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<blockquote data-quote="Gothmog" data-source="post: 2811328" data-attributes="member: 317"><p>I agree, the new changes to the magic system are the best pat of WHFRP2. Because magic originates in Chaos, it should be dangerous, especially to humans who tap into it without really realizing what they are doing. Even the elves, who can access several winds of magic are still subject to the effects of the Curse of Tzeentch. We've been playing WHFRP2 for about 5 months now, and in that time we've had probably a dozen occurrances of Tzeentch's Curse occur, and never anything major. Its really helped RP a lot too- sometimes the Gold Magister will propose casting something and the rest of the party screams "NO!" Magic isn't meant to be used in WHFRP as a way of solving every problem- its more a measure to be taken when you can't accomplish your goal by mundane means. The spells are also less powerful than D&D spells, but to compensate, wizards have a wider variety of skills, and are often decent combatants.</p><p></p><p>I much prefer the way WHFRP2 handles magic over the way most other fantasy games (esp D&D does). Magic is mysterious and dagnerous in WHFRP2, while in D&D its just another technology that is absolutley reliable and flavorless. Even the old risks of spellcasting from 1e/2e are gone (aging, teleport errors, etc). The more D&D emulates a video game, the more bland it becomes.</p><p></p><p>As for the humor aspect of WHFRP2, its still there, but it is dark humor. Some of the careers are humorous in and of themselves (rat catcher, charcoal burner, bone picker), certain holidays (the halfling Pie Week), dicussions of Imperial beurocracy (esp the parts about the obscure taxes sometimes levied on the people), the Tzeentch's Curse results are often darkly humorous, the names and types of madness and insanity, and the list goes on. The world is intense and the rules make it dangerous, but I've found this actually adds a lot to the humor of the game rather than detracting from it. The moments of humor help throw into stark contrast the moments of horror and depravity of the setting, making it much more effective and fun.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 2811328, member: 317"] I agree, the new changes to the magic system are the best pat of WHFRP2. Because magic originates in Chaos, it should be dangerous, especially to humans who tap into it without really realizing what they are doing. Even the elves, who can access several winds of magic are still subject to the effects of the Curse of Tzeentch. We've been playing WHFRP2 for about 5 months now, and in that time we've had probably a dozen occurrances of Tzeentch's Curse occur, and never anything major. Its really helped RP a lot too- sometimes the Gold Magister will propose casting something and the rest of the party screams "NO!" Magic isn't meant to be used in WHFRP as a way of solving every problem- its more a measure to be taken when you can't accomplish your goal by mundane means. The spells are also less powerful than D&D spells, but to compensate, wizards have a wider variety of skills, and are often decent combatants. I much prefer the way WHFRP2 handles magic over the way most other fantasy games (esp D&D does). Magic is mysterious and dagnerous in WHFRP2, while in D&D its just another technology that is absolutley reliable and flavorless. Even the old risks of spellcasting from 1e/2e are gone (aging, teleport errors, etc). The more D&D emulates a video game, the more bland it becomes. As for the humor aspect of WHFRP2, its still there, but it is dark humor. Some of the careers are humorous in and of themselves (rat catcher, charcoal burner, bone picker), certain holidays (the halfling Pie Week), dicussions of Imperial beurocracy (esp the parts about the obscure taxes sometimes levied on the people), the Tzeentch's Curse results are often darkly humorous, the names and types of madness and insanity, and the list goes on. The world is intense and the rules make it dangerous, but I've found this actually adds a lot to the humor of the game rather than detracting from it. The moments of humor help throw into stark contrast the moments of horror and depravity of the setting, making it much more effective and fun. [/QUOTE]
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