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D&D vs WHFRP

JoeGKushner said:
But I wouldn't agree with that 100% either because, unless I'm misremembering (which is possible), the Imperial Wizards were at the forefront many times and Battle Wizards are highly respected.
You are right, they gained a lot of good will, this makes for every interestng power shifts in the empire at this time.
 

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Hand of Evil said:
You are right, they gained a lot of good will, this makes for every interestng power shifts in the empire at this time.

Realms of Sorcery mentions a lot of this.

I think people are confusing what THEY like in the Warhammer setting with how it's ACTUALLY described in the role playing books. At least in 2nd ed. Although 1st ed was MORE magically according to the books. Heck, I remember the random magic items tables in 1st ed.

There's a college of magic for almost every 'colour' of magic in that city and numerous NPCs and mentors for players in the Emire alone.

You start messing with some of the other lands like Britonia and they don't necessarily have the same hang ups either. Heck, is an all 'Skaven' campaign (based on Children of the Horned Rat I believe) going to have these issues with magic acceptance or will there be other problems to worry about?
 

Hand of Evil said:
As for the pound, it was changed to gold.

Still uses the pre-decimal British system- 12 pennies in a shilling, 20 shillings (which may have a c in WHRP) in a pound/crown. I've given my players a few of the unusual British pieces as well (guinea, half-crown, crown, ninepence, florin, half-sovereign etc. etc.). I had different cities issue each- so a Nulner half-sovereign may not be accepted by a Marienburger until you tell him it's five florins, or by a Wissenlander until you tell him it's two crowns. And don't get into dwarven ingots or Halfling pie-weights...
 

A lot of good things have been said about Warhammer which I agree with and don't need to repeat. It's a fun, dark, gritty romp in a scary fantasy setting.

I will share a fun quote I heard said about it that emphasizes the grimness: "If you end a game session better off than when you started, you're doing something wrong." :)
 

I love WFRP2- its the fantasy game of choice for my group now. A lot of posters have already pointed out the great points of WHFRP, but there are a few things I'd add. Some of the innovations of 3E (feats mostly) seemed to be partially inspired by the WHFRP1 Skills (Talents in WHFRP2), as well as prestige classes (advances classes in WHFRP). WHFRP2 has a MUCH shallower power curve than D&D which IMO makes the game more fun and challenging. Its a lot different experience than D&D- retreating/fleeing is a necessary choice sometimes, and anyone can be maimed or killed by a lucky shot. You'll see a lot less combat in a WHFRP game, and more investigation/horror aspects- which is something I LOVE about WHFRP. The game is also extremely well supported with very high quality books (the big Chaos book Tome of Corruption just came out and is incredible!).
 
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Let's not forget that that "magical ice skate ring" was created in a city. Not one of the biggest cities, but a city nonetheless - and in the cities, wizards (at least Imperial wizards) aren't attacked on sight.

And wizards residing there have an incentive to show off what good citizens they are. "See? We Imperial Wizards can do good things for the community! In the hands of a fully trained Battle Wizard, magic is a perfectly safe tool, not a ticking time bomb like it is with hedge wizards and witches! Isn't it nice that we all get along so well?"

Some good PR never hurt anyone. Naturally, few wizards would try something like this in the sticks, where you never know if a lynch mob will spontaneously form because a goat was born with two heads in the last year.
 

I am looking forward to this month release, WFRP Companion, just because it deals with life on the rivers of the empire. Well, that and it has the Bog Octopi in it. :)
 

Hmmm, in reply to the OP - I think that you will find it an enjoyable break from D&D.

Characters do die more often, and stay dead. Even the survivors are likely to end up missing important bits of their bodies. (And occassionaly their minds....)

Magic is dangerous amd can mark its users in ways that even a common man can see. And Witch Hunters have been known to go after even sanctioned Wizards.

There are aspects of the combat system that I do not love (the armor/toughness/wounds thing - the thickness of your skin is more important than the thickness of your armor...), but it is fun.

That said, the game is a lot of fun, feeling a bit like a gothic version of Call of Cthulhu.

One of these days, when I have the free time, I want to do up an alternate random occupation system for the game, I liked the way 1st ed. worked in that regard, where you could at least pick what type of character you were playing from broad categories. (Academic, Ranger (outdoorsy types), Rogue, and Warrior) - so you would not end up with a character who's stats do not match up with his occupation.

The Auld Grump
 

the Jester said:
WHFR is the game where you think you're playing dnd, but gradually you discover that you're playing Call of Cthulhu.
I really like that one from the Jester. That really describes well my own experiences playing WHFRP - the First Edition. Now, the second edition's cool. I'd like to play it. It's deadlier yes, cleaned up in some areas (magic) as compared to the first edition, but it keeps the big flavorful strengths of the game (man, the carreer system is neat). I think it's a nice alternative to fantasy role-playing. Certainly a change of pace compared to D&D.
 

Against my common sense, I went out and picked up Warhammer FRP core book this weekend. (I love my wife, despite her feeding my habit when she shouldn't! :))

I say, "against my common sense," because I'm lovin' the rules, but I'll probably NEVER get to play or DM it, except at cons and gamedays, perhaps. Perhaps because of the back text, when my players read, "In WFRP, you are unlikely heroes in a world of perilous adventure. Sure, you'll probably die alone in some festering hellhole, but if you're good enough, and lucky enough,..." etc. :)

But I am enjoying the change of pace this book suggests. It's definitely the kind of take that marries a medieval mindset to the "realities" of orcs and chaos beasts, giving it an alien feel compared to the more conventional mindset people tend to have for D&D. I'm developing questions as I go, and plan to dig into the Black Industries forums for some answers, but by and large I'm comprehending the rules - the only downside is the more old-school rules layout in this book compared to D&D 3.5, with its cross-referncing, etc. The book is well-done, but it definitely doesn't waste space on repetition, or laying out certain things in one place, and then duplicating it in another place, etc.
 

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