Just played my first ever session Warhammer Fantasy and fuck me, that was fun

Just played my first ever session Warhammer Fantasy and fuck me, that was fun.

No one died yet, although our runesmith apprentice nearly got his head eaten by a wolf and my marine got a scratch on his cheek from a mutant before going into what I can only call rertard strength and hacking him into pieces

Also our current party is: Marine(me), Runesmith apprentice, Kithband warrior and Human Student.

So, Warhammer Fantasy thread?

Wfrp 2e was my first system, and i love it to this day, altough my players are not willing to play it anymore which is a shame

Tell us more about your game user. Did you guys each pick your character or roll randomly?

WARHAMMER FANTASY ROLEPLAY 2ED IS THE GREATEST ROLEPLAYING GAME OF ALL TIME

What you describe is the typical Warhammer Fantasy experience.

My starting character was a highwayman who fought with a shield and a knuckleduster. His shining achievement was stun locking the big mutant boss. One other member of the group killed the boss and the dwarf Slayer 1v2'd his minions. Shit was fucking badass.

We picked Race and chose careers from 3 rolls, but rolled the rest of our Characters.

I got off somewhat lucky

My dude is named Klaas Likedeeler (bonus points for whoever can figure out where I got that inspiration from) age 24, 6'4 and like 190, has ash blonde hair, a tattoo on his forearm and a drinking problem.

Our dwarf is like 5'4 has bronze hair, bronze eyes, really red cheeks and is aptly named Magnar Bronzehair.

Our Kithband is your typical elf called Elaine, brown hair, scar over right eye, hates the dwarf and vice versa.

Now our student is just...magnificent. Sweet 16 years old, 6'4 tall, 140 pounds, a motherfucking bald spot and has the beautiful name of
Albrecht Schlaubinger.

We played the "Path through the Drakwald" Scenario since none ouf us, except our GM played Warhammer Fantasy or any Pen and Paper before.

Is 2e the preferred system these days? (Over the other editions and things like Zweihander)

1st Edition - fairly solid but a little rough in places, great lore (early days Warhammer was a lot of fun) and a lot of supplements

2nd Edition - Generally better core rules, not perfect. People who don't like it generally dislike the combat system. Uses the lore that most Warhammer players here would be familier with. A few supplements missing but there are probably custom ones out there.

3rd Edition - Totally different game. Dislike of the whole custom dice and such aside it seems much more "heroic" starting you off at a higher power level.

Zweihander - No idea, trolls spamming it in WFRP threads generally lead to no discussion about it and them just being told to fuck off.

Why play 2e when you can play updated 2e (Zweihander)?

I'm running a year long campaign in Zwei atm. Good fun all around.

4th edition better be good. The developers made the absolutely excellent The One Ring RPG, so I have high hopes.

How does it compare to 2e? (Besides lore and all that shit)

Sort of a shame FFG chose Warhammer to kick off their dice system; wonder if 3rd would have been better received if it came after Star Wars.

On that dislike of the combat system, which I guess effects both first and second edition, it seems to be the low to hit percentage, especially early on that people don't like.

First edition sort of combats this by having careers with higher WS advances and those advances being +10 rather than second editions +5.

Second edition while having a slower increase of the base stats does have "All Out Attack". +20% to hit but you may not dodge or parry till your next turn.

I actually like the idea of needing to throw all caution to the wind or have an ally distract the target to get up near a 50% chance to get a solid hit on something early game or 60-80% later on.

Combat can drag though if the party gets unlucky and you have a string of misses.
From a GMs stand point outside of directly tweaking the combat rules keeping fights small and having ways to either avoid the fight, gain an advantage or finish the fight through other means helps a lot.

I've never tried simply increasing the basic to hit chances a bit but that could work. Or perhaps mixing first and second edition so you have the faster base stat gains from first and all out attack from second.

Though there are always going to be 2nd edition diehards, myself probably included, all they really need to do is take 2nd, tweak the combat rules a bit and probably replace the career system.

