We played it for about three years, but enjoyed the campaign in spite of the system. We also found that the game is so heavily balanced that they had to play as a "perfect" team in order to succeed, and that was too much pressure on perfect strategy.After reading pathfinder 2nd i didn't even dare to DM it. Too clunky for me.
I've found the combat of WFRPG 4e the weak point so far. But most of sessions were without combat and the table had a blast. When combat hit it's always scarry and meaningful, as it should be.
I read a post a while back about converting Masks of Nyarlathotep to run in WFRP, but unfortunately it looks like their site is down.I think I’ve mentioned I’m converting several D&D adventures to WFRP 4e for a mash up heist campaign. I’ll have to create a thread with some monster conversions Im doing. I think the right kind of D&D adventure converts really well.
It’s an interesting idea. I actually thought about converting it to Imperium Maladictum but there are so many beautiful handouts, NPC portraits and location details it seems a shame to lose all that stuff.I read a post a while back about converting Masks of Nyarlathotep to run in WFRP, but unfortunately it looks like their site is down.
If you want to simplify just use Group Advantage. We have one player who tracks it for the group. There’s only one number to remember and it takes the pressure off me.We played it for about three years, but enjoyed the campaign in spite of the system. We also found that the game is so heavily balanced that they had to play as a "perfect" team in order to succeed, and that was too much pressure on perfect strategy.
I've read some things about replacing WFRP 4e's Advantage with a binary +20 (either you have it or you don't), and removing the Outnumbering bonus entirely.
Oh my that's amazing.It’s an interesting idea. I actually thought about converting it to Imperium Maladictum but there are so many beautiful handouts, NPC portraits and location details it seems a shame to lose all that stuff.
My Skull and Shackles campaign set in Lustria is going really well and fits WFRP perfectly in style.
It would lose a lot of the flavor and good group-based tactics (with group advantage). I love the players being able to spend more or their advantage points to do more impactful things. It really helps keeps all of the players paying attention to each others turns. It is the single best mechanical improvement over 5e combat, IMO.We played it for about three years, but enjoyed the campaign in spite of the system. We also found that the game is so heavily balanced that they had to play as a "perfect" team in order to succeed, and that was too much pressure on perfect strategy.
I've read some things about replacing WFRP 4e's Advantage with a binary +20 (either you have it or you don't), and removing the Outnumbering bonus entirely.
And, if you are playing in person, just use poker chips or something similar. One color for the enemy and one color for the PCs. You then have a physical representation of the advantage. Its fun seeing your party's pile grow and scary seeing the enemy's pile grow.If you want to simplify just use Group Advantage. We have one player who tracks it for the group. There’s only one number to remember and it takes the pressure off me.
As mentioned OWB is for 2E. The Imperial Zoo is not an equivalent for 4E but it's a nice book to have.I have Up in Arms and Winds of Magic, and I should be receiving OWB this week. My players and I play in-person and just moved on from Pathfinder 2e due to complexity and clunk and the feeling of always adding so many modifiers. I hope that WFRP 4e isn’t as bad in regards to that and playability at a physical table?
Oh, and how does the OWB compare to the monsters in the core rulebook and Imperial Zoo?