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D&D vs WHFRP
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<blockquote data-quote="scourger" data-source="post: 3114861" data-attributes="member: 12328"><p>I'm running WFRP now using the very cool module Karak Azgal. I got excited about it from reading several previews & reviews of the game and module. You can find those easily enough, and I recommend it. I actually gave it first to a friend who is "D&D only" hoping he would run it both to get him (and our group) out of the D&D rut and to deliver the very cool WFRP game to us. That didn't work, so sometime later I got the game in trade and decided to run Karak Azgal. A city-based campaign works on several levels for our group. A dwarfen city atop ruined caverns is too intriguing not to run. I think of it as exploring (and retaking) the Mines of Moria. </p><p></p><p>Mechanically, WFRP uses all d10s. That is a very interesting change. I was interested in the concept of carrying & using many fewer dice for the game. You choose a race but roll abilites and starting career. From there, you have certain skills, talents & equipment. You roll characteristics, including a name. Then, you're ready to go. Combat is pretty easy once you get into it. As noted above, some of it will feel familiar to d20. </p><p></p><p>The only change I've made so far is to reduce all the mooks to zero wounds and make them immediately subject to critical hits. Significant foes, usually the named ones, still have wounds. That change makes my job easier since I'm not tracking all the foes' wound (hit) points, which makes the game more fun for me to run. It also makes the heroes significantly more powerful, which makes the game more fun for the players to play. I think it's appropriate that chaos minions are relatively weaker but more numerous. There haven't been any heroic deaths, but a couple of fate points have been spent to avoid character deaths. The heroes have hacked apart dozens of skaven in the process. Even so, they need numbers (about 4) and armor to keep them facing the hordes of chaos. </p><p></p><p>If your GM doesn't make such a change, then avoid melee. Shoot things from a distance. And run away. Also as noted above, WFRP with its RAW is much more grim & gritty than D&D. But it is very flavourful, too. You'll have fun with it.</p></blockquote><p></p>
[QUOTE="scourger, post: 3114861, member: 12328"] I'm running WFRP now using the very cool module Karak Azgal. I got excited about it from reading several previews & reviews of the game and module. You can find those easily enough, and I recommend it. I actually gave it first to a friend who is "D&D only" hoping he would run it both to get him (and our group) out of the D&D rut and to deliver the very cool WFRP game to us. That didn't work, so sometime later I got the game in trade and decided to run Karak Azgal. A city-based campaign works on several levels for our group. A dwarfen city atop ruined caverns is too intriguing not to run. I think of it as exploring (and retaking) the Mines of Moria. Mechanically, WFRP uses all d10s. That is a very interesting change. I was interested in the concept of carrying & using many fewer dice for the game. You choose a race but roll abilites and starting career. From there, you have certain skills, talents & equipment. You roll characteristics, including a name. Then, you're ready to go. Combat is pretty easy once you get into it. As noted above, some of it will feel familiar to d20. The only change I've made so far is to reduce all the mooks to zero wounds and make them immediately subject to critical hits. Significant foes, usually the named ones, still have wounds. That change makes my job easier since I'm not tracking all the foes' wound (hit) points, which makes the game more fun for me to run. It also makes the heroes significantly more powerful, which makes the game more fun for the players to play. I think it's appropriate that chaos minions are relatively weaker but more numerous. There haven't been any heroic deaths, but a couple of fate points have been spent to avoid character deaths. The heroes have hacked apart dozens of skaven in the process. Even so, they need numbers (about 4) and armor to keep them facing the hordes of chaos. If your GM doesn't make such a change, then avoid melee. Shoot things from a distance. And run away. Also as noted above, WFRP with its RAW is much more grim & gritty than D&D. But it is very flavourful, too. You'll have fun with it. [/QUOTE]
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