I play online.
A PDF is preferred due to the above.
I can do either published adventures or writing my own, but for new systems I'd prefer a published adventure to see what's expected.
I'd prefer having the rules all in one book, or if they're spread out that the multiple rulebooks be cheap.
Ok, so I will present two options.
If you play on Foundry then you should absolutely go with 4th edition WFRP released by Cubicle 7. It is massively supported and automated. The modules are extremely cost effective and contain all the rules within the modules. The core foundry will set you back £17. You should absolutely pick up the starter set for £12. This is an absolute steal. The products production values are excellent. The rules are full of evocative Warhammer flavour and the adventures are really solid. Totally different to the kind of thing you would see in Pathfinder and D&D. PDFs come out a bit more. £35 for the CRB and £15 for the starter set.
If you want some reasons why I love WFRP 4e then check out this thread, which goes into a lot of detail...
So I’m about to convert another group to WFRP 4e that I previously played D&D with. That will be the fourth group now - all with campaigns still running 6+ months later and in one case years later - which is nice. I thought I would give examples of a few of the things that I really like about the system that makes it different to D&D and it’s various incarnations.
One of the first big differences is the removal of resource management as the main method of challenging the PCs. Not a per-day, or per-encounter ability in sight. Spells can be freely cast without slots though they do carry an...
If you play on another system then the decision isn't quite so simple because you won't get the benefits of pre-written modules through the foundry system. That said most WFRP editions have home versions on Roll 20 and a few other platforms. You can get pdfs of all the editions rules (except 3rd) and as
@Micah Sweet says there is a lot of love for 2nd edition. I would say the 2nd ed rules are simpler and less crunchy particularly the magic side. There is less freedom in advancement and progression but its easier to get your head round.
However there are two things that mean on the balance even if you prefer simpler systems you should still go with 4e. Firstly the quality of the Starter Set. Its the best RPG product I think I have ever seen. A group could spend £20 pick that up on its own and have 4-5 great sessions to get to know the system. The Setting guide has packed enough in to last an entire campaign and the handouts and pre-gen characters are beautiful. I'm going to post a review of the Starter Set at some point soon as I am nearly finished with the adventure that comes with it with a new group and I really do think its the best rpg product I've seen
Secondly the Enemy Within campaign has been update and re-released for 4e. I'm getting close to finishing it for the third time (this run took 3 1/2 years of fortnightly play) and it gets better every time. There is a reason it is repeatedly in the top 3 (if not the top) of rpg campaigns of all time. I wouldn't jump straight in with the Enemy Within because its a big investment in time and effort but I would start with the Starter set adventure as training and then if your players enjoy the rules create new characters and start again with Enemy in Shadows.
Whichever edition I would really take the time to check out WFRP and the Ratcatcher Discord. Its a great community of about 8,000 players and folks are really helpful with lore, ideas and rules questions.
For Sigmar, Karl Franz and the Empire!!!