Warhammer Fantasy Roleplay takes your customers back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction. The Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World. 320 page full color hardcover
This latest edition of Warhammer Fantasy Roleplay is interesting. It's obviously an evolution of 1st and 2nd editions, skipping the much different 3rd edition. It will be recognizable to players of those earlier editions, while incorporating some more state of the art ideas.
It's basically a percentile based system without levels. There are classes of a sort, but what's more important is a characters career. Careers are much less restrictive than prior editions now, with the ability to stay in one career for an entire campaign without ever hitting a cap on advancement. Changing or advancing in a career is still possible, and often desirable, but it's no longer necessary.
The game has more bennies than prior editions. Added to Fate and Fortune are Resilience and Resolve. This gives player characters and important NPCs more ways to stand out from the crowd while still remaining a fairly gritty and deadly system.
The other big change I noticed is that the game now uses Conditions similar to the way D&D 5th Edition does.
For those familiar with the setting, the focus is now the Reikland rather than on Middenland as it was in 2nd edition. This change being made at least in part because they are re-working The Enemy Within campaign for this edition.
Overall, this edition looks good. I think it would be a good entry point to the system and setting. Is it better than 2nd edition? I'm not sure the slight improvements are worth the extra complexity and changes if you're already familiar with 2nd edition. I know that if I ever return to running in the setting that I'll have a hard time choosing this edition over 2nd.
How? Library had it, and I wanted to read it before jumping into the Enemy Within campaign, one of the acknowledged masterpieces of RPG campaigns.
What? I'm going to get this history wrong, but I think: Warhammer started as a war game, with miniatures and painting and all that. It also sort of admittedly is based on European history, mostly the nightmarish 30 Years War. Just about anything bad, they've got: You want Black Plague? You got it. You want imperial electors murdering each other? Sure. You want an invasion of ratmen. Yeah, that's here, someplace -- have you checked under the "Church buys an emperor" or "bloody interregnum" or "necromancer dark lord"?
In other words, the tone of Warhammer is "grim and gritty," but in turning up to 11, it's also a little tongue-in-cheek.
The world is also influenced a bit by the Moorcockian Law-vs-Chaos metaphysics, which is a bit at odds (for me) with the tongue-in-cheekness. That is: everything is so grim and serious, it's almost silly -- but then you've got this literal world-mutating horror of the demons. It's like Judge Dredd, in its own, very British way: it's so serious in its satire, people take it seriously -- but then the book also takes its war against chaos seriously. (It seems to me.)
Then there's the different religious, not all of which get along; the different humanoids (many classic -- artisan dwarves, hypermagical high elves vs. wood elves, underfoot halflings); the different schools of magic.
The game system itself... well, I can't really judge it, but it seems fine: there's a fair bit of stats, and it's percentile based; there's a few different forms of points players can use for certain types of narrative control (e.g., bonus to rolls, automatic success, etc). There's a whole thing about advantage, which is like the momentum you build up by winning, I think. I mean, let's be honest, I'd some point I stopped caring about the system, though I am curious to hear an actual play to see how it shakes out. And if you don't care too much about the system, what else is there?
Yeah, so? There's tone and subject. As I've said above, I'm a little confused about the tone a bit -- it's so over the top in some places, but with occasional moments that make me wonder if some of the irony hides a sincere belief in this. But then so much of the book makes the tongue-in-cheekness text -- which I suppose is tongue-sticking out. Like: the book starts with a bunch of the official imperial accounts on the different biomes of the empire, alongside some of the real views of what's going on with the rivers, mountains, cities.
And then there's the subject matter: so many fantasy RPGs take Earth as a starting point, but then have to sand away (or add filigree) to make it palatable. This is almost straight-up European history. (To the point where they have a throwaway line about people going away on a Crusade to a place called ::eyeroll:: Araby, but no real superstructure for why this happened. It feels like someone said, "we gotta do the major wars, right?" I just don't really trust a bunch of Britishers in the. '80s to tackle that subject with any particular grace.) And rather than the more sanitized fantasy that dominated TSR/D&D, this game takes seriously how awful it would be to have heavily armed people just wandering around the roads, doing what they please.
This is an old game (1986, I think, was the first edition of WFRP), but there's something about it that still feels relevant. (Or maybe that's just because this is the 4th edition, from 2016, and they've updated some stuff.)
Thirty four years after reading the first edition, this fourth edition gave me that same level of excitement and keenness for starting to play. The updated rules have done a lot to sort out historical issues such as: too many dice rolls slowing down combat; forced progression through unwanted careers; more intricate use of skills; managing player-character downtime.
However, it is the usual sense of fun and tongue-in-cheek humour that has always permeated the whole Warhammer world that added the extra pleasure here. From the double point of view letters about the Empire in the opening pages, through the snippets of storyline peppered throughout the whole book and right through every eye-twinkling example of actions and characters that they give to bring the fame to life for the reader. Pure joy.
