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WARHAMMER FRPG - I have it!
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<blockquote data-quote="drakhe" data-source="post: 2132419" data-attributes="member: 4930"><p><strong>OK, magic system... euhrm</strong></p><p></p><p>First of all: So far I've got only 2 minor issues with the new WFRP: fly and hover as talents? I mean do they realy mean for a PC to be able to fly by just picking up a talent (even if this is tied into a specific carreer, with very strict prerequisites or what not - reminds me to check up on what carreers provide these talents). And the disorders you can get (insanity and all you know) are imho a bit over the top.</p><p></p><p>But again, minor remarks, I like WFRP2 as a whole. I'll finish my current Enemy within campaign if WFRP1 style, but I'll switch to WFRP2 for anything beyond that/ anything new.</p><p></p><p>Now, magic:</p><p></p><p>Magic is devided in lores (lore of beasts, lore of light, ...)</p><p>Each lore is a talent that has a spell list attached, each spell has a difficulty</p><p>You roll a number of d10 according to your magic rating, BUT the more dice you roll, the more chance you have to attract Tzeentch's curse (the new system realy makes an effort to ensure you know magic is chaos!). When you attrack the Curse, it goes from simple failure, backfire to even Daemonic possesion. Oh and theres no limit to the number of spells you cast (but then again <Tzeenth grinning> everytime you cast, you call the attention of the Changer of Ways onto yourself!)</p><p></p><p>The lores offer a wide pallet of schools or rather colors of magic, with some extras (dark lore for instance)</p><p></p><p>Other than the spells connected to these lores, there are petty spells (your basic small stuff) and lesser spells, which each is a talent in it's own right. The lesser spells are the basic spells every mage could use (notably DISPELL)</p><p></p><p>The whole system works well within the new (and simplified) WFRP2, but does feel a lot like the magic used in WFB. (for some like me this doesn't matter, for some it might be a problem)</p><p></p><p>One other thing you should keep in mind when thinking of playing a mage in WFRP2: the setting for WFRP2 is the Warhammer world we all like and lov AFTER the STORM OF CHAOS. For magic users, this means: MAGIC IS NOT LIKED. The general populace is very suspicious of anything magic (as magic = chaos) and the empire is flooded with witch hunters and inquisitors seeking to eradicate all chaos (including you, because being a mage is a highroad to chaos because of Tzeentch's Curse)</p><p></p><p>This off the top of my head, anybody free to correct me (I'll probably correct myself once I get back home <grin>)</p><p></p><p>Drakhe</p></blockquote><p></p>
[QUOTE="drakhe, post: 2132419, member: 4930"] [b]OK, magic system... euhrm[/b] First of all: So far I've got only 2 minor issues with the new WFRP: fly and hover as talents? I mean do they realy mean for a PC to be able to fly by just picking up a talent (even if this is tied into a specific carreer, with very strict prerequisites or what not - reminds me to check up on what carreers provide these talents). And the disorders you can get (insanity and all you know) are imho a bit over the top. But again, minor remarks, I like WFRP2 as a whole. I'll finish my current Enemy within campaign if WFRP1 style, but I'll switch to WFRP2 for anything beyond that/ anything new. Now, magic: Magic is devided in lores (lore of beasts, lore of light, ...) Each lore is a talent that has a spell list attached, each spell has a difficulty You roll a number of d10 according to your magic rating, BUT the more dice you roll, the more chance you have to attract Tzeentch's curse (the new system realy makes an effort to ensure you know magic is chaos!). When you attrack the Curse, it goes from simple failure, backfire to even Daemonic possesion. Oh and theres no limit to the number of spells you cast (but then again <Tzeenth grinning> everytime you cast, you call the attention of the Changer of Ways onto yourself!) The lores offer a wide pallet of schools or rather colors of magic, with some extras (dark lore for instance) Other than the spells connected to these lores, there are petty spells (your basic small stuff) and lesser spells, which each is a talent in it's own right. The lesser spells are the basic spells every mage could use (notably DISPELL) The whole system works well within the new (and simplified) WFRP2, but does feel a lot like the magic used in WFB. (for some like me this doesn't matter, for some it might be a problem) One other thing you should keep in mind when thinking of playing a mage in WFRP2: the setting for WFRP2 is the Warhammer world we all like and lov AFTER the STORM OF CHAOS. For magic users, this means: MAGIC IS NOT LIKED. The general populace is very suspicious of anything magic (as magic = chaos) and the empire is flooded with witch hunters and inquisitors seeking to eradicate all chaos (including you, because being a mage is a highroad to chaos because of Tzeentch's Curse) This off the top of my head, anybody free to correct me (I'll probably correct myself once I get back home <grin>) Drakhe [/QUOTE]
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