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<blockquote data-quote="ruemere" data-source="post: 1915307" data-attributes="member: 5515"><p>First of all, you may want to hold your purchase until there is the new edition (early next year, I think).</p><p></p><p>Secondly, while WFRP, as a game rocks, its system is only so-so for experienced characters. If you are familiar with a "naked dwarf syndrome"... the term was coined for WFRP and simply tied into the fact, that a naked dwarf may be virtually invulnerable to any kind of gun (unless a critical is scored).</p><p></p><p>Thirdly, system looks basically like this:</p><p></p><ul> <li data-xf-list-type="ul">A character is defined by percentage (Weapon Skill, Bow Skill, Cool, etc) or 1-10 abilities (Move, Strength, Toughness, Wounds). Races are NOT balanced, Elfs being the most agile and and skilled characters, Dwarfs excelling in melee, toughness and slowness, while Humans, with their highest Fate Point allotment being the average.</li> <li data-xf-list-type="ul">When you test an ability, you add a situational modifier and then roll under or equal to ability (percentage) or roll d6 and add ability score (for those in 1-10 range). When you Wounds reach 0, further damage causes critical hits (ranging from delicate scratches to instant death).</li> <li data-xf-list-type="ul">Each character is defined also by their profession (4 groups of professions) also known a Career. Each Career allows to purchase advances of basic abilities... and some, known as Advanced Careers, allow to make even higher advances. Among starting Careers you get Rat Catcher and famous Troll Slayer, among advanced Assassin, Wizard or Cleric. </li> <li data-xf-list-type="ul">Spells are powered by mana. And they usually are limited in scope and used for combat purposes. Getting to higher levels of magic career is very slow and time consuming (3 year long campaign and there was only one 2nd level Wizard in my group).</li> </ul><p>This is the gist of the system. However, the real strength of the game lies in its atmosphere, with its Terror throws, gloomy prospects (ever heard of experienced adventurers working for food because nobody wants to employ them?), terrifying secrets and scary witch hunters looming on the horizon.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 1915307, member: 5515"] First of all, you may want to hold your purchase until there is the new edition (early next year, I think). Secondly, while WFRP, as a game rocks, its system is only so-so for experienced characters. If you are familiar with a "naked dwarf syndrome"... the term was coined for WFRP and simply tied into the fact, that a naked dwarf may be virtually invulnerable to any kind of gun (unless a critical is scored). Thirdly, system looks basically like this: [list] [*]A character is defined by percentage (Weapon Skill, Bow Skill, Cool, etc) or 1-10 abilities (Move, Strength, Toughness, Wounds). Races are NOT balanced, Elfs being the most agile and and skilled characters, Dwarfs excelling in melee, toughness and slowness, while Humans, with their highest Fate Point allotment being the average. [*]When you test an ability, you add a situational modifier and then roll under or equal to ability (percentage) or roll d6 and add ability score (for those in 1-10 range). When you Wounds reach 0, further damage causes critical hits (ranging from delicate scratches to instant death). [*]Each character is defined also by their profession (4 groups of professions) also known a Career. Each Career allows to purchase advances of basic abilities... and some, known as Advanced Careers, allow to make even higher advances. Among starting Careers you get Rat Catcher and famous Troll Slayer, among advanced Assassin, Wizard or Cleric. [*]Spells are powered by mana. And they usually are limited in scope and used for combat purposes. Getting to higher levels of magic career is very slow and time consuming (3 year long campaign and there was only one 2nd level Wizard in my group). [/list] This is the gist of the system. However, the real strength of the game lies in its atmosphere, with its Terror throws, gloomy prospects (ever heard of experienced adventurers working for food because nobody wants to employ them?), terrifying secrets and scary witch hunters looming on the horizon. Regards, Ruemere [/QUOTE]
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