A few things I really like about WFRP

TheSword

Legend
I'll give an example. One of my players is playing an Ogre Butcher. I was worried that this would be OP. But it hasn't been. Part of this is that their tactics generally have him as the tank while the squishier (all of the other three) characters try to keep their distance, use ranged attacks whenever possible, and farm for advantage.

Ogres can take a lot of wounds for low XP characters. Their tactics work well. But 24 hours of play time into the game and the poor Ogre has broken arm and a broken leg, walking around in casts. -20 on his attacks. Halved movement. -20 on any test the rely on mobility. About all he can do in combat is be a meat shield.

We are coming up on a long period of down time so he will finally have a chance to heal up. Also, because they are in a sizable city was access to proper medical attention, he's not going to suffer permanent disadvantages. But if they were out in the wilderness and/or in very hostile territory, there is a good change he'd be done for.

For country music fans, WFRP the experience fighter is well represented by the protagonist Tiger Man McCool in Shel Silverstein's "The Winner". I won't spam the thread with the lyrics. If interested you can read them here: The Winner lyrics chords | Bobby Bare

Fights can take a lot out of you and have lasting negative effects in Warhammer.
I haven’t tried ogres yet… very brave.

It’s also worth saying that the metacurrency can help stop this turning into a death spiral because you can spend resolve points to ignore the effects of your critical injuries for a round or remove a single level of condition that is afflicting you. A fate point will keep you in the game if you die. A fortune point will let you re-roll that terrible attack that sees the enemy roll 05 and you roll 95. If of course you have any metacurrency left.
 

log in or register to remove this ad

Crusadius

Adventurer
It’s interesting with crits. The game has the reputation for being so deadly that you lose an hand or leg or get a lobotomy. But I find crit table rolls are relatively rare.
1st Edition had the “Additional Damage” rule (2E called it Ulrich’s Fury but rolling D10). When any creature rolled a 6 on the D6 damage roll, WS was rolled again and if successful another D6 was rolled to add to damage. If this roll was a 6, you then just rolled another D6 etc.

I think it’s this that helped give the game a reputation for being deadly. Just one creature had to get lucky and the mightiest character could be laid low.
 
Last edited:

TheSword

Legend
Oh my that's amazing.
Been looking at pre written adventures that could fit Lustria and that's a good idea.
You started shipwrecked as well?
But was also interested to explore a kingmaker style of "You got your small settlement", "good luck expanding it" for Lustria.
Hey,

I thought I would share these two maps I adjusted. The top one meant flipping the map and then redoing the text so that the major land mass was to the west.

I then added the shackles achepelago onto a map of the known world. I thought they came out quite well. Skull and shackles is a great base for a Lustria campaign. Lots of ancient ruins and strange cultures.


The Shackles of Lustria.jpg

The Great Sea.jpg
 

overgeeked

B/X Known World
1st Edition had the “Additional Damage” rule (2E called it Ulrich’s Fury but rolling D10). When any creature rolled a 6 on the D6 damage roll, WS was rolled again and if successful another D6 was rolled to add to damage. If this roll was a 6, you then just rolled another D6 etc.

I think it’s this that helped give the game a reputation for being deadly. Just one creature had to get lucky and the mightiest character could be laid low.
Ulric’s Fury is awesome. Best I’ve ever seen was something like 41-43 damage from re-rolling 10s.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
I haven’t tried ogres yet… very brave.

It’s also worth saying that the metacurrency can help stop this turning into a death spiral because you can spend resolve points to ignore the effects of your critical injuries for a round or remove a single level of condition that is afflicting you. A fate point will keep you in the game if you die. A fortune point will let you re-roll that terrible attack that sees the enemy roll 05 and you roll 95. If of course you have any metacurrency left.
True. I find that my players are very hesitant to use resolve, fortune, fate, and resiliency. I can see being precious about fate and resilience. I think I need to remind them that fortune is automatically regained after every gaming session. The other three are like different flavors of "inspiration" in D&D and granted by DM fiat. Though resolve should be regained fairly easily.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
To keep this thread on the topic of things we like about Warhammer, I'll create new threads for discussions of specific mechanics or lore. Seems like the only place to post them are under General Tabletop Discussion. I'll prefix the title with WFRP to aid with noticing them or searching them. I just posted a new thread on how to handle travel in Warhammer.
 

TheSword

Legend
Another thing I like about WFRP 4e is the support it has received across the editions. Independent games don’t always get that much, you’re lucky if you get a core book, plahers
Book, screen and adventure. But while the schedule has slowed for 4e somewhat, it is still pretty darn punchy.

Just for this edition in the four years we’ve had…

The Core Rulebook
The Gamemaster screen
The huge 5 book Enemy Within Campaign
5 Companion books adding supplementary info and extra rules
3 Archives books with a selection of extra rules and lore
4 Adventure Anthologies
2 Character based sourcebooks - one for wizards, one for warriors.
2 Bestiary books
5 Location sourcebooks - detailing cities or geographical locations in detail.
Plus a dozen or so pdf releases adding patrons, adventures, more bestiary detail etc.

28 books makes it the most supported edition of WFRP of all times.

Add to that the fact that it is relatively easy to convert earlier edition stuff. That gives you a huge amount of material for those that like that kind of inspiration like me.
 


I'm personally a bit ambivalent about the amount of content published for WFRP 4e, but I do like that they published a lot of smaller adventures. So if you don't want to take on the massive Enemy Within campaign, there's still a good amount of support for GMs running the game.
 

Moonsoon

Villager
Another thing I like about WFRP 4e is the support it has received across the editions. Independent games don’t always get that much, you’re lucky if you get a core book, plahers
Book, screen and adventure. But while the schedule has slowed for 4e somewhat, it is still pretty darn punchy.

Just for this edition in the four years we’ve had…

The Core Rulebook
The Gamemaster screen
The huge 5 book Enemy Within Campaign
5 Companion books adding supplementary info and extra rules
3 Archives books with a selection of extra rules and lore
4 Adventure Anthologies
2 Character based sourcebooks - one for wizards, one for warriors.
2 Bestiary books
5 Location sourcebooks - detailing cities or geographical locations in detail.
Plus a dozen or so pdf releases adding patrons, adventures, more bestiary detail etc.

28 books makes it the most supported edition of WFRP of all times.

Add to that the fact that it is relatively easy to convert earlier edition stuff. That gives you a huge amount of material for those that like that kind of inspiration like me.
Agree here, good support and overall very high quality of books.
 

Voidrunner's Codex

Remove ads

Top