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New WFRP?

Started by RPGPundit, September 26, 2017, 03:53:13 AM

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RPGPundit

So there's a new edition of WFRP coming out. What do we know about it so far? Is it going to be another atrocity like 3e? Or go back to its old-school roots?
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C7 have said that there are going to be two games. First out of the blocks (suggested as this year) is a retread of 1e/2e style gaming. Second out will be an Age of Sigmar set of rules. The first will be D100 not sure about the second. That's about all C7 have released about the game(s).

akadams

The Press release states that it will be taking it's direction from the 1st and 2nd editions, so that sounds pretty promising.


http://cubicle7.co.uk/cubicle-7-and-games-workshop-announce-new-edition-of-warhammer-fantasy-roleplay/


There's rumours of a Starter Set and Core Rulebook being the first things to be released.  Other than that, precious little info.  

Feeling optimistic about it, it seems to be in good hands.

Omega

This isnt the same one that guy who got banned kept touting all the hell over relentlessly is it?

akadams

Quote from: Omega;995915This isnt the same one that guy who got banned kept touting all the hell over relentlessly is it?

I think you're thinking of Zweihander?

Abraxus

As long as they fix the combat system and not make it simply another almost complete rehash like Pathfinder I'm in. If it's the same with better production values I will simply keep using my 2E books or buy Zweihander. The do have to fix the "whiff" factor of combat though. The starting values are too low and while realistic is boring as hell. Too often in our games it was "I swing and I miss" not very fun in my book. I did not realize how much of a upgrade the system needed until I played the 40K when the same problem happens and get told "you need to get closer to hit better". All well and good if I'm attacking in melee. If I'm specializing in ranged combat and get told to get closer it kind of defeats the purpose of a ranged character.

It's too bad that they did not use their own system. I find Vortex to be superior in every way imo.

TrippyHippy

#6
It wouldn't be WFRP without the percentiles, and it's an easy fix to start with more powerful characters - give them more experience and advance them accordingly.

The return to 1e/2e rules is welcome, because this is the roots of the gameplay that did work for so many.

I grant you the issues with the 40KRP games - as the general premise of the setting and characters were largely undersold with the system used. However, with Warhammer Fantasy Roleplaying, the characters are meant to be ordinary folk that have decided to start adventuring for whatever reason. If you start them off at a heroic level of competence it goes against the grain of what makes the game what it is. The gameplay is meant to be more akin to Call of Cthulhu than D&D in tone and player agency. You can criticise the 'wiff factor' but it's not Savage Worlds, and the time your character does get hit could end up very lethal by contrast. In all, the play is balanced to the tone that is being sought after in the gameplay.

The Age of Sigmar game that will be released alongside the Classic 4E is where the high octane heroics are, so that could be your alternative.
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Abraxus

#7
It's up to C7 and not myself to fix the starting percantile values. If they can do that then I will buy the core book. If it's nothing but a rehash cash grab only to make older fans happy then I will pass. Stick with my 2E msterial. I get the point about being ordinary characters yet combats needs to be more than just a game of dodgeball.

 It's fucking frustrating to see a character miss continuously because the percantile values are too low imo. Not to mention they stop being ordinary people once they pick a starting career  a melee oriented  fighting style of career should have a decent chance to hit enemies at first level. I'm not saying have charactets hit easily at first level. They need to speed up combat because swinging and missing can go on for too much time at a game table.
Even some hardcore veterans who love the rpg are not fans of the whiff factor. Nothing sucks the lufe out of a game session than terrible dice rolls helped along with low starting values.

TrippyHippy

And the world shrugs on your behalf. You don't need to fix what isn't broken.
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Delete_me

Quote from: sureshot;995934It's fucking frustrating to see a character miss continuously because the percantile values are too low imo. Not to mention they stop being ordinary people once they pick a starting career  a melee oriented  fighting style of career should have a decent chance to hit enemies at first level. I'm not saying have charactets hit easily at first level. They need to speed up combat because swinging and missing can go on for too much time at a game table.
Even some hardcore veterans who love the rpg are not fans of the whiff factor. Nothing sucks the lufe out of a game session than terrible dice rolls helped along with low starting values.

I found the whiff factor went down very, very quickly in 2E (and the 40K games) when all modifiers were taken into account. It's amazing how quickly WS 35 became WS 70... flanking and ganging up provided such large bonuses that by the end, WS was somewhere over 100.

The Exploited.

I think I said it before...

When I first heard there was going to be yet another iteration of WHFRP I chortled to myself. I had considered the line truly dead when it turned into a board game (with 3e). However, when I heard C7 was going to be taking the on license I was intrigued (after all they know their shit). Now that I've read further reports it's going to be a cross between 1 and 2e rules with the cool dark vibe of 1e I'm actually quite excited.

But I won't look into that wacky Age of Sigmar thing.
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christopherkubasik

My group played WHFRP 1e just last night. It's a blast as is. (I've always had a helluva time every time I've played.)

I think the early-character whiff factor can be mitigated by having PCs do unexpected and out-of-the-box ideas with their more solid skills that don't involve direct confrontation. It also provokes fear and drives PC to drive the story that's unfolding in unexpected ways.

Last night, when a young student of magic who has gone made with his research showed up with eight corpses he raised from the dead, we ran. We hid in a lodge house (it's the middle of the night in a big city), bolted the doors behind us. We alerted folks living in the building that everyone is in danger and to arm themselves.

We paused there, and can't wait to pick it up next week. We have no idea what we'll be doing next -- because if anyone dies the student's army grows stronger.

If we had simply lined up for a fight I would have, frankly, been disappointed. The fact that our best bet is not going toe-to-toe but frantically coming up with something smarter is one of the strengths of the game in my view.

Ulairi

I wonder if the setting will be pre-Age of Sigmar or will it be rules/feel of 1E but in the Age of Sigmar setting. Anybody know how tight GW is with making sure all of their games are in line storyline wise?

Abraxus

#13
Quote from: TrippyHippy;995936And the world shrugs on your behalf. You don't need to fix what isn't broken.

Well fuck you too then.

 If your not interested in hearing what someone else has to say. Don't waste my time or other poster's time.

Abraxus

#14
Quote from: Tanin Wulf;995938I found the whiff factor went down very, very quickly in 2E (and the 40K games) when all modifiers were taken into account. It's amazing how quickly WS 35 became WS 70... flanking and ganging up provided such large bonuses that by the end, WS was somewhere over 100.

Tactics such as flanking work. The issue is ranged weapons. It just seems weird to tell someone specializing in ranged weapons to get into melee range to hit better. Why even bother using a ranged weapon. As for the above example about avoiding combat. In Warhamner sometimes it's better to run and hide.