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So... what about WFRP?
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<blockquote data-quote="scourger" data-source="post: 3959363" data-attributes="member: 12328"><p>I ran WFRP for a few weeks about a year ago. I traded for the core book, bestiary, GM pack (which had a screen) and players' pack (that had character sheets, I think). I bought <strong>Karak Azgal</strong>. I still have <strong>Karak Azgal</strong>. It is a great adventure sourcebook. I really recommend <strong>Karak Azgal</strong>. </p><p></p><p>We had fun with the game but left it after a while. There are a lot of die rolls in combat: attack, parry and then critical hits after a while. I house-ruled all the mooks to start subject to critical hits to make it a bit more epic. I do love the use of d10s only--that's a nice change of pace. </p><p></p><p>If I were to revist <strong>Karak Azgal</strong>, I would do it using either <em>Savage Worlds</em> for ease or d20 for system familiarity. I will probably do the same if I get 40KRP (if the adventures look good enough)--40KRP is due out at the end of January so you might wait for it instead of WFRP. </p><p></p><p>Here are my answers to your specific questions:</p><p></p><p>1) The rules are interesting and readily understood. The system is lighter than d20 but heavier than Savage Worlds (for instance). </p><p></p><p>2) CharGen works pretty well. Some classes are a little more powerful than others in combat, but the random rolling keeps the players from cherry-picking; which is good in my opinion. They are quickly free to change classes readily, though, so it's not a straightjacket.</p><p></p><p>3) The default setting is dark. It is easy to modify to taste. See above.</p></blockquote><p></p>
[QUOTE="scourger, post: 3959363, member: 12328"] I ran WFRP for a few weeks about a year ago. I traded for the core book, bestiary, GM pack (which had a screen) and players' pack (that had character sheets, I think). I bought [B]Karak Azgal[/B]. I still have [B]Karak Azgal[/B]. It is a great adventure sourcebook. I really recommend [B]Karak Azgal[/B]. We had fun with the game but left it after a while. There are a lot of die rolls in combat: attack, parry and then critical hits after a while. I house-ruled all the mooks to start subject to critical hits to make it a bit more epic. I do love the use of d10s only--that's a nice change of pace. If I were to revist [B]Karak Azgal[/B], I would do it using either [I]Savage Worlds[/I] for ease or d20 for system familiarity. I will probably do the same if I get 40KRP (if the adventures look good enough)--40KRP is due out at the end of January so you might wait for it instead of WFRP. Here are my answers to your specific questions: 1) The rules are interesting and readily understood. The system is lighter than d20 but heavier than Savage Worlds (for instance). 2) CharGen works pretty well. Some classes are a little more powerful than others in combat, but the random rolling keeps the players from cherry-picking; which is good in my opinion. They are quickly free to change classes readily, though, so it's not a straightjacket. 3) The default setting is dark. It is easy to modify to taste. See above. [/QUOTE]
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So... what about WFRP?
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