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FFG's Warhammer Fantasy Roleplay
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<blockquote data-quote="auspexRex" data-source="post: 5241339" data-attributes="member: 84303"><p>Solid review overall. I like the system, but agree it's got some flaws in the execution and could have really benefited from more editing. The core rules aren't that confusing once you figure them out, it's just the way the rules are revealed to the reader that is sometimes vague. </p><p></p><p>My only nitpick would be that the price is cited at $100, but anyone paying full price for an FFG product is either really loyal to their FLGS or just not wise to the fact that nearly every online retailer sells FFG products at massive discounts. Amazon sells the base set for $62, for example, and all of the expansions are similarly discounted around 25-35%.</p><p></p><p>I would add that there are a few other things that still aren't very clear, even after multiple FAQ updates. Using actions outside of encounter mode, for example, can be a little difficult to interpret. Does recharging matter outside of turn order? If not, can healing spells and actions which recover fatigue and stress be used over and over again outside of encounter mode with little to no consequence (I guess you could roll a chaos star or some banes, but ...)? Curently it seems that GM fiat and the narrative hooks/timing of a specific episode are the only real limitation to using action cards outside of encounter mode. A number of interesting house rules have been proposed to deal with this issue, however.</p><p></p><p>I like that the game represents some pretty bold steps in design and mechanics, especially for an established games company like FFG. It's unfortunate that the game's presentation flaws are so egregious, but ultimately that's something that most players can overcome with time, the help of the internet, and the FAQ on FFG's site.</p><p></p><p>I have all of the material that's been released for WFRP3 so far, so I'm clearly a fan. I should say that the information in the GM's Toolkit is quite helpful and clears some things up while providing a number of nice episode templates. I think The Gathering Storm is an excellent, if terribly short, campaign. The Winds of Magic supplement that was just released is fantastic. </p><p></p><p>I generally love the fluff and find that it's well written and engaging, and rarely detours into non-relevant territory. </p><p></p><p>I love that the expansions come with little mechanical add-ons you can choose to use or not: the nemesis rules in the GM's toolkit are really neat, the corruption and mutation rules in The Winds of Magic, the pet rules in The Adventurer's Toolkit. </p><p></p><p>I also love that the "tables" are so easy to customize and add to, since they are all essentially decks of cards. Don't like a card? Throw it out. Most expansions come with at least a few extra cards to add further variety to the wounds, miscast, or insanity decks.</p><p></p><p>And to anyone who says playing it via Virtual Tabletop is impossible; that's just bollocks. There's already a campaign framework for WFRP3 in MapTool (check the RPTools.net forums) which graphically depicts the special dice rolls in a very nice way. Plus, tracking the use of cards is easily dealt with by macros. Macros can even kick out the correct action details based on what stance you're currently in, etc. Recharge tokens and initiative can even be automated. It's not only possible, but some of this is being done.</p></blockquote><p></p>
[QUOTE="auspexRex, post: 5241339, member: 84303"] Solid review overall. I like the system, but agree it's got some flaws in the execution and could have really benefited from more editing. The core rules aren't that confusing once you figure them out, it's just the way the rules are revealed to the reader that is sometimes vague. My only nitpick would be that the price is cited at $100, but anyone paying full price for an FFG product is either really loyal to their FLGS or just not wise to the fact that nearly every online retailer sells FFG products at massive discounts. Amazon sells the base set for $62, for example, and all of the expansions are similarly discounted around 25-35%. I would add that there are a few other things that still aren't very clear, even after multiple FAQ updates. Using actions outside of encounter mode, for example, can be a little difficult to interpret. Does recharging matter outside of turn order? If not, can healing spells and actions which recover fatigue and stress be used over and over again outside of encounter mode with little to no consequence (I guess you could roll a chaos star or some banes, but ...)? Curently it seems that GM fiat and the narrative hooks/timing of a specific episode are the only real limitation to using action cards outside of encounter mode. A number of interesting house rules have been proposed to deal with this issue, however. I like that the game represents some pretty bold steps in design and mechanics, especially for an established games company like FFG. It's unfortunate that the game's presentation flaws are so egregious, but ultimately that's something that most players can overcome with time, the help of the internet, and the FAQ on FFG's site. I have all of the material that's been released for WFRP3 so far, so I'm clearly a fan. I should say that the information in the GM's Toolkit is quite helpful and clears some things up while providing a number of nice episode templates. I think The Gathering Storm is an excellent, if terribly short, campaign. The Winds of Magic supplement that was just released is fantastic. I generally love the fluff and find that it's well written and engaging, and rarely detours into non-relevant territory. I love that the expansions come with little mechanical add-ons you can choose to use or not: the nemesis rules in the GM's toolkit are really neat, the corruption and mutation rules in The Winds of Magic, the pet rules in The Adventurer's Toolkit. I also love that the "tables" are so easy to customize and add to, since they are all essentially decks of cards. Don't like a card? Throw it out. Most expansions come with at least a few extra cards to add further variety to the wounds, miscast, or insanity decks. And to anyone who says playing it via Virtual Tabletop is impossible; that's just bollocks. There's already a campaign framework for WFRP3 in MapTool (check the RPTools.net forums) which graphically depicts the special dice rolls in a very nice way. Plus, tracking the use of cards is easily dealt with by macros. Macros can even kick out the correct action details based on what stance you're currently in, etc. Recharge tokens and initiative can even be automated. It's not only possible, but some of this is being done. [/QUOTE]
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