WFRP

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This article is imported from the Hastur wiki. See the import log for details. Warnings:

  • Buried links.

The 2nd edition of WFRP seems quite nice. It keeps the flavour of the old game but should actually be quite playable.


Organisation of this section

Random Thoughts

Highlights

  • Elves have been nerfed. All races are more or less equal.
  • The basic careers are fairly balanced, and have roughly the same numbers of talents, skills and advances.
  • Advances are +5%, not +10%. This means less rapid advancement, which is probably a good thing.
  • The old skills have been split into skills (which you roll for) and talents (which are special abilities, much like feats in D20).
  • Weapons are no longer generic, and in fact have very nice special abilities to differentiate them.

Annoyances

  • Coins: As stated in the first edition rulebook, lower denomination coins (pennies) can be copper, bronze, brass or some other base metal.
  • Armour: Tech is 16th to early 17th century which means plate rather than mail armour. Historically, plate was easier to manufacture once technolgy was sufficiently advanced. However, the game still favours mail since it is cheaper. Armour is capped at 5 AP, even for magic armour. Both plate and mail give 2 AP. I may decide to go 1/2/3 for padding or leather/mail/plate. This would mean 4 AP for piecemeal plate armour, 5 AP for good quality or better custom fitted plate. Perhaps a table of some common armour combinations?
  • Calendar: Names of weekdays and months are in English rather than German. Some of the flavour has been lost... This is easy enough to fix since I have the old rulebooks and supplements.
  • Priests suffer armour penalty when casting spells (check rules).