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<blockquote data-quote="Gort" data-source="post: 4610340" data-attributes="member: 11239"><p>My advice would be to run a few "investigation" or "murder-mystery" type adventures before you decide to start throwing orcs and goblins at the party like you would in D&D. WHFRP characters start off very weak with very little equipment (though obviously a Soldier starts off better than a Rat Catcher) but a little bit of reward and experience goes a very long way, especially once people start wearing some real armour.</p><p></p><p>Remember that if you start off with a really rubbish first career that you hate, you can buy your way into any basic career (well, except ones your race can't take) for 200 XP. Good way to adapt your character to the campaign you're in - you might've started out a grave-robber, but there seems to be a lot of fighting in this campaign, so you became a mercenary.</p><p></p><p>Archers are brutally powerful until proper armour starts showing up. Unlike melee attacks, arrows cannot be defended against - you can't dodge them, or parry them. It's a slightly harder shot (-10%) to hit a guy with a shield, but that's not really all that much.</p><p></p><p>Try and make sure characters are nice and diverse. Good tropes to hit are the noble/peasant divide (you could have a noble character, and some kind of dirty thief character) and the wizard/commoner divide (since wizards are feared and hated in the world). Otherwise you might find yourself running a party that consists of Guy with Sword numbers one through five.</p><p></p><p>Some races are a lot better than others. Dwarfs seem extremely tough, and halflings are just terrible.</p><p></p><p>Hope some of this helps.</p><p></p><p>Edit: Crap, I didn't notice you meant the first ed version of the game. All my advice comes from second-ed. Oh well, maybe it'll be relevant anyway.</p></blockquote><p></p>
[QUOTE="Gort, post: 4610340, member: 11239"] My advice would be to run a few "investigation" or "murder-mystery" type adventures before you decide to start throwing orcs and goblins at the party like you would in D&D. WHFRP characters start off very weak with very little equipment (though obviously a Soldier starts off better than a Rat Catcher) but a little bit of reward and experience goes a very long way, especially once people start wearing some real armour. Remember that if you start off with a really rubbish first career that you hate, you can buy your way into any basic career (well, except ones your race can't take) for 200 XP. Good way to adapt your character to the campaign you're in - you might've started out a grave-robber, but there seems to be a lot of fighting in this campaign, so you became a mercenary. Archers are brutally powerful until proper armour starts showing up. Unlike melee attacks, arrows cannot be defended against - you can't dodge them, or parry them. It's a slightly harder shot (-10%) to hit a guy with a shield, but that's not really all that much. Try and make sure characters are nice and diverse. Good tropes to hit are the noble/peasant divide (you could have a noble character, and some kind of dirty thief character) and the wizard/commoner divide (since wizards are feared and hated in the world). Otherwise you might find yourself running a party that consists of Guy with Sword numbers one through five. Some races are a lot better than others. Dwarfs seem extremely tough, and halflings are just terrible. Hope some of this helps. Edit: Crap, I didn't notice you meant the first ed version of the game. All my advice comes from second-ed. Oh well, maybe it'll be relevant anyway. [/QUOTE]
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