Warhammer Fantasy Roleplay 4th Edition is going to be released later this year. That being said, my group is interested in moving to another system from D&D 5e. Should we wait until 4th Edition is released, or should we just start now and play 2nd Edition?
Also, what are the pros and cons of WFRP? I've read the core rules for 2nd Edition, but never actually sat down and played it.
2nd ed is dope but dated. I'd wait for 4th. If it has no careers - drop it into a furnace and play 2nd.
Zachary Lewis
Pros: Some very deep and cool lore, if you like 40k/warhammer style neverending darkness.
Cons: Very limited player selection, in terms of races. This being warhammer, your party is likely to be mostly human with a dwarf or elf. Also, it is hard in dark fantasy to feel like anything other then a cog, you don't feel particularily heroic like you can in higher level dnd.
An alternative to WHFRPG might be shadows of the demon lord. It has the same dark feel to it, but the advancement tends to be more fun.
Really depends on what the PCs want out of the game.
John Flores
Oh, another suggestion, Zweihander. It's warhammer rpg updated in all but name (they changes the name to zweihander for legal purposes.) You might get a huge kick out of that RPG, and you can totally place it in the Warhammer universe with no modding.
Parker Gonzalez
Cons: Very limited player selection, in terms of races. This being warhammer, your party is likely to be mostly human with a dwarf or elf.
not a problem in my opinion. The diversity in WFRP always came from the careers anyway, not from the race selection, and having fewer choices means that the races who are available are usually well integrated to the lore and well defined, contrary to something like D&D where half the time people will just play a human that looks like a demon/angel/orc/bird/cat/etc. with little influence on the actual character.
I just hope halflings are still here.
Brandon Martinez
There is nothing to do in combat but the default attack. You have to make up the rules yourself outside of combat, because the skills are just a vague guideline at best. They haven't thought it through at all so everyone has absolutely abysmal odds of success at everything they try. RAW, even peasants would only be able to successfully plant something only 60% of the time at best.
Logan Jones
>If he doesn't care about blocking, the average dirt-farming peasant has a 51% chance of hitting you with a rock. >If his friend is helping him his chance increases to 61%. >abysmal odds of success idk m8, it seems like you just haven't played the game
Logan Baker
Illiterate peasants trying to master agricultural techniques in a world where acid rains are a common occurence? 2 out of 3 seems pretty good for getting something to grow honestly.
Logan Morales
Nothing to do but the default attack? The fuck?
Jaxson Wilson
Kinda true, I hope they fix it in 4th, the 40k RPGs are actually really fun in combat but WFRP2 is pretty dumb in terms of strategy (except maybe for mages). Basically you have all those actions that are so terribly balanced that it's almost always better to just charge and then full attack no matter the situation. Also the weapons are terribly balanced and all the weapon attributes are shit except for one that's completely OP (the one that lets you roll 2 dice and keep the highest on your damage)