WFRPG 3E: How's It Working out for You?

Retreater

Legend
I ordered the Core Set (and Adventurer's Toolkit) back in April '10. I read through it with much interest, ran through a couple of solo combat encounters, and then shelved the thing. Now it's been a good, long while since I've moved it from my bookshelf. I'm contemplating moving it to the "Isle of Misfit RPGs" (actually several boxes in my garage containing systems from GURPS to Palladium).

My experience has been ...
1) A clunky system
2) Poorly balanced classes
3) Terrible organization
4) Very expensive entry point (much less to maintain it with numerous boxed sets)

Due to the four points above, I've found it virtually unplayable. I haven't even attempted to introduce it to others in my group - who are mostly casual gamers.

What do others think of it? Anyone using it at all?

(Didn't want to post on FFG out of fear of pitchforks and torches.)

Retreater
 

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I like 3e, but I definitely like 2e far better. Unfortunately, I can't get anyone in my group sold to play either version so I cannot say anything about #2 or #3, but I agree about #1 and definitely #4.
 

Played it once at a gameday, it didn't grab my attention, so I haven't revisited it. Too much on the counting little symbols for me, and not focusing on the characters and situations. I definitely prefer the 2nd edition of the game by a long shot.
 

I guess I'll have to chime in and be the opposing voice: I've been having a blast with the game, and consider it to be one of my best purchases in the last couple of years.

The system does have a bit of a learning curve, but once you understand the dice pool system, it really shines. When you make a check you really get a sense of what happened and why. Our GM makes an effort to put a real sense of story behind each die roll, and as a result we roll the dice much less but each one means more. I would call this akin to the "Let it Ride" strategy from Burning Wheel.

Combat is very tactical, in fact I'd say it's one of the most tactical systems out there, but you don't need minis and a grid to run it.

I think a lot of the hate for the game comes from the fact that it offers a new way of doing things (the cards and "bits" are not to everyone's liking) and it has yet to really develop the full range of character options of previous editions. I haven't felt that to be a problem, as the character I'm playing is an agent who has trained into being an apprentice magician. I have a long way to go before I bump up against the ceiling of the game's development options.

So I'd suggest giving it a try. The new players kits that are coming out present the game in a much more traditional format, so if that was what kept you from trying it, you can play the game largely without the bits.

Strangely, as the WotC situation continues to develop, I can't help but think that Warhammer 3 is what WotC would have liked D&D 4 to be.

If anyone has questions about the game, I'd be happy to try and answer them. If you'd like to see about our group's game, you can take a look here as well.
 

Cool Steve, I may send some questions your way about the game. I'm a major fan of anything Warhammer FRP and would love to give 3e a fair shot too.
 

Love it, the system runs great once you put in the effort to really grasp the rules (admittedly the book is poorly organized) and play 3 to 5 sessions. The variety of outcomes from a single die roll is amazing, far beyond a simple pass/fail that every other system uses and its easy to rule things on the fly by adding fortune/misfortune/challenge dice to the dice pool.

The party card is a brilliant innovation and one that I hope is further developed in future products.

Combat is quick, brutal and as tactical as you wish to make it, it's really up to the GM & Players.

I haven't had a problem with career balance as there isn't intended to be: the variety of skills, advances and combat capabilities of each career mean each career excels at various different things. If 4e D&D's "everyone has to be good at combat" thing has become your mantra then you might not agree, but I fail to see the issue - WHFRP ain't all about the combat, if there isn't a good mix of intrique, mystery & diplomacy it isn't a WHFRP adventure.

I also fail to see how $100 (it was $60 on amazon - don't know if it still is) is any different than the traditional PHB, DMG & MM offering costs. Especially considering you don't have to add any dice (although it helps) or any other accessories, it's a reasonably priced product IMO, it's just all at once in one product instead of 3 or 4.

I also don't think any of the expansions are required to enjoy the game for a long time, allowing the reuse of careers is essentially the same as taking a more advanced one.

WHFRP 3e is by far the best system I've ever run, I have no desire to play any other RPG at this point and don't see it happening any time soon.
 

We are running a campaign (but unfortunately overall playing less RPGs then before), and I like it. The rules are terribly disorganized, but the game is still fun.

I like the "bits" and stuff they use to visualize the game rules. I think it's an interesting approach that works.
 

big 2nd edition fan, the problem with 3e is that you have a learning curve, my group lack the interest and the time to figure it out the rule set. If your group does not meet weekly to play, you spend more time refreashing the rules, than playing.
 

My experience has been ...
1) A clunky system
2) Poorly balanced classes
3) Terrible organization
4) Very expensive entry point (much less to maintain it with numerous boxed sets)
I agree with items 2) to 4), however I always considered it a feature that the classes aren't balanced. Isn't that part of the attraction of the system (at least for those who are attracted to the system ;))?

The classes are closer to the backgrounds in Runequest than to D&D classes. You also don't get to choose your 'class' or do you?

I think 1) isn't true after an initial period of getting acquainted with the system (though it's made difficult by 3)).
 

I ran a game of it for a bit before player dropout due to having a kid. It went well, and I loved the system. We were playing the famous Enemy Within campaign, and I thought things were going great.

So add another positive experience to the pile.
 

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