Review of Warhammer Fantasy Roleplay

I must disagree with the author's attempt to hammer WFRP's square peg into D20's round hole.

Also with the remark about how "Treasure tables and guidelines for determining what can be looted from the bodies and lairs of the monsters" are missing from the Old World Bestiary. Such guidelines are unnecessary in a roleplaying game, only really required if your playing some kind of board game without a GM to adjudicate.
 

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So does that mean that 3rd Edition stole all there ideas from the First Edition of Warhammer Role Playing game. 2nd edition cleans up a few things here and there but skills and combat are essentially the same.
 

I'd be very interested in seeing a review from you written after a playtest. I've been toying with the idea of buying all of the mainstream RPGs released so far this year and doing a grand tour of them all, with detailed reviews written up after 2 or 3 sessions of playtesting.
 

Hmm, I wonder if Ryan is so over-exposed to dnd and d20 stuff that he sees it everywhere he looks?

Having just a few days ago played my first session in omrob's WFRP game, I have to say it is nothing at all like d20 (as far as the rules go).

Okay, so there's arguably a core mechanic. Meh.

Okay, so you get two actions per round.

Blah- so what? There's no "d20 higher is better" (heck, there's no d20 at all!). Combat is extremely different.

Ryan uses a lot of terms wrong in his review, too- for instance, in WFRP you don't make 'checks,' you make 'tests.' A minor quibble, I'm sure, but what would ya think of a review of 3.5 that referred to skill 'tests' all over the place?

Just my feelin' on the subject. On the other hand, it was an interesting read.
 

tarchon said:
inheritance from 3E is paltry, no more than the level of derivation than many have seen in 3E from the 1st ed WFRP.

Other than the non-cyclic combat initiative system, the combat action system, the division of character abilities into skills & feats (talents), the use of a unified die rolling mechanic, the effort to make a unified target number convention (in this case, lower is almost always better), the increment to all system values in 5% degrees, and so on, right?

[edit: rsd -- I'm repeatedly and reliably informed that Advanced Classes predate 3E and are a reasonable potential ancestor for the Prestige Class concept, so I removed them from the above list of similarities. We'll say instead that 3E and WFRP share the feature in common, with preference to WFRP's chronology. Thanks to all who responded to this point.]

In the setting description, it also seems to have completely sailed over the author's head that "the Empire" is a reflection of the Holy Roman Empire, not "Germany."

"Modern" Gemany:

http://en.wikipedia.org/wiki/Image:De-map.png

Is a closer geographic model to the Empire than the Holy Roman Empire:

http://en.wikipedia.org/wiki/Image:Western_empire_verdun_843.png

(which included much of the Czech Republic, Austria, Liechtenstein, Slovenia, Belgium, and Luxembourg, as well as large parts of modern Poland and small parts of the Netherlands, Switzerland, and parts of France and Italy.)

My intention in discussing the geography of the Empire (the portion from which you are discussing) was simply to give the reader the information that the "world" of Warhammer Fantasy is a reasonably close facsimilie to our own, rather than a completely imaginary place like Middle Earth or Faerun, for example. I did describe at some length the social/political/religious makeup of The Empire to make clear I was not comparing it to modern Germany (or even Bismarkian Germany).

The example demonstrating how the mechanics of the system are "identical" to D20's is highly questionable:

Other than being mechanically accurate, you mean, right?

do I have to point out the obvious, that in a percentile system, that only happens a fifth of the time?

You begin the character creation process by rolling 2d10 and adding a constant (10, 20 or 30) based on your race for each major attribute. The example in the book is a starting Elf PC with an attribute score of 41.

If the author had understood the system better, the author would also have realized that one of the key differences between D20 and WFRP mechanics is the higher granularity and more limited dynamic range of WFRP stats.

This is an illusion. WFRP simply doesn't account for a range of characters across as large a spectrum as D&D does in its core book (I assume you mean "D&D" not "D20", for obvious reasons.)

The example Elf in the book, if he/she becomes a Master Thief, could aspire to an Agility of 81% (41% base plus 40% from the template). That's the equivilent of a +16 bonus in D&D - i.e. an 13th level PC with a linked ability score of 10. (If we assume an ability score of 18 base for our "Elf Master Thief", and a +2 inherent bonus from levelling, that's the equivilent of a 9th level D&D PC. (Max skill ranks of level +3, base of +4, inherent +2).

At the rate of XP awards (100XP per 4 hour session) recommended as the baseline in WFRP, it would require 360 sessions to reach 9th level. It would require 780 sessions to reach 13th level. I've played a lot of D&D. I doubt strongly I've ever played the same character 360 times. So you're right - in practice, these nosebleed values won't be reached by WFRP characters. Not because the system doesn't support/allow them, but because the players will likely chew their own limbs off in boredom before they get there. :)

Faster advancement in D&D is a set of choices - reward vs. effort. WFRP delivers less reward for the same effort. That just creates a different facade on the same treadmill.

