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Thinking about Warhammer?

In 2e, neither halflings nor dwarves can be wizards. Halflings have innate chaos resistance which makes them unable to cast spells in that fashion. Dwarves have their own rune magic. Elves have a similar, but parallel, and probably more advanced, tradition of wizardry compared to humans. Some careers you can only start as if you are a member of a race; for instance, only dwarves produce tunnel fighters, although members of other races can take up the career later on.

Instead of classes, Warhammer have "careers," basically packages of skills and possible ability increases. As you finish each one, you can take an exit (for instance, from student to scholar) or move to a related career (student to wizard's apprentice), or even take on an entirely new career. Advanced careers require you to complete a basic career first; for instance, you can't become a racketeer without experience in some other larcenous profession.

A typical campaign goes like this. The players roll up characters and you end up with a halfling baker, a human rat-catcher, and a dwarven soldier. They meet in a rat-infested tavern and see a poster advertising a reward for the capture of an infamous bandit. Gathering up a handful of used weapons, some bedrolls, and the services of an untrustworthy wilderness guide, they go in search of the bandit. After a battle in which they slay several bandit guards, during which the dwarven soldier loses his foot, permanently, they corner the bandit. He turns out to be a demonic cultist and immobilizes the halfling with a spell. Then the rat-catcher hits the cultist in the stomach with an axe-handle, and then beats the helpless cultist to death. They search for treasure. Finding what appears to be a magical amulet and a glowing sword, they bury them under a rock and vow never to speak of them again. They find some pocket change in the cultist's pocket, sever his head, and return to town to collect the reward. The local magistrate rewards them. On the way back to the tavern, a fanatical witch hunter who was also trailing the bandit corners the halfling and tries to extort the reward from him. Later, they set a trap for the witch hunter and kill him. Then they find out he is an initiate of a local religious order and have to flee the town or risk arrest and execution. On the way out of town, bandits surround them. The dwarf mutters, "Do you know who we are?" The bandits don't, and attack. The one-legged dwarf dies. The baker and the rat-catcher use that opportunity to flee and hide.

The baker and rat-catcher earn enough XP for one advance. When they complete their careers, the baker thinks he might like to be an outlaw, while the rat-catcher starts looking at good ways to enter the witch hunter career.
 

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While I agree that Warhammer is an awesome setting and that the OP should definitely give it a try, I'd like to say that one of the things I like about some D&D settings (Forgotten Realms for example) is that there exists the opportunity for the players to take a breath every now and then. In FR it's "OK, you've been fighting the BBEG for 2 years now, you've beaten him, there's probably not gonna be anybody threatening the entire continent for the next 6 months, go and spend your gold on wenches and Cormyr wine and stuff"; in Warhammer 40.000 it's "What? You've just killed 10 million orks? Well the Chaos cultists are about to release an ancient demon and there's 30 million more orks just off the shore and we only have 3 years to prepare before a new Tyranid invasion hits us".

So, I like the setting a lot but its sheer massive scale and grim outlook can wear on you.
 

Frankthedm: happen to like th sound of that
Pawsplay: long winded isn't it and my my next question was to be about multiclassing so two birds with one stone
Tal Rasha: I am huge fan of Faeruin but can no longer follow the plot line because I don't know whats going on anymore

How does the magic system work compared to dnd?
 

All magic in Warhammer is linked to Chaos. Bascially, spell casting is like handling radioactivity (pulp version) i.e. you end up mutated, mad or irredeemably evil (or all three) if you cast enough spells.

1e magic was awful because it was so limited and clunky and was based on "battle magic" that was really fit only for war-gaming.

2e magic is much better but i haven't had time to actually play this game yet. Mechanically, it looks much sounder and more flavourful.
 

So, I like the setting a lot but its sheer massive scale and grim outlook can wear on you.
Well, part of that is on the GM. While the WHFP setting may indeed be a crapsack world, it's up to the GM as to when the party catches a break and gets a bit of "downtime" in between their adventures.

Same holds true in any game; if the GM is out to screw over the players, they're screwed regardless of the setting or system. I'm not saying every WHFP adventure has to end on a happy note (crapsack world, 'member?), but it doesn't have to be a never-ending cycle of gloom'n'doom either. Like you said, too much grimdark can really wear on the players. Keep hitting the PCs with a stick, and they'll eventually decide to look for carrots someplace else (unless they are total masochists).

Of course, this is coming from the guy that played a chivalrously heroic Bretonnian Knight-Errant running about in the Empire, so take the above for what you will :) (btw, I actually managed to survive with no lasting scars, either physical or mental, and not for the GM's lack of effort.)
 

Actually warhammer has a long tradition of dark humour and you have to use it to offset the bleakness or else chaos will begin to creep into your soul........................

Having said that, the grimness of the setting perfectly lends itself to certain kinds of game; games where food is scarce, the people are ignorant and belligerent and death is truly random. I would love to run a Vampire centred campaign where the PCs are trying to stamp out undead as it is virtually perfect for that It is sort of like Ravenloft but with a random/dark element not really captured anywhere in D&D.

Just don't try and play "heroes" as WFRP is not about heroes, it is about not compromising so much to survive that you can't tell the difference between your character and the monsters by the end.
 

I've been convinced enough to buy a copy of the rulebook on Amazon right now, it sounds a lot like the kind of game I like. I'm looking forward to checking it out.

G.
 

I've bought all of the 2nd edition WFRP stuff save for the latest priest book. I have spend HUNDREDS of dollars on these full color hardbacks yet i have never played a single game of Warhammer. Although i did make a character.

But i've read them all and i feel qualified enough to offer a little input here. In a word, it looks Awesome. Like, i can't wait to play this game awesome. Magic feels like real magic again, something dangerous and alive and tempermental that has an equally good chance of biting your head off as it does to help you.

The career advancement scheme is simple and ingenious. You're given XP every session to upgrade your character, so you're always having to make choices. Combat is brutal, and a critical hit to the arm can just as easily numb it for a round or chop it off in a geyser of blood, killing you instantly.

I'm running 4e right now but i really want to convince my group to have a go with Warhammer. I've also run a lot of Cthulhu so maybe that's why it also appeals to me.
 

On a related note, what is the best Warhammer adventure in print, even if it's from the old system? And is the old system easily upgradable to the new one?

And what do you fans of WFRP not like about the game? There's got to be something.
 


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