Maybe not a total replacement but just describing it in a more open way. I've often felt rather than "becoming" the new career I've just been taking the advances I've mostly wanted with any unwanted stuff simply being an extra cost, the career part just being a handy name to have those advances listed under.

I will say though there are times were I've managed to work a career change into the story properly, and doing that does feel great.

>So, Warhammer Fantasy thread?
How have you protected his smile today?

>5'4
Thats a short human user

It's thick. It has a lot of crunch if you want too use it.

Pros:
>Careers are expanded upon with each career receiving a specific trait that sets them apart
>Each race also has a racial trait you roll for giving you specific advantages/disadvantages over other players
>Several new systems such as:
>A chase system for dealing with encounters without combat can be expanded to take 1minute or 3 months
>Detailed social interaction rules dealing with disposition (think bargaining with nobles or trying to intimidate a gutterrat into giving information)
>Indepth healing and injury mechanics complete with surgery, infection and lifetime disability
>Magic is dangerous there are charts for displeasing the gods, charts for manifesting chaos, charts for growing horns
>The combat AP system instead of an action system lends itself to creativity
>Fortune/Misfortune mechanic is well implemented, each session the PCs get X amount of rerolls or bonus AP, however, using them can directly buff stronger monsters
>Peril (tm) and stress/fear/terror are a neat mechanic for grimdark abstractions, the more scared you are the worse you get as your hands shake (this can be offset by specific training and drugs)
>No more great weapon training a weapon is either simple or martial
>The critical sucess/fail on a match (11,22,33,44) allows the GM to spice up various interactions frequently
>High lethality


Cons:

>!not Warhammer !not chaos !not sigmar
>Book is badly edited, you will have to read it a few times and cross reference multiple sections to understand the rules as GM
>Misfortune points feel like punishing the players needlessly, in fact I rarely use them
>High lethality

Dwarves in WFRP have always been on the tall side.

4'4 +D10" for males, 4'2 +D10" for females.

Playing WFRP for so long is why I thought the Dwarf in Vermintide was ridiculously small as I've always pictured Warhammer ones based on the WFRP rules.

>high lethality
>con

You fucking what.

Honestly, I add 20% to every base statistic on every PC out the gate.

I fucking hate the fact that starting characters fail 70% of the time at whatever they do; it turns combat into slapstick and the whole game into a Mr. Bean skit where they go ass-backwards into success. There's grim and gritty, and then there's going too far.

I've never had a campaign go past the third career, so I don't know if the math breaks down at the high end, but it works for me.

Same, it's weird whenever you read any of the fiction and Dwarves are all 4 feet tall and 4 feet wide. Gotrek is a weirdo for being 5' something, and that's because he's godtouched.

What is he a student of?

The developers have said that they themselves are big fans of 2e, so I wouldn't be surpised if they used it as a base to build off of.

I loved the fact that you can choose to not "become" a career. It's like what happens in the real world where people will hop from one job to another, picking up a few skills. If they really love the job, they will stick with it and then move up to the next logical step from it.

I wish the Career Compendium was actually complete with the exits. Fucking Fantasy Flight, can't do a damn thing right.

idk, I think it's gritty. I'd just be sure to remind people of All Out Attack and try to get into fights where you gang up on the other guy.

Here ya go. This doesn't have the career advancements themselves but it is a compiled list of all career entries and exits from all sourcebooks.

Does anyone know of good record play sessions of WHFRP? I've been looking into the system and I would like to see how it all plays out.

I always loved the border illuminations on the 2e books

They even said they were originally planning to repackage 2e with a couple of their house rules before they came to the decision that 2e has enough problems that they should spend time actually fixing it up.

