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DnD4.0 vs Warhammer 2nd Edition...a question
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<blockquote data-quote="CapnZapp" data-source="post: 4720713" data-attributes="member: 12731"><p>Yes, it's dodgy to compare WFRP edition changes to D&D edition changes.</p><p></p><p>Better to paint a stand-alone picture: the rules of WFRPv1 is a rather old ruleset, which means it got it's share of peculiarities (different rules using different die rolls, tables and the like). On top of that, what you could do during a turn was mostly up to the GM (with advice or restrictions scattered all over the book).</p><p></p><p>Second Edition cleaned all that up. Streamlining attributes, skills; introducing talents (read "feats") and settling on a d10 die rolling standard.</p><p></p><p>Then, it took inspiration from d20 adding some real structure to what you could do in a turn (with "full" and "half" actions) - while the games look and feel very differently, at its core, the combat fundamentals are much alike between WFRPv2 and D&D 3E.</p><p></p><p>Finally, the magic system was completely revamped. v1 magic was much more like (A)D&D magic in what it could do, which never really gelled with the low-key world of Warhammer. 2nd Edition magic is a completely different animal (with most spells being close to 4E at-wills, no less!!) which has a unique feel and is much more integrated into the setting.</p><p></p><p>You might still think a comparison to AD&D --> 3rd Edition is what I have in mind. But that would still be misleading because of the ease in which you can run adventures across editions.</p><p></p><p>Monsters and creatures have statistics that aren't identical, but highly compatible, between editions. The numbers stay the same. There isn't any really big changes (such as THAC0 being transformed into 3E AC).</p><p></p><p>A better comparison would be really late AD&D (Alternity perhaps? Or Dragon Fist!) to original 3rd Edition, and that would still imply a much bigger change than is the case for WFRP editions...</p><p></p><p>Cheers,</p><p>CapnZapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4720713, member: 12731"] Yes, it's dodgy to compare WFRP edition changes to D&D edition changes. Better to paint a stand-alone picture: the rules of WFRPv1 is a rather old ruleset, which means it got it's share of peculiarities (different rules using different die rolls, tables and the like). On top of that, what you could do during a turn was mostly up to the GM (with advice or restrictions scattered all over the book). Second Edition cleaned all that up. Streamlining attributes, skills; introducing talents (read "feats") and settling on a d10 die rolling standard. Then, it took inspiration from d20 adding some real structure to what you could do in a turn (with "full" and "half" actions) - while the games look and feel very differently, at its core, the combat fundamentals are much alike between WFRPv2 and D&D 3E. Finally, the magic system was completely revamped. v1 magic was much more like (A)D&D magic in what it could do, which never really gelled with the low-key world of Warhammer. 2nd Edition magic is a completely different animal (with most spells being close to 4E at-wills, no less!!) which has a unique feel and is much more integrated into the setting. You might still think a comparison to AD&D --> 3rd Edition is what I have in mind. But that would still be misleading because of the ease in which you can run adventures across editions. Monsters and creatures have statistics that aren't identical, but highly compatible, between editions. The numbers stay the same. There isn't any really big changes (such as THAC0 being transformed into 3E AC). A better comparison would be really late AD&D (Alternity perhaps? Or Dragon Fist!) to original 3rd Edition, and that would still imply a much bigger change than is the case for WFRP editions... Cheers, CapnZapp [/QUOTE]
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