A hot mess. Confusing, in need of serious layout changes and editing, and far more finicky and crunchy than it has any right to be. Combat is basically just complex bean counting and many of the rules are just "Here are three ways to handle this rule. Just pick one that you like the best I guess". I have read this thing at least twice now and I think I like it less each time.
Also, I have never played a Warhammer RPG before, so this isn't just nostalgia for a previous edition talking. I came into this fully hoping to love this game, but I can't even force myself to like it at all.
While the rules of 4th edition are actually playable, they are in fact very obtuse.
Important elements of the book are spread all over, for example weapon qualities and drawbacks are in the gear section but are needed when resolving combat, the rules for death and critical hits are not in the combat section.
In principle the game has a simple resolution mechanic: DM calls for a check vs a skill and you try to roll under your skill on percentile dice (perhaps with some modifiers).
However combat is a total mess, with resolving a single melee hit being like:
1. Determine your modifier, consider who outnumbers who, if you have "advantage" from prior rounds, the sizes of creatures involved, etc., etc. 2. Add this to your weapon skill to obtain your target number, T. 3. Roll percentile dice. 4. If you've rolled a doubles more than T, you've made a critical failure, roll again on the "Oops!" table and resolve the effect before proceeding. 5. If you've rolled a doubles less than or qual to T, you've made a critical hit. Roll percentile dice again to determine the hit location. Roll percentile dice again to determine the critical effect from a table. Apply that critical effect. Any subequent damage done this turn is done to this location rather than the usual way of determining the location. 6. Subtract the the 10s digit of your roll from the 10s digit of the Target, this is your number of "success levels" 7. Your opponent chooses how to attempt to evade your attack, options include Dodging, trying to parry with a Melee weapon if they have one, or situationally other skills. 8. Your opponent rolls percentile dice, with a target of T2 based on the skill they are using to evade (possibly modified by their advantage). 8a. If your opponent was attempting to parry, and they've rolled a doubles greater than to T2 they've made a critical error, roll percentile dice on the critical error table and apply the result. 8b. If your opponent was attempting a parry, and they've rolled a doubles less than or equal to T2, they've scored a critical hit on you. Roll a percentile dice to determine hit location. Roll a percentile dice on the critical hit table to determine the effect and apply it immediately. 9. Subtract the 10s digit of your opponents roll from the 10s digit of their Target, this is your opponents number of "Success Levels" 10. See if the attacker or defender had more "Success Levels" 10a. If the attacker had more success levels, reverse the 10s and units of their attack roll to determine the hit location, and compute the damage applied to that location - this is typically based on the attackers strength, the weapon they are using, and the number of net success levels between attacker and defender (deducting the armor of the opponent in that location, and the opponents toughness) (I'm ignoring what happens in the event of a tie). The attacker gains an advantage and the defender loses all advantage. 10b. If the Defender has more success levels, the attack is over, the defender gains an advantage, and the attacker loses all advantage.
That is a _simplified_ schematic of melee combat, ignoring several rules (e.g. sacrificing armor to negate critical hits).
Ranged combat has its own, slightly less complex, but nearly as detailed sequence of operations.
Also, the rules for this are spread over several pages and many elements (such as the fact that both attackers and defenders can score critical hits or fumbles on while resolving a single attack in addition to the normal effect of the attack) have to be inferred from a sentence here, and a sentence there.
The book itself is well written and formatted. The game system, not so much.
As a fan of 2e WFRP, I appreciated the return to a more classic tabletop RPG format as opposed to 2e and didn't mind pretending the whole End of Times arc didn't happen. The main issue when trying to run the game is it's trying to have a mechanic for everything and it ends up overcomplicating the experience with too many moving parts. Here are a few examples:
- Attributes and skills can each be improved by a 1% margin. This can make levelling a slow, complex procedure as players calculate what they can buy for the XP they have and what combination is worth investing in.
- Fate Points to cheat death and Fortune Points to reroll dice are still around, but there's the added mechanic of Resolve and Resilience, a similar mechanic that allows PCs to basically shake off morale effects. Nice in theory, but ends up just adding more things to track and it's often overlooked, which leads to regret later on.
- Melee combat retains the "reverse the roll to get the hit location" part but it is no longer "roll under your WS to hit, if the defender rolls under their WS (if parrying) or Dodge skill (if dodging) they avoid the blow". Instead, you have to subtract the tens number of your roll from the tens number of your skill to get your Success Levels (SL), the defender does the same on their end, then you compare SLs and the one with the most, wins. Which means even if you roll bad, you might hit because your target rolled even worse. Oh and remember that net SL, because it'll be your base damage (plus Strength and a number based on the weapon, minus the target's Toughness and armor, as usual). It's just a lot of maths, lots of back and forth, for no real reason.
