You can do it as series of a one shots. I think when we first started playing we went through a couple sets of characters until we started a long-term campaign. Most of the monsters you typically encounter are other humans or mutated variations thereof (beastmen), and in the remoter areas...
Sorcs just don't have the skill points to take advantage of their Cha as effectively. Bards can be very effective spell casters - just think of bardic music as being another kind of spell. Unlike Clerics who tend to heal more damage after it's taken, the bard has an easier time laying on bonuses...
The term comes from Dalton's Law of partial pressures. For a mixture of gasses, the total pressure is the sum of the pressures of the component gases, like Pair=PN2+PO2+PCO2
If you combine this with the ideal gas law (PV=nRT), the partial pressure of a particular ideal gas is then just the...
For 3000 m below sea level, I'd have to vote for hot, dry, and flammable.
(It would incidentally have an O2 partial pressure similar to the late Cretaceous, if you like "Lost World" stuff.)
I hiked it in early spring - went from camping in 3 inches of snow on the south rim to shorts and t-shirt weather on the floor. The north rim is even cooler.
Oddly enough, there was one of those, back when the Med basin mostly dried out in the Miocene, during the "Salinity Crisis". Wasn't quite that deep though. The Grand Canyon is a mile deep or so too, and it has a very substantial climate change from rim to floor...
The new emperor is the new emperor because of what happened to the old emperor from the first edition. I do agree that it's marginally less gritty in several respects, made up for by the new "now with more dire mayhem!" magic system
You can actually do hack and slash, just be sure to space the encounters out more than you would tend to in D&D. Going into a combat with low wound points is when things tend to get ugly. It's also a good idea to view starting Warhammer characters as a bit disposable - it has a lot of that Call...
I generally like the above reviews of the review - I get a good sense of what's contained in the review, but perhaps there should be a more standard metric of reviews, say a percentage of fluff to crunch, so I can compare it to other reviews more directly.
Basic set (ca. 1983), AD&D DMG, Dwellers of the Forbidden City, 2E PHB, 3E DMG, 3E PHB, 3E MM, Song and Silence, 4 or 5 d20 modules/supplements that I couldn't name.
It's not quite as far down the darkness scale as Midnight (let's say 10 PM) - the war isn't lost, but you do get the sense that eventually Chaos will win out, kind of like Werewolf: the Apocalypse. It's also not as low-magic as Midnight.
I don't really think this helps things too much. It's one thing to point out that the review is flawed and say why it is flawed, but I don't see any reason to think that it was written dishonestly. The tendency to interpret a thing in terms of what one is most familiar with is a perfectly normal...
The most glaring thing is what everybody pointed out and what he corrected, which was the idea that all of WFRP 2's d20-like features are from d20, when almost all were really brought over from WFRP 1.
The characterization of skills as going of the raw stat value:
In fact, they do use bonuses...