The Second Edition of Warhammer Fantasy Roleplay
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- Imperial Overlord
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The Second Edition of Warhammer Fantasy Roleplay
Short and sweet: It is good. They fixed everything while staying close to the original mechanics and flavor of the first version
The long version:
Races: balanced. Elves and Dwarves are no longer grossly superior to other races. Fate points also give you a daily source of rerolls, so they are useful before certain death beckons (helps Halflings and Humans the most of course). Also a chart for random disfigurement to give your character that Warhammer feel.
Careers: New ones and better balance of the old. Several careers got the axe. Better rules for profile advancement and career change. Good stuff.
Skills and Talents: Much improved. One can take a skill up to three times, for even higher bonuses. The Silent Move that your character starts with is not the same as the Silent Move of an experienced character.
Combat: Armour is made more valuable and the naked dwarf now dies a hail of gunfire as he should. More options make combat more complex, but still keeps the rules fairly simple.
Magic: Completely revamped. Easy to use, flavorful, consistent with the latter fluff, and petty magic is worthwhile. Magic is powerful, but potentially dangerous to its user. Wizard magic is different than priestly magic. Dark magic is powerful and dangerous.
Fluff sidebars: excellent
Old World background: good.
Art: Almost always good.
Monsters: Small section. Useful but slim. More coming in a bestiary, of course.
NPCs: Good section. Not terribly big, but it gets the job done.
Overall: Yes, I am drooling.
The long version:
Races: balanced. Elves and Dwarves are no longer grossly superior to other races. Fate points also give you a daily source of rerolls, so they are useful before certain death beckons (helps Halflings and Humans the most of course). Also a chart for random disfigurement to give your character that Warhammer feel.
Careers: New ones and better balance of the old. Several careers got the axe. Better rules for profile advancement and career change. Good stuff.
Skills and Talents: Much improved. One can take a skill up to three times, for even higher bonuses. The Silent Move that your character starts with is not the same as the Silent Move of an experienced character.
Combat: Armour is made more valuable and the naked dwarf now dies a hail of gunfire as he should. More options make combat more complex, but still keeps the rules fairly simple.
Magic: Completely revamped. Easy to use, flavorful, consistent with the latter fluff, and petty magic is worthwhile. Magic is powerful, but potentially dangerous to its user. Wizard magic is different than priestly magic. Dark magic is powerful and dangerous.
Fluff sidebars: excellent
Old World background: good.
Art: Almost always good.
Monsters: Small section. Useful but slim. More coming in a bestiary, of course.
NPCs: Good section. Not terribly big, but it gets the job done.
Overall: Yes, I am drooling.
Last edited by Imperial Overlord on 2005-05-23 01:37am, edited 1 time in total.
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It might be coming. Black Industries (the GW spin off that handles the RPG side of things) has mentioned it is a possibility and Green Ronin (who did the actual game design) has said it has been discussed.
Until then, I use a homebrew Alternity conversion.
Until then, I use a homebrew Alternity conversion.
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I am awaiting my cvopy of the new game myself...theres also a few supplements released , bsetiary,GM screen and character folios.
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I AM BACK! let the SCIENCE commence!
Bureaucrat and BOFH of the HAB,
Skunk Works director of the Mecha Maniacs,
Black Mage,
I AM BACK! let the SCIENCE commence!
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Update: Green Ronin is cranky out a whole swackload of supplement over the next year plus for Warhammer Fantasy (as well as doing Thieves World D20 with a lot of help from Lynn Abbey).
Ran my first session last night. Despite near suicidal aggression on the part of my players in engaging a large number of greenskins, they came out on top. The Noble (a fencer in RL) was really happy with how his saber and main gauche combination worked and missle weapons are no longer the red haired step child of the combat system. Fear the Elf Kithband Warrior and his elf bow. It was dramatic, gripping, and worked well.
No mage players, so no play testing of the magic system.
Ran my first session last night. Despite near suicidal aggression on the part of my players in engaging a large number of greenskins, they came out on top. The Noble (a fencer in RL) was really happy with how his saber and main gauche combination worked and missle weapons are no longer the red haired step child of the combat system. Fear the Elf Kithband Warrior and his elf bow. It was dramatic, gripping, and worked well.
No mage players, so no play testing of the magic system.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
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I really need to bring back my Elven outlaw...
the funniest part was that the party turned to piracy from getting screwed by too many Robiters. unfortunatly I mean our party was "Screwed" by those robber barrons, in a literal sense as well.
the funniest part was that the party turned to piracy from getting screwed by too many Robiters. unfortunatly I mean our party was "Screwed" by those robber barrons, in a literal sense as well.
Last edited by The Yosemite Bear on 2005-05-23 02:31am, edited 1 time in total.
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