D&D vs WHFRP

It's just that during the long period while WFRP was unsupported, the internet fan community made it grittier and grittier. It changed from a game supporting everything from save-the-world campaigns of great heroes laden with magic items to ratcatchers and bonepickers, to one where playing everything BUT ratcatchers and bonepickers was badwrongfun. At one stage, while I still frequented the Black Industries forums, there was a long thread full of people ranting about how GMs should stop giving out experience because it's "too D&D-ish". I'm 100% serious. /rant

Despite that, if you let people choose careers (at least in some way), then WFRP can be great fun.
 

log in or register to remove this ad

Kwitchit said:
It's just that during the long period while WFRP was unsupported, the internet fan community made it grittier and grittier. It changed from a game supporting everything from save-the-world campaigns of great heroes laden with magic items to ratcatchers and bonepickers, to one where playing everything BUT ratcatchers and bonepickers was badwrongfun. At one stage, while I still frequented the Black Industries forums, there was a long thread full of people ranting about how GMs should stop giving out experience because it's "too D&D-ish". I'm 100% serious. /rant

I'm a long time former 1e WFRP GM. What I liked most about the game was the grimness and the humor. Face it, the 1e game and world were also humorous while being so soo dark. The plot to the greatest (IMHO) fantasy campaign, the Enemy Within, included humorous elements.

It's too bad the game's gone in the direction it has. The game had fate points for chrissakes. For the first several sessions of a new characters you were pretty much guaranteed not to die in a combat. Now it's become some sort of fantasy Cthulhu.

That's not where the interest is for me - but good that the inet fanboys were served. I do own the new book - it's got the goods, and fine goods at that, but it's not the WFRP I know and like. (I haven't bothered to read it in a while, so it was a surprise to me that wizards now get stoned .. to death, not high).
 

Things to remember for WHFRP:
* Disposable characters - your character will die and as PirateCat said 'in a ditch eaten by rats'. Sure your character may last a while but not without getting screwed up, insanity, mutation, or the Witch Hunter's flame but you will die.
* It is a grim world - this is a plus and minus; the world is well thought out and a good bit different from D&D, it is dark and dirty and built a bit different. If you don't die by the sword, infection will get you.
* Alignments - WHFRP does not have them, you can be good, bad, or what not. But then, everyone die, it is just how and witch hunters just care about burning witches and can you really prove you are not one?

I recomment the following site to find out more: http://www.blackindustries.com/default.asp?range=wfrp&template=news
 

Warhammer still has Fate Points and... destiny points? They're like action points.

The game's not necessarily quite so leathal as many are making it out to be.

The background is grim and gritty and yes, with 'Ulric's Fury', a peasant can potentially take out a knight, but it's unlikely.

Retreat and strategy are far more vital in Warhammer than they are in D&D.
 

JoeGKushner said:
I'm gonna call BS on this. I've read many a Warhammer book where magic wasn't big in the streets but was used in combat and other areas.

Heck, Realms of Sorcery is the Empire's version of magic.

If you're running High Elves, you're basically playing creatures of magic.

Warhammer can very easily be low magic and default but there are plenty of magical areas and magicians/spellcasters for players interested in those areas. Heck, the whole trilogy series of adventurers that started off the 2nd ed Warhammer has numerous options for spellcasters to use as campaign ties to other parts of the campaign.

Combat, fine. But the Old World isn't Faerun, and there aren't benevolent mages crafting walking lamposts to light the streets at night. Most people simply know that Magic = Chaos. If a character walks into a village and tells everyone, "Hey guys, I can do magic!" do you think the commoners are going to like them at all?
 

Our group is currently playing WFRP2. And my next campaign will be WFRP2, but with a somewhat different setting and feel (Pirates of the Caribbean as The Universe mentioned).

