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Sell me on Warhammer fantasy rpg?
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<blockquote data-quote="Tutara" data-source="post: 9428876" data-attributes="member: 7035460"><p>Warhammer is a great setting, and a really good system in 4e.</p><p></p><p>Don't be put off because it isn't another D20 system! It is idiosyncratic - like all RPGs - but once you get your head around it, it makes a lot of sense and is easy to work with.</p><p></p><p>It's also important to look at it yourself, as there are a few misconceptions about it that seem to find their way out into the world.</p><p></p><p>I really like it, though I am no expert, just a GM running a campaign in it for over a year. Things I like:</p><ul> <li data-xf-list-type="ul">It is not as crunchy as people think! You only use two d10s, and the resolution mechanic is universal. Once you can roll d100 and compare it to your score, you're set. We all found it much simpler than 5e.</li> <li data-xf-list-type="ul">Success levels mean that situations can have a spectrum of outcomes, rather than just pass/fail.</li> <li data-xf-list-type="ul">Has a good, low power feel to the system. Grubby, low fantasy with an emphasis on social and exploration. Don't fall into the trap of thinking this is a dungeon crawler where the only measure is combat might or armour. Think of it like Call of Cthulhu - people from a wide set of backgrounds each with different approaches all of which are valid. Our fightiest character recently branched out into something more social because they felt they were focused too much on hitting stuff and not every solution is 'hit it'.</li> <li data-xf-list-type="ul">Combat is nasty, brutish but above all short. Blows carry weight and consequences, but turns are quick to resolve and good planning and tactics can swing a fight in your favour. An attack is a single roll per combatant.</li> <li data-xf-list-type="ul">Magic is powerful, but also potentially disastrous if you over-rely on it, preventing it from being the defacto solution to every situation and giving it the feel of something strange and other, rather than the equivalent of a handy-dandy labour saving device.</li> <li data-xf-list-type="ul">It is less deadly than people think (but still dangerous!), and you have a number of essentially 'extra lives' to combat a run of bad rolls.</li> <li data-xf-list-type="ul">On the subject of metacurrency, you aren't getting metacurrency every succesful roll - that's incorrect. There are variant rules that let you tweak how it is acquired, as the system is robust enough to allow that. That said, if you don't like metacurrency at all, it does have quite a lot of gameplay relevance.</li> <li data-xf-list-type="ul">Levelling up is probably the most mathy bit, but it's not too bad and the granularity of it gives you plenty of control as to how your character progresses. It's very tweakable, like a lot of the system.</li> </ul></blockquote><p></p>
[QUOTE="Tutara, post: 9428876, member: 7035460"] Warhammer is a great setting, and a really good system in 4e. Don't be put off because it isn't another D20 system! It is idiosyncratic - like all RPGs - but once you get your head around it, it makes a lot of sense and is easy to work with. It's also important to look at it yourself, as there are a few misconceptions about it that seem to find their way out into the world. I really like it, though I am no expert, just a GM running a campaign in it for over a year. Things I like: [LIST] [*]It is not as crunchy as people think! You only use two d10s, and the resolution mechanic is universal. Once you can roll d100 and compare it to your score, you're set. We all found it much simpler than 5e. [*]Success levels mean that situations can have a spectrum of outcomes, rather than just pass/fail. [*]Has a good, low power feel to the system. Grubby, low fantasy with an emphasis on social and exploration. Don't fall into the trap of thinking this is a dungeon crawler where the only measure is combat might or armour. Think of it like Call of Cthulhu - people from a wide set of backgrounds each with different approaches all of which are valid. Our fightiest character recently branched out into something more social because they felt they were focused too much on hitting stuff and not every solution is 'hit it'. [*]Combat is nasty, brutish but above all short. Blows carry weight and consequences, but turns are quick to resolve and good planning and tactics can swing a fight in your favour. An attack is a single roll per combatant. [*]Magic is powerful, but also potentially disastrous if you over-rely on it, preventing it from being the defacto solution to every situation and giving it the feel of something strange and other, rather than the equivalent of a handy-dandy labour saving device. [*]It is less deadly than people think (but still dangerous!), and you have a number of essentially 'extra lives' to combat a run of bad rolls. [*]On the subject of metacurrency, you aren't getting metacurrency every succesful roll - that's incorrect. There are variant rules that let you tweak how it is acquired, as the system is robust enough to allow that. That said, if you don't like metacurrency at all, it does have quite a lot of gameplay relevance. [*]Levelling up is probably the most mathy bit, but it's not too bad and the granularity of it gives you plenty of control as to how your character progresses. It's very tweakable, like a lot of the system. [/LIST] [/QUOTE]
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