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Warhammer: The Old World RPG Offers A New Take On The Empire
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<blockquote data-quote="WanderingMystic" data-source="post: 9695486" data-attributes="member: 69157"><p>Thank you for this breakdown, I bought all of the companion books as PDFs because I heard they had extra rules in them but after reading your post I was afraid they snuck even more rules into the adventure books. From what you have listed all of those rules are found in the companions so for people who just want the rules it is not necessary to buy the adventure books as well. I will let anyone know that the extra rules in each of those books are quite small and situational so generally not work it. The big exception is for Skaven, that book has a wealth of Skaven options and is a must buy for an WFRP fan.</p><p></p><p>Combat: </p><p>The basics of combat are you roll your attack skill and your opponent rolls their defence skill whoever gets more success wins with ties going to the aggressor. Then you deal damage if you beat their toughness then they take a wound. There is a list of several combat options and ways to give out some debuffs.</p><p></p><p>Faith</p><p>Faith comes in 3 steps, the first time you buy faith you gain a lore skill and a minor benefit. Ulric grants mountain lore, resistance to cold weather and bonuses to attack after you take a wound. The 2nd step grants you 3 prayers. These take an action to use but just happen, One of Ulric summons a wolf to help you with combat, while one of Sigmar makes it harder for people to cast spells. The final step in faith requires you to perform a great taste for your god then you can buy a single use miracle you can call upon. After you use it you can buy that level of faith again after you complete another task for your god</p></blockquote><p></p>
[QUOTE="WanderingMystic, post: 9695486, member: 69157"] Thank you for this breakdown, I bought all of the companion books as PDFs because I heard they had extra rules in them but after reading your post I was afraid they snuck even more rules into the adventure books. From what you have listed all of those rules are found in the companions so for people who just want the rules it is not necessary to buy the adventure books as well. I will let anyone know that the extra rules in each of those books are quite small and situational so generally not work it. The big exception is for Skaven, that book has a wealth of Skaven options and is a must buy for an WFRP fan. Combat: The basics of combat are you roll your attack skill and your opponent rolls their defence skill whoever gets more success wins with ties going to the aggressor. Then you deal damage if you beat their toughness then they take a wound. There is a list of several combat options and ways to give out some debuffs. Faith Faith comes in 3 steps, the first time you buy faith you gain a lore skill and a minor benefit. Ulric grants mountain lore, resistance to cold weather and bonuses to attack after you take a wound. The 2nd step grants you 3 prayers. These take an action to use but just happen, One of Ulric summons a wolf to help you with combat, while one of Sigmar makes it harder for people to cast spells. The final step in faith requires you to perform a great taste for your god then you can buy a single use miracle you can call upon. After you use it you can buy that level of faith again after you complete another task for your god [/QUOTE]
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