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Warhammer: The Old World RPG Offers A New Take On The Empire
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<blockquote data-quote="MNblockhead" data-source="post: 9695352" data-attributes="member: 6796661"><p>I would not have run WFRP4e if it wasn't for the game system for it in Foundry. Now that I'm familiar with it, I would run it pen and paper with self-created quick references, especially for the tables, to avoid the constant page flipping. But I would not run it online without the game system. But having everything digital makes it so much easier, not just the automation (which has its downsides because it is easy to forget about things that are not / can't be automated), but being able to search across all the material at once. </p><p></p><p>Not I'm not listing whether the rules are in the adventure's main book or the companion book. They come as a package when bought for Foundry, and I'm too lazy to look it up. Road travel rules (including stats for vehicles and animals) in Enemy in Shadows. Trading and river navigation rules (including stats and rules for riverboats) in Death on the Reik come to mind first. Bar game rules and rules for playing Gnomes in Rough Nights and Hard Days. Rules for influence and social networks in Power Behind the Throne. Skaven-specific mechanics in The Horned Rat. Steam tank & armored vehicle rules in The Emperor's Wrath. The adventures and their companion books also have lore-specific spells and addition information on religious and cult politics and campaign-specific miracles.</p><p></p><p></p><p>Agreed.</p><p></p><p>I like that. The main thing I'm interested in checking out is how streamlined combat is. I would love quicker and more streamlined combat but still have interesting tactical choices. </p><p></p><p>Hmm...not sure how I feel about this. Will need to read the rules and see it in play. Does the system support playing non-humans? Are elves meaningfully differentiated in terms of their magical abilities? </p><p></p><p>So are blessings and miracles replaced with spells? Are strictures and sin points or something similar used?</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9695352, member: 6796661"] I would not have run WFRP4e if it wasn't for the game system for it in Foundry. Now that I'm familiar with it, I would run it pen and paper with self-created quick references, especially for the tables, to avoid the constant page flipping. But I would not run it online without the game system. But having everything digital makes it so much easier, not just the automation (which has its downsides because it is easy to forget about things that are not / can't be automated), but being able to search across all the material at once. Not I'm not listing whether the rules are in the adventure's main book or the companion book. They come as a package when bought for Foundry, and I'm too lazy to look it up. Road travel rules (including stats for vehicles and animals) in Enemy in Shadows. Trading and river navigation rules (including stats and rules for riverboats) in Death on the Reik come to mind first. Bar game rules and rules for playing Gnomes in Rough Nights and Hard Days. Rules for influence and social networks in Power Behind the Throne. Skaven-specific mechanics in The Horned Rat. Steam tank & armored vehicle rules in The Emperor's Wrath. The adventures and their companion books also have lore-specific spells and addition information on religious and cult politics and campaign-specific miracles. Agreed. I like that. The main thing I'm interested in checking out is how streamlined combat is. I would love quicker and more streamlined combat but still have interesting tactical choices. Hmm...not sure how I feel about this. Will need to read the rules and see it in play. Does the system support playing non-humans? Are elves meaningfully differentiated in terms of their magical abilities? So are blessings and miracles replaced with spells? Are strictures and sin points or something similar used? [/QUOTE]
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