Emirikol
Adventurer
Forked from: RULES ain't worlds..was Fantasy fonts: what is closest to the warhammer fantasy fonts?
Too late
I dont' believe that the warhammer world is a set of rules, but like you we probably agree that some rules are necessary to "help" a game system feel like you're in that world.
Ironically, I dont' believe that the WFRP rules give a very good "feel" to the warhammer world and isn't a very fun or refined game system. I think D&D does it better than WFRP for gaming in the Warhammer fantasy "old world" as well as being a "more fun" system for me and also this has been agreed up on by our group. YMMV.
We started playing Into the Drakenwald and will be moving to Middenheim (whatever that scenario is called) on our upcoming session.
Now, let me go onto why I think that D&D is a better fit for the Warhammer Old World campaigns than the WFRP game. Although this won't be a complete list, these are my main thoughts:
1) D&D is simply a more refined game system. More playtests. More familiarity. More material. More players. [laugh, to keep this fun..] More editions
2) D&D has all the elements necessary to run in the "Old World." Greenskins, chaos, magic, and a basis on roleplaying (such as for backgrounds that include "professions.")
3) I don't believe that critical hit charts or careers makes "the old world" feel more "old world." All worlds have professions. All worlds have maimed people and dangerous combats. All worlds have grim and gritty events and "feels "somewhere. I'm not saying that these things are not important, I'm just saying that they dont' differentiate the world.
4) Customizing and house rules: having themes for magic schools is easy and a nice role-play option. Beastmen and ratmen were fun to write-up under the new d20 rules (actually there wasn't much to do because I either used humans or took most of the stats from Kobolds).
5) The Old World can easily absorb D&D themes (as can all other worlds absorb Old World Themes). They are interchangeable.
6) Gunz. +5, d12, variable range by type.
7) D&D will HELP the Old World grow and evolve. Remember when D&D 2nd edition came along and removed assassins and monks for completely arbitrary reasons and that everyone thought that THE WORLD OF GREYHAWK would be ruined. They were wrong of course, but it gave the chance for the world and other worlds to flourish under new ideas. Worlds are more than a set of game rules
jh
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Jaeger said:With all due consideration and respect. That would defeat the whole purpose of playing WHFRP in the first place.
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Too late

I dont' believe that the warhammer world is a set of rules, but like you we probably agree that some rules are necessary to "help" a game system feel like you're in that world.
Ironically, I dont' believe that the WFRP rules give a very good "feel" to the warhammer world and isn't a very fun or refined game system. I think D&D does it better than WFRP for gaming in the Warhammer fantasy "old world" as well as being a "more fun" system for me and also this has been agreed up on by our group. YMMV.
We started playing Into the Drakenwald and will be moving to Middenheim (whatever that scenario is called) on our upcoming session.
Now, let me go onto why I think that D&D is a better fit for the Warhammer Old World campaigns than the WFRP game. Although this won't be a complete list, these are my main thoughts:
1) D&D is simply a more refined game system. More playtests. More familiarity. More material. More players. [laugh, to keep this fun..] More editions

2) D&D has all the elements necessary to run in the "Old World." Greenskins, chaos, magic, and a basis on roleplaying (such as for backgrounds that include "professions.")
3) I don't believe that critical hit charts or careers makes "the old world" feel more "old world." All worlds have professions. All worlds have maimed people and dangerous combats. All worlds have grim and gritty events and "feels "somewhere. I'm not saying that these things are not important, I'm just saying that they dont' differentiate the world.
4) Customizing and house rules: having themes for magic schools is easy and a nice role-play option. Beastmen and ratmen were fun to write-up under the new d20 rules (actually there wasn't much to do because I either used humans or took most of the stats from Kobolds).
5) The Old World can easily absorb D&D themes (as can all other worlds absorb Old World Themes). They are interchangeable.
6) Gunz. +5, d12, variable range by type.
7) D&D will HELP the Old World grow and evolve. Remember when D&D 2nd edition came along and removed assassins and monks for completely arbitrary reasons and that everyone thought that THE WORLD OF GREYHAWK would be ruined. They were wrong of course, but it gave the chance for the world and other worlds to flourish under new ideas. Worlds are more than a set of game rules

jh
..
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