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Do you like Warhammer FRP 4th edition?
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<blockquote data-quote="TheSword" data-source="post: 7618503" data-attributes="member: 6879661"><p>This is basically a list of advantages that you summarize as being a problem.</p><p></p><p>- The system has been tweaked only. It’s still recognizably WFRP, adventures are easy to convert and if you get the percentage system from earlier editions it will be easy to learn. SLs are the biggest change but even they were a part of earlier editions in a form.</p><p></p><p>- lots of things have improved: magic is punchy but not easy; combat is still dangerous but now a lot less whiffly; the setting is undeniably the old world.</p><p></p><p>- The Game sinks under its own mass? It takes time to learn a new edition. Once you have a system for tracking advantage, conditions and channeled energy everything else is easy. We use the rings from pop bottle caps. Different colours for different conditions, silver for advantage.</p><p></p><p>- There are less die rolls in this combat. You literally roll one opposed test for each round that gives you everything. How can that compare to multiple attacks, damage and wound locations in earlier editions.</p><p></p><p>- It’s possible that reviewers just disagree with your assessment.</p><p></p><p>No system is perfect and it is very early days. However having tried some of the published adventures and converted a few encounters from 1st ed into 4th I’m very happy with it. I’m about to introduce it to a second d&d group as an alternative.</p><p></p><p>To be honest, Graeme Davis being heavily involved (he has written Rough Nights and Hard Days) is awesome. The encounters are solid and faithful adaptions with some new additions. Definitely with the feel of 1e.The fact that he is revising and updating The Enemy Within is pretty freaking amazing. With the last two books re-written, all the books edited and updated following 20 years of play testing, and with a companion book for each adventure. It’s the only reason I haven’t converted and started doing it already.</p></blockquote><p></p>
[QUOTE="TheSword, post: 7618503, member: 6879661"] This is basically a list of advantages that you summarize as being a problem. - The system has been tweaked only. It’s still recognizably WFRP, adventures are easy to convert and if you get the percentage system from earlier editions it will be easy to learn. SLs are the biggest change but even they were a part of earlier editions in a form. - lots of things have improved: magic is punchy but not easy; combat is still dangerous but now a lot less whiffly; the setting is undeniably the old world. - The Game sinks under its own mass? It takes time to learn a new edition. Once you have a system for tracking advantage, conditions and channeled energy everything else is easy. We use the rings from pop bottle caps. Different colours for different conditions, silver for advantage. - There are less die rolls in this combat. You literally roll one opposed test for each round that gives you everything. How can that compare to multiple attacks, damage and wound locations in earlier editions. - It’s possible that reviewers just disagree with your assessment. No system is perfect and it is very early days. However having tried some of the published adventures and converted a few encounters from 1st ed into 4th I’m very happy with it. I’m about to introduce it to a second d&d group as an alternative. To be honest, Graeme Davis being heavily involved (he has written Rough Nights and Hard Days) is awesome. The encounters are solid and faithful adaptions with some new additions. Definitely with the feel of 1e.The fact that he is revising and updating The Enemy Within is pretty freaking amazing. With the last two books re-written, all the books edited and updated following 20 years of play testing, and with a companion book for each adventure. It’s the only reason I haven’t converted and started doing it already. [/QUOTE]
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