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So... what about WFRP?
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<blockquote data-quote="Henry" data-source="post: 3958913" data-attributes="member: 158"><p>That part I like most, because (1) unlike 3E and 4E D&D, your character can die very easily, and is almost expected to die at some point; the rules make it extremely easy to come up with another character and drop back into the action quickly. Some don't like not being able to attach to a PC long-term, but it definitely leads to a very different kind of game. The dark fatalistic humor really feeds into this, much like Call of Cthulhu.</p><p></p><p></p><p></p><p>Actually, that part is a standard rule, not a house rule, if you're using the 2nd edition WFRP rules. Hand weapon, a dagger, a backpack, I think some food, and a few gold crowns is equipment everybody starts with in the character creation section (before the careers part).</p><p></p><p></p><p></p><p>Dwarves are great on melee, but suck on non-combat, and they have a terrible movement rate. These two things in a game as dangerous as WFRP are lethal, even as tough as dwarves are, because it's a good think if you can avoid a combat once in a while.</p><p></p><p></p><p></p><p>Slight correction: you can parry, if you ready a half-action to do it. (Say, attack with the first action, ready with the second.) The dodge talent some careers get is separate from the parry, and you can dodge AND parry if you've readied to parry, too. Off-hand weapons, and shields, mean you don't have to ready to parry; shields give you a small bonus to parry. That's why sword-and-board is VERY important in WFRP, just as in real life.</p><p></p><p></p><p></p><p>Now, most careers do get a choice of talents, but it's usually an either/or.</p><p></p><p></p><p>I love the game, if you can't tell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I tried to even get a Play-by-post started on Cricvs Maximvs, but it didn't fly too well. In some ways, it's "the anti-D&D", because</p><p></p><ol> <li data-xf-list-type="ol">Caution is essential; if you commit to a battle you can't handle, and you're not fast enough to get away, you can easily die.</li> <li data-xf-list-type="ol">Characters can through play wind up with missing fingers, missing noses, hacked off hands or legs, missing eyes, etc. But don't worry! They make prosthetics for most things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Think "Pirate" and you'll do just fine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></li> <li data-xf-list-type="ol"> Magic is scarce. A single magic weapon might be the focus of a whole campaign or campaign arc. Spells themselves are chaotic affairs; if you make a really bad (one in ten thousand, I believe) roll, you could be carted off to Hell by a summoned Chaos Demon while casting a light spell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> More likely, the spell you cast will curdle all milk around you, or make your tongue glow blue, or make you smell like rotting meat for 10 minutes, or something similar, <u>whether it works or not</u>. Spells are the raw stuff of chaos, and they can literally change the course of a battle, but you must be cautious if working magic.</li> </ol><p></p><p>A Warhammer campaign can be grimly heroic, or it can be investigative, or can be darkly humorous; I was watching Sweeny Todd recently, and figured its plot would do well in a Warhammer game.</p></blockquote><p></p>
[QUOTE="Henry, post: 3958913, member: 158"] That part I like most, because (1) unlike 3E and 4E D&D, your character can die very easily, and is almost expected to die at some point; the rules make it extremely easy to come up with another character and drop back into the action quickly. Some don't like not being able to attach to a PC long-term, but it definitely leads to a very different kind of game. The dark fatalistic humor really feeds into this, much like Call of Cthulhu. Actually, that part is a standard rule, not a house rule, if you're using the 2nd edition WFRP rules. Hand weapon, a dagger, a backpack, I think some food, and a few gold crowns is equipment everybody starts with in the character creation section (before the careers part). Dwarves are great on melee, but suck on non-combat, and they have a terrible movement rate. These two things in a game as dangerous as WFRP are lethal, even as tough as dwarves are, because it's a good think if you can avoid a combat once in a while. Slight correction: you can parry, if you ready a half-action to do it. (Say, attack with the first action, ready with the second.) The dodge talent some careers get is separate from the parry, and you can dodge AND parry if you've readied to parry, too. Off-hand weapons, and shields, mean you don't have to ready to parry; shields give you a small bonus to parry. That's why sword-and-board is VERY important in WFRP, just as in real life. Now, most careers do get a choice of talents, but it's usually an either/or. I love the game, if you can't tell. :D I tried to even get a Play-by-post started on Cricvs Maximvs, but it didn't fly too well. In some ways, it's "the anti-D&D", because [list=1] [*]Caution is essential; if you commit to a battle you can't handle, and you're not fast enough to get away, you can easily die. [*]Characters can through play wind up with missing fingers, missing noses, hacked off hands or legs, missing eyes, etc. But don't worry! They make prosthetics for most things. ;) Think "Pirate" and you'll do just fine. :) [*] Magic is scarce. A single magic weapon might be the focus of a whole campaign or campaign arc. Spells themselves are chaotic affairs; if you make a really bad (one in ten thousand, I believe) roll, you could be carted off to Hell by a summoned Chaos Demon while casting a light spell. :D More likely, the spell you cast will curdle all milk around you, or make your tongue glow blue, or make you smell like rotting meat for 10 minutes, or something similar, [U]whether it works or not[/U]. Spells are the raw stuff of chaos, and they can literally change the course of a battle, but you must be cautious if working magic. [/list] A Warhammer campaign can be grimly heroic, or it can be investigative, or can be darkly humorous; I was watching Sweeny Todd recently, and figured its plot would do well in a Warhammer game. [/QUOTE]
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