First WFRPv2 session!

Ds Da Man

First Post
Well, we played this weekend, and what a blast! Of course I started the adventure out of the rear of the book, but that quickly got turned around! I did have some problems though,

1. D10 damage is just too much damage with lack of decent armor. I will be going back to D6.
2. Will change starting A to 2 "actions" per round. That will also change reloads and such, but not too much.
3. Surprisingly, magic system is awesome, but will let wizards have a Favored offensive spell at first spell casting career that does a strength 3 hit, but requires a to hit roll (BS), and only requires a CN:4.

Overall, had a blast, burned FP's already, and roleplayed the hell outta some characters (quick character death does that :) ) They learned fast its not D&D, where they could just shrug off 22 xbow bolts, and keep going, which forced more roleplay. Overall, great session!
 

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You may want to think about the wizard creating a magical focus, staff, wand, ring, etc. In my game it is a Hard task to create and provides a +1 to casting checks and damage. I am just playing around with it but MAY let my players upgrade the item later (extra bonus, spell storage).

Combat is deadly. ;)
 

I really dig the deadly feel of Warhammer Fantasy's combat. I imagine changing the damage dice won't be too much of a problem, since the criticals hits are really the heart of the damage system.

Glad to hear that it was such fun.
 

Beware of changing the damage dice.
Doing that will make it nigh impossible for an average human to do any damage to tough foes like orcs or dwarves.
You're likely to wind up with "naked-dwarf syndrome" too, where high Toughness critters can freely ignore armor, confident that no single blow will ever do enough damage to penetrate their TB.
YMMV.
 

My little group has been loving it. Combat is deadly, and you should always look for ways to avoid it if you can. There has been alot of roleplaying in the games.
So far our little group consists of a Rat Catcher who dreams of being a Knight
A wizard apprentice looking to master the arts of magic
A Halfling Servant looking for something better.

Now we are being hunted by a Witch Hunter. I mean just because a wizard tower explodes in cold green flame everybody starts saying choas this and that and its the Wizards fault, blah blah blah. You know the drill.
 

Uh, petty magic -

Magic Dart. Goes 16 yards, 6 casting value, does 3 damage, autohits.

Every wizard gets that as a starting spell. Not great (it's a shortbow that might make the wizards head explode) but it's something.

Oh wait, you were saying it's too hard to cast that? But like, a BS skill test would make it very rarely hit. Your wizard has a 3/5 chance of casting then (with standard human BS no mods) a 1/3 chance of hitting. The normal spell is 2/5. Your dramatically reducing their chance of succeeding...
 

Jyrdan Fairblade said:
I really dig the deadly feel of Warhammer Fantasy's combat. I imagine changing the damage dice won't be too much of a problem, since the criticals hits are really the heart of the damage system.

Glad to hear that it was such fun.

It does make the players think before rushing in. ;)
 


I started running the adventure from the GM's Pack for my group last week and it went great. WFRP combat is a lot more fun than D20 combat. And you want low magic? My group is so low magic that no pc can even read much less cast a spell! :lol:
 

Sorry it took so long to respond! I've been very busy with 12 hour days and sick grandparents.
Anywho, as to the naked dwarf syndrome, I think that the one dwarf we have only has a 4 TB, and I believe a 6 on a d6 will come up pretty frequently. The reason I want a little survivability is because all my players were pretty much weened on D20. Going to a system where a nothing, pukeboy, average joe with a xbow is a serious threat takes a little getting used to. But, instead of making it a D6 for damage, I'm going to keep the D10, and change to a wound by location, as per the warhammer forever website. I believe this will give a little more grit to combat, although making it a little longer. It may also give the PCs a chance to haul butt. I think I will also keep the original crit charts and rolls from WFRPv1. I still think WFRPv1 careers (such as choosing to start as a warrior, rogue, scholar) was a little better. Still, it has been fun already!
Also, as to the cutting the wizs chances, did you forget about aim, what about the sharpshooter ability, and the elfs 30+2d10 starting BS. I think it just gives wizs a little more security, not always having to worry about Ts curse.
Also, I think Im going to do a Star Wars conversion to WFRP type system. I think that would work better then the current D20 system! :)
 

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