Tell me about Warhammer Fantasy, please


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Currently playing in a WFRP campaign that has gone about 6 sessions now. I have really enjoyed the game and the campaign world. As the others have said threats abound, Chaos is everywhere. Magic is simple, cool, but very dangerous to use (especially as a novice). The world is of course modelled loosely on europe around the time of the Holy Roman Empire. The rest of the world is much more loosely defined but the basic elements are there and you can use the real world equivalents as a basis.

Though it sounds like you were more interested in setting stuff, heres some rules stuff too. Insanity is pretty easy to accumulate. We decided not to inflict insanity on most of the lesser criticals. We also figured it was a good idea to look ahead at the various insanities and roleplay out the starting points of some of the effects before the fullblown disorder enters play.

Though we are by no means experts we found that there is virtually no defense against ranged attacks since they can be neither parried or dodged. We are trying out a rule allowing ranged attacks to be dodged: Thrown weapons as a normal ck; Bows, Crossbows, and slings at -10; and guns at -20. So far that has worked it is a small chance usually but it gives the light armor Estalian Diestro some defense against ranged while the rest of us have relied more on armor and toughness.

We have also allowed the equivelant of a five foot step, if both of your half actions are non move actions. This is helps somewhat for making combat a little more flexible. The combat options are pretty straightforward and fairly simple. Shields or an offhand weapon are a virtual must for the free parry.
 


Your character will die horribly. People will point and laugh. Then bad things will happen. And more laughter. I can't help but always think of WHFRP as Pratchett's Diskworld, with the black humor setting turned up to 11.
 

I ran WHFRP awhile back. It is a great game--would give D&D run for its money if was marketed better.

Anyway, yes, Chaos is everywhere.

In combat, you have more of a chance of getting horribly wounded than actually dying. When you get to zero health, that's when critical hits start coming into play. There are no "negative hitpoints/health." I had a main NPC who got both his hands chopped off in a duel with PC (peasant? I think) before he perished. The critical hit charts are almost on part with Rolemaster/MERP.

So, if you're not careful, you're character could become a cripple and almost unplayable.

In fact, combat is really something you don't want to get involved in. There's no experience for defeating opponents. Maybe they might have some cool stuff (gold, equipment, etc...) but usually it isn't worth the risk.

Also, magic items are EXTREMELY rare.


After playing mainly D&D for years and years, WHFRP is really a breath of fresh air.

The books are bit on the expensive side, though (but then again, all RPG books are that way now).
 

I played once in HS a number of years ago. The first edition game was very evocative and a lot of fun.

You should read the critical miss magazine articles about their WFR game (especially the response from the guy from hogshead about all of their whining).

Try to make a character who is going to be fun for you to roleplay.
 

Imagine earth in the middle ages, except thet those weirdos who said they say.. Weird stuff.. Well, you know.

There's a lot of worth in saying that it's a call of chtulu game.. Except taht the PCs can actually kick ass.

Forget those morons. I kicked ass. It's doable. But it's hard.

So imagine Europe. Add weird stuff coming from the north, and probably from underground.
 

For the first few levels you can get whipped by a lot of things. Nearly every monster in the bestiary for starters. Fights against equals can lead to gimping things like limb loss at early levels. The Dwarf warrior without arms kinda sucks, natch. Watch your backside in the early stages and most of the time you should run like hell if you see something. Getting yourself nominated torch bearer because of an avoidable incident with some beastie simply isn't worth it.
 

I'm currently playing a Warhammer campaign and I'm loving it. So much so that my NEXT campaign will be a Warhammer game as well (though with a different setting and spin: Pirates of the Caribbean!).

I concur with those who say that your starting career may well suck to high heaven. But rising from humble beginnings as a Rat Catcher or Charcoal Burner to become a Champion? Nothing more rewarding than that.

If you want to survive, make sure to carry a shield early on. That free parry at +10% is a lifesaver! If you don't have a good Agility or lack the Dodge Blow skill, pile on as much armor as you can find. Seriously, there is just no substitute for a Toughness 5 PC in full plate. You can soak TONS of damage (says the player of Kraglok the Agitator->Shieldbreaker->Sergeant).

Also, be particularly careful about not getting surrounded and outnumbered. If you're coming from a D&D background you might be used to killing two Goblins a round with with your Cleave Fighter. NOT GOING TO HAPPEN IN WARHAMMER. Even using a great weapon or Swift Attack you would be totally lucky to take down one guy in a turn. Make sure you gang up and put down one foe at a time and do everything you can to make sure that nobody gets outnumbered 3 to 1.

And be exceedingly careful if you are fighting next to a big drop like a chasm or the deck of a ship. The Maneuver maneuver can send you plummeting to certain doom. It's also tremendous fun to do to an enemy! ;)

Have fun and let us know how it goes.
 

D&D: A game where you valiantly battle the forces of evil and destruction and ultimately become a super-powerful, super-wealthy adventurer.

WFRP: A game where you valiantly battle the forces of evil and destruction and ultimately die in a ditch. Alone. In the rain. And nobody cares.

I loves me some WFRP :)
 

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