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D&D vs WHFRP
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<blockquote data-quote="kengar" data-source="post: 3135878" data-attributes="member: 3230"><p>WFRP (2e) is my FRP of choice. I ran my group through Ashes of Middenheim a few months ago and they loved it. None of them had ever played WH before. I had heavily tweaked the module because I thought it was too linear as written, but the grim & gritty was a blast. They still rib one player about having caught "galloping scumpox" and debate whether it was from the bar wench or falling in the sewers while fighting mutants. (It was the sewers, but I'll never tell <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>The randomness of char gen is how its written, but many groups pick a starting career. I like the rolling twice then pick between method. The 200XP bump to any basic career option makes it largely a moot point to me.</p><p></p><p>Combat goes quick and deadly. There's a nice balance between detail and speed of play. Some folks like more distinction between hand weapons, etc. but it doesn't bother me. </p><p></p><p>Re:insanity in WH: Going nuts isn't the end of a PC. Most idsorders are totally playable.</p><p></p><p>Re: magic. Wizards (legal ones) are tolerated (sometimes even respected) in more cosmopolitan areas (big cities, etc.) of the Empire. Small backwater villages are another matter. Peasants tend to be ignorant about the distinctions between a licensed imperial wizard and a chaos mage. Now, they might be too scared to rush him, and they might just leave him alone hoping he leaves sooner. But if a mage hangs around and starts casting spells, eventually the torches and pitchforks are gonna come out.</p></blockquote><p></p>
[QUOTE="kengar, post: 3135878, member: 3230"] WFRP (2e) is my FRP of choice. I ran my group through Ashes of Middenheim a few months ago and they loved it. None of them had ever played WH before. I had heavily tweaked the module because I thought it was too linear as written, but the grim & gritty was a blast. They still rib one player about having caught "galloping scumpox" and debate whether it was from the bar wench or falling in the sewers while fighting mutants. (It was the sewers, but I'll never tell ;) ) The randomness of char gen is how its written, but many groups pick a starting career. I like the rolling twice then pick between method. The 200XP bump to any basic career option makes it largely a moot point to me. Combat goes quick and deadly. There's a nice balance between detail and speed of play. Some folks like more distinction between hand weapons, etc. but it doesn't bother me. Re:insanity in WH: Going nuts isn't the end of a PC. Most idsorders are totally playable. Re: magic. Wizards (legal ones) are tolerated (sometimes even respected) in more cosmopolitan areas (big cities, etc.) of the Empire. Small backwater villages are another matter. Peasants tend to be ignorant about the distinctions between a licensed imperial wizard and a chaos mage. Now, they might be too scared to rush him, and they might just leave him alone hoping he leaves sooner. But if a mage hangs around and starts casting spells, eventually the torches and pitchforks are gonna come out. [/QUOTE]
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