- Another layer of complexity is Conditions, such as Bleeding, Stunned etc. It would be effective if it was kept there, but apparently Conditions -even of the same type- can stack on top of each other. So you could be be Bleeding 4, Stunned 1, Poisoned 2 and so on. It's not a case of whether you have a condition or not, it's how many layers of it you got. This again requires more maths to calculate how much damage you take per level, how many levels you can shake off per resistance roll or Resilience/Resolve used etc.
In conclusion, the system is trying to cover every aspect and even provides alternative approaches at times, but it ends up tripping upon itself by overcomplicating things. Not exactly the kind of thing to run smoothly around a table or even online using a VTT, feels like you need either the slower pace of a Play by Post situation or a videogame adaptation to do all the calculating for you. It's a shame a well written and illustrated book from a well intended publisher is let down by an overbearing system.
I had the luck to have crossed this game when I was starting to play tabletop RPGs more than twenty years ago in its first edition. I live all their magic and their problem, it is an irreverent adaptation of the setting and the collective effort of a hard-working community that adapted and improved the system to only match better the actual Old World but also solutions for the infamous Naked Dwarf Syndrome.
The second edition was a great improvement that fixed some of the issues of the first, especially in the fidelity of the setting, and the publications that came those years were well received and with small changes compatible with the old books so anyone could with little effort play the acclaimed Eney Within campaign.
The news of the second edition finishing wasn't bad enough as the news of a third edition which betrays the whole spirit of grim and dark of the game at the hands of Fantasy Flight Games with their commercial exploits to sell cards and boxes and boxes. This edition I completely skipped for many reasons, not a minor one, how expensive was the whole idea.
When Cubicle7 announced they got the license of this game, the same editorial I follow because of One Ring and some Cthulhu supplements, I couldn't be happier. The result is a game that rescues some of the best elements of the previous editions fidelity to the setting and mechanics. They also published several books up to now that increased the material available including a remake of the Enemy Within campaign at the hands of Graeme Davis which looks really great.
The main complaint is the dispersion of the new material around several companion books which I expect they will soon work to fix with a cheap book/PDF that allows accessing this additional data faster than having 5 books to create a character like it happen with Conan 2d20.
Faszinierendes Regelwerk mit langer Geschichte. Unten aufgelistet meine Highlights und Nachteile.
Höhepunkte:
- Verletzungen, Rüstungszonen und die Brutalität des Kampfes
- ein komplexes, brauchbares Heilsystem mit Magie und Fertigkeit
- Korrumpierung als Konsequenz böser Einflüsse mit Einflüssen auf Charakterwerte
- Klassen und Berufe, aber trotzdem freie EP Verteilung auf einzelne Punkte auch außerhalb
- Magie ist cool, ausgeklügelt und saugefaehrlich
- eine interessante, klar historisch-europäisch geprägte Welt mit vielen Eigenheiten und Locations
- Foerderung des Zufalls in der Charaktererstellung
Nachteile:
- Charaktere sterben schnell oder werden unbrauchbar durch allerlei Einfluesse des Schicksals
- sehr dunkles Setting. Das Grauen lauert an allen Enden. Dementsprechend nicht was für jeden.
- kompliziertes und nicht immer überschaubares Regelwerk. Es gibt Sigmar sei Dank ein Einsteigerset.
- leider trotzdem das, was man in vielen Regelwerken sieht, zum guten und zum schlechten. Wieder eine Mittelalterliche Welt in Europa. Wieder Zwergen vs. Elfen etc.
Can't say as I read this word-for-word, but substantially enough to get the gist, enough to know this ruleset isn't for me. Look, my first RPG was 5th edition D&D, and I think that game has too many rules. If you show me something with even more rules, I'm offside immediately. There are so many mechanics in here for things that don't need mechanics. You could cut this thing in half, and somebody has, and it's called Warlock!, and I should read that next.
It's also interesting that Warhammer is one of the rare instances where I prefer the sci-fi setting over the fantasy one. 40k is hilariously gonzo, but Warhammer Fantasy, despite the grimness and the comedy and the underground empire that we don't talk about, still just feels like alternate fantasy Europe, an approach to worldbuilding that leaves me cold.
When the 2nd ed came I loved it. It was a huge improvement to the 1st ed. This one ain’t...
There is way to many modifiers throughout the game. A player will learn his skills/talents etc and their modifiers but the GM will have trouble remembering all of these. It is unnecessarily complicated in this regard.
Let's take the basic framework of the solid but flawed second edition, strip out a bunch of useful content, then fill the gaps with a big dump of fiddly and granular bits and overly complicated "solutions" to simple "problems". That way the book will be bigger, but paradoxically have less actual content.
I want to love it! It is so close to first and second edition, but combat is not sound. It feels like no one play tested that part of the system. If you want Old Warhammer feels in a somewhat newer style I would say go with Zweihander.