The inflated ability scores that appear in D&D are an artifact of magic items, and while magic items are limited by fiat in WFRP, there's no mechanical reason I couldn't load my WFRP character down with as much phat loot as my D&D character. I can accomplish the same thing in a D&D campaign by fiat just as easily. And many people do.

There's no mechanical reason a PC in WFRP couldn't have an score of 200% (or more). The fact that it does not feature such bonuses is a design presentation choice, not a design mechanical choice.

In D20, there's much more of an all-or-nothing effect, just because it doesn't have that little bit of odd slop in the WFRP percentiles.

I agree: D&D does not have the odd extra once-in-fifty die roll failures that WFRP does. I don't see this as a design feature or penalty, just a quirk.

WFRP does not have saving throws at all.

Almost without exception, when a spell effect is used against a target, the target is affected by the spell if, and only if, it fails a test. That's a saving throw.

Fear and Terror tests are explicitly defined in-game effects which require the target to make a successfull roll or take a penalty. That's a saving throw.

When poisoned, characters take Toughness Tests to determine severity and effect. That's a saving throw.

Just because the mechanic isn't labelled "Saving Throw", and presented as three standardized types doesn't mean it's not present. Had it been present, in fact, a lot of extra words could have been stripped from the template (used in the "editing" sense, not the character advancement sense) - i.e., Saving Throws in D20 are a "macro", in WFRP, they're spelled out every time they're required. And they're required all the time.

The overall impression I get from this review is that it's mostly Ryan Dancey's soapbox to convince us that D20 is the font of all gaming.

To be honest, the point of the review was to talk about a product I found to be quite exceptional in many positive ways. I hope people buy & play it.

Ryan
 
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mearls said:
I've been toying with the idea of buying all of the mainstream RPGs released so far this year and doing a grand tour of them all, with detailed reviews written up after 2 or 3 sessions of playtesting.

If you do this, I will help. Let me know.

Ryan
 

Sorry, but I don't buy the "clever derivative of D&D 3rd Edition" at all. If you had left out the "3rd edition", I wouldn't have a problem with it - most fantasy RPGs are inspired by D&D somewhat.

But while WFRP 2E does take a few concepts from D&D 3E - like half actions - the game it is derivative of first and foremost is WFRP 1E, which predates D&D 3E by two decades or so. It has far more in common with its first edition than with the modern incarnation of D&D. If you can find an old copy, I would suggest browsing through it and comparing the two - this would help understand why the idea that WFRP 2E is a "clever derivative of D&D 3rd Edition" rubs lots of old-time WFRP fans the wrong way (as the current RPGNet thread proves).
 

Turjan said:
Let's see, how the new Runequest next year will look like. I have the feeling, the d100 will just stay "because it's Runequest", whereas other elements will look, let's say, familar :D. Not too surprising, though, given some of the roots of d20.

Well, it's been said that Runequest came out of Steve Perrin's house rules for D&D, so similiarites will certainly be there since prior editions of D&D are part of the roots of d20 ;)
 

A couple of other notes that are only likely to be apparent to old-time WFRP fans:

"It will not be a good game for people who want an ad hoc quickie one-shot adventure with a "bring your own PC" approach."

To the contrary, I think that WFRP is very good for one-shots. Character creation is much faster than in D&D3E, and the fact that you are supposed to roll up your initial career (though experienced groups might do away with this limitation) makes it easily accessible to newbies as well. The standard assumption for WFRP adventures is that the PCs are always in over their head - just like in Call of Cthulhu - and can only succeed through luck and cleverness. The "Fate Point" mechanics helps make sure that the PCs survive until they are moderately competent and have found their specialized niche.

"And the range of magical effects is mostly limited to things that can happen on the battlefield - no plane-walking, ethereal travel, animal awakening, etc. for WFRP."

This is rather intentional, since in the history of the game elves taught magic to the humans with the express purpose to aid them on the battlefield against their common enemy. Non-combat spells are usually Petty Magic (which teaches the basics of magic) or Hedge Magic (which is invented through dangerous and uncontrolled self-experimentation - which attracts the forces of Chaos...).

And given that the only alternate plane of existence known is the Warp - the home of the Ruinous Powers - any sort of dimension-hopping strikes me as a really bad idea...

"A system for creating magic items, and more magic items (there are only 2 magic items presented in the core book, and neither of them are very interesting mechanically)"

Well, basically all magic items in WFRP are artifacts, and thus likely out of reach to create for all but the most powerful PC spellcasters. And even if the PCs could create magic items, it would take many, many years to create them - time in which they can't adventure.

"The Good Guys:"

The idea that there are "good guys" in the Warhammer World - except maybe for some lone, heroic individuals (possibly but not necessarily including the PCs) amuses me greatly.


One wit once descriped the game thus:

"WFRP is when the players think they are playing D&D, only to gradually discover that they are playing Call of Cthulhu."

And I think this is most accurate.


Incidentally, two articles that will help understand the general feel of the Warhammer World immensely are the (in)famous:

"How James Wallis Ruined My Character's Life" and "Yes I Sank Your Barge"
 

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