Also because Zweihander can out.
Since Zwei was a polished 2nd ed. They felt they needed to go back to the drawing board to be distinctive, which is fine by me, now I can have multiple options for grimdark

>TWW2 Skeleton Warriors aren't all hunchbacks

LORE RAPE, WTF

END FUCKING TIMES SHIT

GO MAKE TOTAL WHORE AGE OF SHITMAR, EA KILLED WARHAMMER AGAIN

>EA KILLED WARHAMMER AGAIN
what has EA to do with the game?

They bought out Activision and ruined the Sonic games.

What does this have to do with WFRP2e?

Shit, I thought this was the Warhammer Fantasy thread.

Are there any major lore differences between 1e and 2e/later Warhammer lore?

Magic.

1e had druidic magic seen as distasteful but accepted because anything associated with the "old ways" had to be trusted for the sake of the fact that rural villages would never agree to work with witch hunters who threw out their local herbalist/potion-maker.

Elementalism had colleges of magic that rivaled the Colleges of the Winds, where wind magic was more powerful, elementalist magic was more versatile.

Not sure about before and after but 2e is set several months after the Storm of Chaos and most of the longer published campaigns deal with the repercussions of that in one way or another.

This is bait but of autistic proportions.

So go kill yourself.

Minor Chaos Gods are still prominent enough, not just name-drops. Elementalism is a thing. Gazul exists, along with dwarf wizards.

To me Gazul is probably the coolest thing to remember from it, really.

Knocked out for D10 minutes is the best crit you can possibly hope to get, unless the GM is sadistic and make sure the enemies finish you off while unconscious.

But it still contains multiple errors. Fantasy Flight took two stabs at it, and they still fucked it up. Just like they used the first printing of the core book for the PDF, not the updated one that has the errata to clarify career advancement and everything else.

>wanting to be taken alive

Your GM is a good and decent soul if the worst they do is cut your throat while you're unconscious

Other things in the core rules to remember in addition to All Out Attack and teaming up on opponents include the +30% to hit an unaware target.

I've seen some less drastic house rules include All out Attack being +30% instead of +20%, and aim being usable on any attack after it rather than just a standard attack, as well as a full action aim for +20%.

All Out Attack would have been viable if it affected enemy parries or dodges in some fashion.

You say Slaanesh but seeing that tongue all I can think of is Tzeentch.

>trappings
>Bag of Maggots

I fuckin love this game.

Not really. Unless the character is built to parry or dodge they are just rolling the raw stat. Early level that's a low chance of success. Later game it's higher chance but that makes sense since you will be fighting stronger enemies.

Also if there isn't rule that says the Dodge/Parry roll needs to beat the initial roll then that could be a rule.

Yeah, the shifting physical form is much more Tzeentchian

>>Careers are expanded upon with each career receiving a specific trait that sets them apart

Nah. Thats a con.

>not playing rat catcher
>not having small, but vicious dog

go kill yourself, OP

Fuck off

Eat a dick

What the fuck, this nigga gets FEARLESS?

You would be fearless too if you had to wade through shit all day.

Something I like about Zweihander is that the Rat Catcher & Bonepicker get immunity to two different diseases that can really fuck up a PC. So even if you are starting as something low combat survival you have a better survival rate dealing with the filthy parts

You know how in Werewolf there's the tanner who hates his job/life so much that the only wins if he gets himself killed? Same idea.

>start 2e game with some friends
>we all created our characters earlier, no sense of party cohesion
>play a kithband warrior
>take two - three sessions to get into the character
>realise he has no real place in the party and that my own initial hesitation turned him into an autistic lone ranger type
>next session's focused on traveling through a medium-sized wood elf-inhabited forest
I enjoy the sessions very much but have found myself really disliking the character I'm playing.

Love the career system though, even if its entries and exits are all kinds of weird sometimes.

>FFG putting the rat catcher and his dog in an overprized splatbook

Never forget, Veeky Forums!

This is a fucking Warhammer thread. Not a piece of shit Zweihander thread. Talk about Warhammer or fuck off.