I think that from a combat mechanics standpoint, there is not a lot of difference in the level of crunch between D&D and WFRP. One area that I think it does differ is that D&D has quite a few feats that let you "break" the normal combat rules (things like Cleave or Spring Attack). WFRP doesn't really do that much. Almost all the talents modify things within the existing combat mechanics, which I think streamlines things a bit.

The major difference is with character generation, development and advancement. As has been mentioned, the random character generation is very speedy (for a starting character) but offers few choices for the player. In many ways I find this a refreshing break from the way we've played D&D the last few years where you pick every aspect of your character from the ground up (including that we've used Point Buy).

I rather like the "play the hand you're dealt" way things are in WFRP. Yes, your starting career may suck. But it's very gratifying to rise from being a peasant in the street to being a bold knight fighting the forces of chaos. The one thing about that that rubs me somewhat the wrong way is how some random careers are so much better than others it can make one PC very much stronger than another at the outset.

We got around that by making an abreviated list of starting professions that ALL suck. Nobody starts out as a Noble, Soldier or Mercenary in our games. EVERYBODY is a lowly career to start with. Our starting party was a Tradesman, a Vagabond, a Messenger and an Agitator. I just rolled up a new character and my starting career choices were Tradesman and Charcoal Burner.

I find this grittiness to be fun because how often is your group really challenged by a pair of goblins? When was the last time that an ordinary spear was viewed as a valuable treasure? Granted this condition doesn't persist all that long into the game but still, the slow power curve assures that the challenges you face will be things that you're blowing through by 5th level in D&D.

And speaking of treasure, it's only but so important in WFRP. Yeah, it's nice to have money and you surely won't have much to start with. But once you DO have it, what will you buy? Your equipment can only be upgraded but so much. You can get the equivalent of a Masterwork sword or shield. You might even get a runemage to ensorcel your breastplate. But you certainly aren't buying Ioun Stones and +4 Flaming Longswords.

What becomes more important in WFRP is who you are. What deeds have you accomplished? Who have you helped or harmed? Prestige and gifts of a ceremonial nature are just as prevalent as your armor and weapons.

I think it's the difference in power level, advancement rate and backdrop that most sets WFRP apart from standard D&D. I have enjoyed the switch. But that is not to say that I would never go back to playing D&D by any means.
 


JoeGKushner said:
Warhammer still has Fate Points and... destiny points? They're like action points.

The game's not necessarily quite so leathal as many are making it out to be.

The background is grim and gritty and yes, with 'Ulric's Fury', a peasant can potentially take out a knight, but it's unlikely.

Retreat and strategy are far more vital in Warhammer than they are in D&D.

Agreed on all points (it's Fate Points and Fortune Points. Fortune Points are free re-rolls). Doing the Ulric's Fury 10% of the time definately makes things scary but as you say, it's still unlikely that it'll take out a major foe in one hit.

But even whimpy foes are very dangerous if they gang up and start to Full Attack, getting +20% to every swing.
 

Frankly i'd disagree with it being "more tactical"... even if it IS basicly a fantasy tabletop war game dropped down to the players each controlling one, single unit

Anyhow, the lack of a grid is the only real tactical difference i can think of. Of course, the "one molecule" rule was still valid back when i was playing WHFRP regularly.
 
Last edited:

Marchen said:
Combat, fine. But the Old World isn't Faerun, and there aren't benevolent mages crafting walking lamposts to light the streets at night. Most people simply know that Magic = Chaos. If a character walks into a village and tells everyone, "Hey guys, I can do magic!" do you think the commoners are going to like them at all?

There are more than villages in the setting and yeah, if the grand marshal riding a griffion omes into a village, I expect them to crap their pants and go, "Would you like the sacrifices now o grand and powerful vizer."

This whole dirty village thing is hardly 1/100th of the Warhammer scope. Heck, how many farms and villages do Gortex and his little buddy visit? Ain't too many I recall of the top of my head.

And in this setting, wizards can and often do use swords. ;) Let the peasants come and defy Imperial edict! They will be accused of heresy!
 

Remove ads

Top