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Seriously considering Warhammer Fantasy Roleplay (2nd edition)
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<blockquote data-quote="Lord Belgar" data-source="post: 3512500" data-attributes="member: 9750"><p><strong>Warhammer Homebrew is fun, challenging, but fun.</strong></p><p></p><p>Warhammer, IMO, is the best Fantasy /Horror Role Playing Game that I have ever played. I started playing the original in 1993 when I started college. A fellow student had a longstanding game and I joined in. Between the “Central Casting” from Task Force Games and the original rules, Warhammer had the best character creation. The characters were fleshed out and you immediately fell in love with them. He had his own homebrew and it gave me the idea to start my own. I have been using my own world since the summer of 1993. My world was created with Ars Magica and Pendragon with the World of Darkness and Ravenloft in for flavor. 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.</p><p></p><p>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. The division of magic doesn’t exist in my world. You only need to buy the skill in that magic field in order to start learning the spells. You also have to buy the spell with experience anyway. I have yet to encounter an unbalanced Wizard. Being a wizard in Warhammer sucks enough without having to deal with spell limitations.</p><p></p><p>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. 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…. </p><p></p><p>Probably the biggest pain in the butt was dealing with the gods and priests. That took a lot of work and is an ongoing project but I have put it on hold until the Tome of Salvation comes out in July. That gives us a month to hammer out the issues. (We are taking a WFRP break right now. We are playing a New World of Darkness chronicle right now to break it up.) </p><p></p><p>I buy a lot of the Warhammer Products and many other games just to steal and barrow what I need and dump the rest. I have careers scanned and pasted into an ongoing word document so we aren’t constantly pulling the books out. I have created new playable races and careers that I have put into play. For me the game is a work in progress.</p><p></p><p>Warhammer 2nd Edition can be used in any Homebrew... I am not gonna lie, there are challenges to overcome to make it workable for a homebrew, but it is worth it just on game’s reputation alone.</p></blockquote><p></p>
[QUOTE="Lord Belgar, post: 3512500, member: 9750"] [b]Warhammer Homebrew is fun, challenging, but fun.[/b] Warhammer, IMO, is the best Fantasy /Horror Role Playing Game that I have ever played. I started playing the original in 1993 when I started college. A fellow student had a longstanding game and I joined in. Between the “Central Casting” from Task Force Games and the original rules, Warhammer had the best character creation. The characters were fleshed out and you immediately fell in love with them. He had his own homebrew and it gave me the idea to start my own. I have been using my own world since the summer of 1993. My world was created with Ars Magica and Pendragon with the World of Darkness and Ravenloft in for flavor. 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. 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. The division of magic doesn’t exist in my world. You only need to buy the skill in that magic field in order to start learning the spells. You also have to buy the spell with experience anyway. I have yet to encounter an unbalanced Wizard. Being a wizard in Warhammer sucks enough without having to deal with spell limitations. 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. 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…. Probably the biggest pain in the butt was dealing with the gods and priests. That took a lot of work and is an ongoing project but I have put it on hold until the Tome of Salvation comes out in July. That gives us a month to hammer out the issues. (We are taking a WFRP break right now. We are playing a New World of Darkness chronicle right now to break it up.) I buy a lot of the Warhammer Products and many other games just to steal and barrow what I need and dump the rest. I have careers scanned and pasted into an ongoing word document so we aren’t constantly pulling the books out. I have created new playable races and careers that I have put into play. For me the game is a work in progress. Warhammer 2nd Edition can be used in any Homebrew... I am not gonna lie, there are challenges to overcome to make it workable for a homebrew, but it is worth it just on game’s reputation alone. [/QUOTE]
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