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D&D vs WHFRP
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<blockquote data-quote="Henry" data-source="post: 3135837" data-attributes="member: 158"><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p>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, <em>"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,..."</em> etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Henry, post: 3135837, member: 158"] 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, [I]"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,..."[/I] 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. [/QUOTE]
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