which inversely leads me to my next question are there alignments in warhammer?
1E had alignments "Lawful-Good-Neutral-Evil-Chaotic". These were on a single axis/line much like 4e alignments, almost like 4E stole them but made a better job of explaining them. In 2E Alignments were discarded. Now In D&D I like alignment, but I completely agree it has little place in Warhammer.
Since I've never played warhammer before how does a game in warhammer usually begin and what are some the differences of character creation between dnd and warhammer?
Roll your stats [most are 2D10+20], roll what career you start in [roll twice, pick one]. Some are more glamorous than others, some start you off in possession of valuable equipment, but 2E has very few 'worthless' careers in comparison to WFRP1E. Some focus more on skills others focus mor on stats. [sblock=basic carreers]
Agitator
Apprentice Wizard
Bailiff
Barber-Surgeon
Boatman
Bodyguard
Bone Picker
Bounty Hunter
Burgher
Camp Follower
Charcoal-Burner
Coachman
Entertainer
Envoy
Estalian Diestro
Ferryman
Fieldwarden
Fisherman
Grave Robber
Hedge Wizard
Hunter
Initiate
Jailer
Kislevite Kossar
Kithband Warrior
Marine
Mercenary
Messenger
Militiaman
Miner
Noble
Norse Berserker
Outlaw
Outrider
Peasant
Pit Fighter
Protagonist
Rat Catcher
Roadwarden
Rogue
Runebearer
Scribe
Seaman
Servant
Shieldbreaker
Smuggler
Soldier
Squire
Student
Thief
Thug
Toll Keeper
Tomb Robber
Tradesman
Troll Slayer
Vagabond
Valet
Watchman
Woodsman
Zealot [/sblock]
this includes people who create overpowered characters
The system is less concerned with precision character balance than 3E or 4E but remember Starting careers are randomly determined unless the GM says otherwise & and so are the 'perks' of playing a human or halfling. Powergaming can be done with a dwarf, but this means sacrficing speed, agility and likability. And this is a game where living or dying can hinge on how well liked you are. Also characters who seek out combat will often be on the receiving end of the games open ended damage rolls.
 
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XP in WFRP is really cool too. rather than huge plateaus of levels, you progress through careers buying individual boosts and bonuses with your XP. in 2e Each '+1' , '+5%', 'skill' or 'talent' costs 100XP. 100 xp is also the typical XP award per sesion, so each game the players can improve something. Do note, the career you are in sets caps of how high you can buy a skill or attribute up. You also have to buy pretty much everything the carreer has before you can leave it. [entering a new carrer costs 100XP in and of itself, you also must have the 'trappings' of the class to get in]. If the GM allows player can enter another carreer before completeing the first, but it costs an extra 100xp.

Also XP is NOT tied to 'what you defeated/killed' unless the DM wants it to be. Monsters don't even have XP values listed in the core book. WFRP embraces a few different ways to award XP. I am a real fan of the 'Abstract method.

100 XP per four hours of play is the abstract method of XP for an average game. It is supposed to be flexible too. A shorter 3 hour session of intense, no distractions play would also be worth that 100 XP. 6 hours of playing while also wasting time trashtalking, looking up rules, snacking & out of game bantering also would be worth the 100 XP.

I think the abstract method is great. It helps get away from the "PCs are supposed to succeed" bullcrap. '
 

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