But talking about Zweihander and how it compares to WFRP helps to keep these threads alive if just by a little bit longer.

bump because I'm interested too.

Eat shit, faggot.

Because Zweihander is for faggots, been running The Enemy Within using Mythras. It's working pretty well, but I'm sorta struggling to match the magic rules of 2e. I think they strike a really good balance between being effective at magic and risking horror, with the doubles and triples. It doesn't mix well with the Mythras system.

Anyone ever do anything similar?

>playing an elf in WFRP

You brought this upon yourself.

>Klaas Likedeeler
the admiral of the Vitalienbrüder, the hero of Marienhafe, the man who plundered Visby and Bergen... the man who according to legend behaves like a chicken in death and walks still when beheaded...
give me my bonus points.

Ask the GM if you can switch character, just say your elf fucked off somewhere on elf business and told no one because they are like that. Playing a character that you enjoy should be a priority and tend to switch character now and then in our campaign.

Only in theory, but Mythras should work well with the Old World. It would also give you an opportunity to throw out the crap magic of WFRP2.
The casting mechanic, while nifty, doesn't gel well with Mythras' mechanics. Take a look at Monster Island if you haven't already.

I have the FFG edition but never had anyone to play it with. My board gamer group has some interest now, since warhammer was mentioned, but there's a variable amount of RPG experience between them. How much time does it generally take new players to be proficient in game mechanics?

Not sure how much 3e changed things with its special dice and party sheets and such, but if it's anything like the previous editions it should be easy to just roll up and play.

Because 2e is bettwr.

I log my IRC game's fluff, but that doesn't show the mechanical side of things.

More than can easily be named.

nice work

here you go

>Bag of Maggots

What is it good for?

Demonstrating the degree to which the 2e-designers missed the point?

Warhammer fantasy tends to be both lower-tone and less grimderp than 40k.
And if you luck in starting careers or the GM is mercieful, it can get pretty heroic as well.
Just keep reminding your GM that unmodified dice rolls are called "Challenging" for a reason - most of your regular out of combat rolls should be getting +20.

>Marine(me), Runesmith apprentice, Kithband warrior and Human Student
That's a pretty strong start, especially since Student can become Wizard (with plot and GM permission). If you manage to survive a while, you might become quite badass.

This is a pretty common mistake, stemming from not reading the fucking core rules.
In combat, you're supposed to stack circumstances in your favor and always roll with at least +10%. Unmodified attacks have trouble hitting, because hits are very deadly, and the low base chance gives players some more opportunity to cower and strategize.

Outside of combat, the rules are pletty explicit that unmodified rolls (so the 30% chance stuff) is for Challenging stuff only. Everything else should be getting +10 - +30 depending on how easy it is supposed to be.

Maggots have medicinal applications - they are mostly used to eat away mortified or infected flesh, helping clean wounds and aid recovery.
Which, in a setting like WFRP makes them literal life-and-limb savers.

If it has higher lethality than WFRP2, it's a con.
Being careful because of the ever-present danger of loosing a limb is cool. Not caring about anything because a random event can evaporate you at any random point is not.

This. 2e was the worst WFRP edition. They didn't get it right until 3rd.

>bait

Seconding the potential of that group. Somebody started as a Kithband Warrior in my game and since advancing into Ghost Strider he’s sitting on a BS over 70%, the dude almost never takes a hit.

I remember fond times with WHFRP 2e. My two favorite characters i ever played were a Bretonnian knight that almost managed to make it to grail knight (except for the fact they were a woman. GM was going to offer me the blood grail and let me become a vampire, but the game petered off before I got thechance) and a halfling fieldwarden turned vampire hunter into witch hunter. Fanaticism has never been so tiny and so angry.

In game terms, pointless fluff.

Apparently the developers themselves forgot that part because most adventures have most real tasks of importance be at Challenging including all combat ones, so +0%.
So basically you get bonuses to do things that don’t even matter, at least in their published adventures.