Lord Belgar said:
Something that is stressed is that there are bigger fish in the sea and you’re just a guppy and you will never be a shark unless you are smart and lucky.
That's one reason I'm looking forward to playing WHFR, as a change from the norm in my regular game. One thing I love about Eberron is the emphasis on the fact that the PCs are special, and I emphasize that in my game, so WHFR should provide an interesting variation.
The Rules are flexible enough to take the game out of the Old World and into yours. Simple name changes on a career can make all the difference.
So I've noticed. Mallus and I have been discussing how to use the system for his setting and so far I'm thinking it should be quite easy to do.
Combat is quick and effective and downright scary. My players know enough now not to go out after dark if they don’t have to. I can’t hold that feeling with Dungeons and Dragons. We tried it and it was a dismal failure. D&D itself gives players instant courage. It’s not a scary game. You gain a few levels and you think you are on your way to godhood.
Really? Someone forgot to tell my players/PCs that. The 13th lvl PCs in my aforementioned Eberron game are the most powerful characters in Sharn, the largest metropolis on the continent. The wizard is the most powerful arcanist. The two druids are the most powerful druids in the entire nation. And a standing joke among them is that they won't go buy a newspaper without being fully buffed and accompanied by the other PCs. Because painful experience has taught them that a bunch of smart, weak opponents can make them very miserable.
Honestly, I believe that whether D&D is a scary game or gives players instant courage or not depends very highly on the capabilities of the DM.
Just the rules for WFRP are enough to keep people talking rather then fighting. I’ve had a player die from messing with the wrong barmaid. Halfling with to many hands if you catch my drift and wammo with a frying skillet….
Even without having played the game, it seems fairly obvious that a few lucky rolls can swing a fight in WHFR between opponents of vastly differing ability. And going up against multiple enemies is esp. scary, much more so than in D&D.
But here's a question for you and anyone else who's played WHFR - have you changed anything about healing in the game, esp. with magic? A single priest with access to the Lore of Shallya can heal an entire group to full health in a minute or two with the Cure Wounds spell, with no risk at all.
That doesn't seem to fit the flavor the game puts out, so I'm thinking I'll add the caveat that one person can be healed only once with magic during or after an encounter. That restriction does exist in some places, but not with Cure Wounds.
Do you think that'll cause any problems that I'm missing?