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Warhammer FP:Rule differences between 1st and 2nd edition

vagabundo

Adventurer
I finally decided to give up trying to get a reasonably priced 2nd edition copy of Warhammer FP and now have a second hand 1st edition copy on it's way. I know there were lots of rule tweaks between editions and was wondering what changes people would suggest I import.

Changing the XP advancement from 10% to 5% is possibly my first tweak.

Anything that you think from 2nd editon or your own house rules that will make the game run better?

I'm going to run the Enemy Within path.
 

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Hiya.

Make it run better? Nope. Pretty clean and simple system.

What we do for our WHRFP (1e) is allow someone to take a skill up to 5 times, each time giving a +10%. If the skill doesn't give a %, but a flat out 'you can do this', or it's an increase to a Stat (S and T usually), then obviously you can't take it...it's for "normal % based skill/stat bonus situations".

The other thing we do is allow for ever so slightly more Fate Points to swing by more often. Warhammer is already a deadly as hell game, so having a Fate Point to save your ass is always a good thing...so PC's can usually get one every successful "goal completion", but during the completing of that goal there's a good chance the player used at least 1 FP to begin with.

Lastly, art and flavor trump mechanics every time. Warhammer is, IMHO, primarily a game about setting, feeling, flavor and visuals. We take that as gospel, and if something looks cool or feels right, we do it. We will happily ignore "WFT?" moments in favor of it just being "cool" (e.g., when in a sewer and you encounter a half dozen giant rats...and one or two have ritual scaring on top of their heads and/or ear-rings...I mean, who goes around piercing rats ears?...but it sure looks cool, so it's in).

Oh, I guess *this* is the "lastly": We run it with a heavy Cthulhu-esque underpinning. That is, the bad guys are doing X. And X will be completed in Y time. If the PC's don't pick up on X, and Y expires, Z happens. This can easily mean an entire town gets swallowed up in a festering pit of chaos spawn...including the PC's who were happily sleeping at the inn 'resting'. This is usually where Fate Points get used up en-mass. ;)

^_^

Paul L. Ming
 

I'd rework the math, giving a higher initial score at the cost of each advancement. Instead of beginning at 30% and reaching 80% with five +10% addons I'd start at 50% and reach 80% with five +6% addons. Or whatever works in your edition of choice.

I hate it how you start out as a clown and failing in everything you attempt. I don't mind humble backgrounds but even a rat catcher should be able to catch an actual rat.
 

The biggest change is magic. 1e is a magic point system and 2e is different, closer to the one in WHFB game. I only have the 2e god book but what I've heard of the 2e magic system sounds nifty.
 

  • Dice rolls changed to a 2 d10 system
  • Removal of classes; fighter, rogue, ranger, & academic - you just have careers now.
  • Re-vamp of the magic system - complete re-work, Colour magic is built into the system and the system gives a lot of flexibility
  • Math fix - game is more balanced now, it use to breakdown at higher advancements but now holds up better
  • Advancements are purchases at 5% now
 

I have played the Enemy Within campaign twice as a GM with 1st edition rules and prepared the campaign for a 2nd edition game, which never happenend.

I think you made a very wise choice to play the Enemy Within campaign. I find that, even today, this campaign up to Power behind the Throne is one of the best campaign arcs of all time.
The last part, Empire in Flames, is lacking, though, and not only because the dwarven city is just absolutely unspectacular.

All the major changes between 1st and 2nd edition have been mentioned upthread already.
Since you are playing a 1st edition campaign, I would not change too much. Going with the revamped magic system for instance requires new talents and the implementation of new magic rules, which might be challenging. Plus, the magic using villains in the Enemy Within campaign would have to be changed too. I found that to be challenging in my preparation at least. So that seems like too much work for me.

Changing advancement from +10% for 100ep to +5% for 50ep or 100ep I would consider doable and worth doing.
I have not experienced the breakup of the math at higher levels as others have mentioned, so I think 1st edition is a pretty solid edition. Enjoy.
 

(e.g., when in a sewer and you encounter a half dozen giant rats...and one or two have ritual scaring on top of their heads and/or ear-rings...I mean, who goes around piercing rats ears?
:confused: You have to ask?

skaven.png
 

The magic change is a bit more significant than just going from magic points to a power pool system. They fundamentally changed the way magic worked in 2nd edition to coincide with the changes that occured in the over-arching WFB version of the world (winds of magic, storm of chaos, etc). This was a major jumping off point for some folks. If you guys weren't heavily invested in the way magic was presented in the 1st edition setting then the change will likely be more interesting than offensive.

I personally liked the setting changes in 2nd edition (minus the Storm of Chaos). I have also run Enemy Within 1.5 times in 1st edition and once in 2nd. If you are going to do a 2nd edition run I'd recommend picking up the fan conversions for stats (HERE). Snag Alfred Nunez's final chapter "Empire at War" (HERE)since "Empire in Flames" is virtually unfindable (for less than a king's ransom) and it wasn't that great to begin with.

If you can find them, the Liber Fanatica fan-zines are awesome (their web site is down at the moment...I dearly hope it's not permanenet), and their sub-page "Hidden Apocrypha" contains really awesome tidbits like slang in the empire, expanded character generation rules, and stuff like that.
 



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