How has that worked for you, hellbender? The D&D magic system doesn't seem very scary/corrupting -- and that's important to the Cthulhu-esque feel of Warhammer, isn't it?I use the d20 magic system, with d20 and Warhammer spells.
How has that worked for you, hellbender? The D&D magic system doesn't seem very scary/corrupting -- and that's important to the Cthulhu-esque feel of Warhammer, isn't it?I use the d20 magic system, with d20 and Warhammer spells.
mmadsen said:
How has that worked for you, hellbender? The D&D magic system doesn't seem very scary/corrupting -- and that's important to the Cthulhu-esque feel of Warhammer, isn't it?
Sounds good.I just bought the Warhammer Fantasy Role Play book about a month ago. Although I doubt I'll never use the game mechanics and rules therein, it has lots of "crunchy" ideas ripe for the picking.
Totally inappropriate for Middle Earth, but great for Warhammer.I do like the combat system...its like MERPS in that bloody agonizing wounds happen more often.
A little risk goes a long way.It gives it a realistic edge that makes one think twice before rushing off into combat.
That's what the old Rolemaster books were for, before it became its own system. We may see that kind of thing return.I would love to have a critical hit chart like this in D&D.
Ulrick said:I would love to have a critical hit chart like this in D&D.
Ah, that's very different from the Rolemaster notion of Critical Hits, where Hit Points eventually become meaningless; you'll never run out of Hit Points before a Crit kills you.One thing to keep in mind is that WHFRP Critical Hits aren't like D&D Critical Hits, they only take effect after you've exhausted all your hit points (Wound points).