D&D vs WHFRP

There is something else worth considering:

You’ve been the DM for years. The new DM wants to DM, but he may or may not want to compete with you. He may want to be second-guessed, or held up to a standard, etc. etc.

So he goes for WFRP; similar enough to tell DnD type stories, but different enough that he’s not worried about contradicting your rulings or running a game when he doesn’t know the rules well.

This, btw, is -not- a bad thing. It’s easier, sometimes, if it’s a new system and the DM can be the expert and characters aren’t min-maxed and the DM is scrabbling to try to keep track of all the details and tell the story.

-If- that is the case then, any complaint about WFRP (correct or incorrect) may hit his “defensive bone”.

Just a thought.
 

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What you need to know about WHFRP Compared to D&D.

1. The Character creation is largely out of your hands.
When they say "roll up a new character" they aren't kidding! You can complete a WHFRP character with only a minimal engagement of your brain. You roll all your stats, your character class, and a plethora of other things. If done right, chargen takes about 6-7 minutes.

2. You WILL get killed.
WHFRP has a very simple wound system. You get wounded... and you die. You might get a couple of upgrades to your character before this happens, but once you pass on, it's back to the dice to roll up another character.

3. Low magic. No. Lower. No, LOWER.
There is a good chance you will never play a magic-using character class. (Since your occupation is chosen by the dice). as a matter of fact, there is a better chance of you playing a Camp Follower, Slave, or Vassal than a magic-user. That's right, a prostitute, a whipping boy, or the personal butler of some ponce who IS important.

4. Oh, did we forget to mention...
The Starting classes are Brutal. Seriously brutal. If you're lucky, you might wind up as a Soldier, and have some actual weapon skills at game start. Otherwise, you could wind up being a class with only role-play options when conflict rears it's ugly head.

5. All that said:
The game is brilliantly fun, and has absolutely loads of dark humor. It's fun in the "Oh dear, you seem to have had an arm severed." sort of way. While in D&D you start out with someone and become... well, a force of nature, In WHFRP, you start out as nobody and work your way up to being someone. It's an enjoyable trip.
 
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Agent Oracle said:
What you need to know about WHFRP Compared to D&D

*snips* tons of good points...

It's an enjoyable trip.
Now, the only question left is: do I ahve enough money next paycheck to buy this :D

cheers,
-N
 

Warhammer is much faster combat wise and way more deadly. I prefer it to D&D but most of the games around are D&D.
The Warhammer world has a lot of history behind it and most of it is pretty cool; it certainly makes for good reading.

Give it a try with an open mind. It is an enjoyable system.
 

brainstorm said:
Is miniature use considered in the rules?

Yes. Strongly.

Are there attacks of opportunity-type actions?

There are no allowances made to give combatants extra attacks depending upon what actions their opponents take, but the combat system is granular enough that doing something that's both non-defensive and/or non-offensive during combat will probably put you behind on attacks compared to your foes (which amounts to pretty much the same thing). Spellcasters don't "provoke" but allowances are made for spells being interrupted.

The combat system is complex and provides lots of tactical options, but IMO flows much more smoothly than D&D by eliminating some of the "flow breakers" like AoOs.
 


This is really what has kept me from trying Warhammer a second time. I want to be able to choose the character I play not randomly end up as a butler or a camp follower.

The setting stuff for Warhammer is great though. I've thought about buying the latest chaos realms sourcebook just to steal ideas for my D&D game. Mechanics, schmechanics. There are story ideas galore there.

Agent Oracle said:
What you need to know about WHFRP Compared to D&D.

1. The Character creation is largely out of your hands.
When they say "roll up a new character" they aren't kidding! You can complete a WHFRP character with only a minimal engagement of your brain. You roll all your stats, your character class, and a plethora of other things. If done right, chargen takes about 6-7 minutes.
 

Elder-Basilisk said:
This is really what has kept me from trying Warhammer a second time. I want to be able to choose the character I play not randomly end up as a butler or a camp follower.

Normally, I'd agree, but the "hard luck" aspect of Warhammer is what makes it special. While with most games I prefer to stick with my own vision for a character, going all random (even for race) with Warhammer produces an enjoyable result if you're willing to run with whatever you get. Kind of like with Classic Traveller, sometimes random chargen is fun.

After all, the vast majority of characterization is still up to you.
 

We have a Warhammer camapign running, and having played a few sessions and reading through the rulebook, I think it is both a good setting and a good game.

brainstorm said:
Is miniature use considered in the rules?
Yes. Strongly.

But I good the impression it is not as important as in D&D. Complicated aspects like Reach and Attack of Oppertunities are not included in the game, and this makes it a lot of easier to handle. The only AoO type action is moving away from opponents without retreating, and that is easy to handle. You don't need miniatures as much as in D&D, though they always help...

Elder-Basilisk said:
This is really what has kept me from trying Warhammer a second time. I want to be able to choose the character I play not randomly end up as a butler or a camp follower.
I am not a fan of this part, either, but on the other hand - for a meager 200 XP you can change into a career that suits your needs. Or your work your way up. In D&D, you are exactly what you always wanted to be (except you might want more physical or magical power). In Warhammer, you actually work your way up there.
 

Elder-Basilisk said:
This is really what has kept me from trying Warhammer a second time. I want to be able to choose the character I play not randomly end up as a butler or a camp follower.

.


Ya'll know that you don't have to roll for everything: (race, careers, etc.) Right???

You are supposed to choose your own race anyway, and...

Generating characteristics is the only part you really have to roll dice for. (And there are point allocation systems on the net to fix that too.)

There is nothing wrong with choosing everything else (careers, talents) from the tables rather than rolling.

The only reason for rolling for everything as suggested in the core book is to speed up chargen.

Why go with random chance when you have a cool character concept in mind?


WHFRP is a different game than D&D. You know that group of 20 orcs your party would just hack your way through in D&D after you've gone up a few levels?

Well, in WHFRP I don't care if your dwarf giant slayer is on his 5th career, with the rest of the group backing him. You see 20 orcs coming one way, you and your three friends run the other!

.
 

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