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A few things I really like about WFRP
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<blockquote data-quote="MNblockhead" data-source="post: 9353666" data-attributes="member: 6796661"><p>One ah-ha moment I had when familiarizing myself with the system was a great article on the Lawhammer blog that explains the monster stats. </p><p></p><p>One problem with the Core Book is that they try to put everything you need on one book: setting and lore info, rules to play, the GM guide, and the bestiary. Sounds great! And it mostly is. BUT, page limitations caused them to cut some important things. The Bestiary was the hardest hit. Basically, as I understand it, the stat blocks for all the monsters and NPCs in the Bestiary section are baseline stats. They are meant as monster/NPC templates to build on and customize. And it is actually really easy to do in warhammer. The traits are modular bits you can easily plug into the base stats. It is pretty elegant and much less finicky than, say, how the 5e DMG recommends creating or customizing monsters. </p><p></p><p>BUT, they didn't have space to explain this and given examples on how it should work. It is not obvious to many new GMs that these are just baseline template that you are meant to customize. It is a tool box, not a list of ready to run monsters and NPCs. So when you pull out a troll from the bestiary and try to run it as published in the Core book, it feels lack luster. </p><p></p><p>The following Lawhammer post breaks it down and gives an excellent primer and how it is meant to work:</p><p></p><p>[URL unfurl="true"]https://lawhammer.blogspot.com/2020/01/trolls-trolls-trolls-trolls.html[/URL]</p><p></p><p>The author follows this up with a post "Let's Build Some Orcs" walking you through a concrete example:</p><p></p><p>[URL unfurl="true"]https://lawhammer.blogspot.com/2020/02/lets-build-some-wfrp-orcs.html[/URL]</p><p></p><p>Now, if you use the Cubicle 7 WFRP4e system for Foundry, the monster stat block and trait items are designed for this and it is just a matter of pulling up one of the baseline monster actors and dragging some traits onto. And then it just run right in foundry.</p><p></p><p>I highly recommend any WFRP4e GM who wants to home brew adventures, or improv random encounters, or just tweak monsters and NPCs in the published adventures to read the above linked blog posts.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9353666, member: 6796661"] One ah-ha moment I had when familiarizing myself with the system was a great article on the Lawhammer blog that explains the monster stats. One problem with the Core Book is that they try to put everything you need on one book: setting and lore info, rules to play, the GM guide, and the bestiary. Sounds great! And it mostly is. BUT, page limitations caused them to cut some important things. The Bestiary was the hardest hit. Basically, as I understand it, the stat blocks for all the monsters and NPCs in the Bestiary section are baseline stats. They are meant as monster/NPC templates to build on and customize. And it is actually really easy to do in warhammer. The traits are modular bits you can easily plug into the base stats. It is pretty elegant and much less finicky than, say, how the 5e DMG recommends creating or customizing monsters. BUT, they didn't have space to explain this and given examples on how it should work. It is not obvious to many new GMs that these are just baseline template that you are meant to customize. It is a tool box, not a list of ready to run monsters and NPCs. So when you pull out a troll from the bestiary and try to run it as published in the Core book, it feels lack luster. The following Lawhammer post breaks it down and gives an excellent primer and how it is meant to work: [URL unfurl="true"]https://lawhammer.blogspot.com/2020/01/trolls-trolls-trolls-trolls.html[/URL] The author follows this up with a post "Let's Build Some Orcs" walking you through a concrete example: [URL unfurl="true"]https://lawhammer.blogspot.com/2020/02/lets-build-some-wfrp-orcs.html[/URL] Now, if you use the Cubicle 7 WFRP4e system for Foundry, the monster stat block and trait items are designed for this and it is just a matter of pulling up one of the baseline monster actors and dragging some traits onto. And then it just run right in foundry. I highly recommend any WFRP4e GM who wants to home brew adventures, or improv random encounters, or just tweak monsters and NPCs in the published adventures to read the above linked blog posts. [/QUOTE]
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