This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Author Topic: WHFRP 2e  (Read 2088 times)

oggsmash

  • Hero Member
  • *****
  • Posts: 4007
Re: WHFRP 2e
« Reply #15 on: July 14, 2021, 02:50:32 PM »
WHFRP adventurers are going to be in a lot of fights. 
This does not match my experiences with WFRP. Myself and the others I played with did everything we could to avoid fighting (because it could easily lead to permanent maiming or death).

   Do you use the 4e rules or do you use some options from 4e combined with 2e?   

HappyDaze

  • Hero Member
  • *****
  • H
  • Posts: 5337
Re: WHFRP 2e
« Reply #16 on: July 14, 2021, 04:26:05 PM »
WHFRP adventurers are going to be in a lot of fights. 
This does not match my experiences with WFRP. Myself and the others I played with did everything we could to avoid fighting (because it could easily lead to permanent maiming or death).

   Do you use the 4e rules or do you use some options from 4e combined with 2e?
All of my WFRP running/playing experience has been with 2e. I own 4e and have read through it, but have not yet had a group that wants to bring it to the table (current group isn't all that interested in WFRP at all, regardless of the edition).

oggsmash

  • Hero Member
  • *****
  • Posts: 4007
Re: WHFRP 2e
« Reply #17 on: July 14, 2021, 05:15:57 PM »
WHFRP adventurers are going to be in a lot of fights. 
This does not match my experiences with WFRP. Myself and the others I played with did everything we could to avoid fighting (because it could easily lead to permanent maiming or death).

   Do you use the 4e rules or do you use some options from 4e combined with 2e?
All of my WFRP running/playing experience has been with 2e. I own 4e and have read through it, but have not yet had a group that wants to bring it to the table (current group isn't all that interested in WFRP at all, regardless of the edition).

  I got 4e, and it honestly has some nice bells and whistles I like (the contested attack is very similar to the clash system I like about Jackals) but a few things that I am not as sure about.  It looks as if you get 1 attack per turn (though they do have the mechanic you can do damage on a critical defense roll), as I have not dove in deep yet, is this the case?  I saw the optional deathblow rule (that seems to function like Great Cleave from d20 3.5) but I do not even see an attack characteristic on the sheet. 

Korgoth

  • Newbie
  • *
  • Posts: 30
Re: WHFRP 2e
« Reply #18 on: July 15, 2021, 10:27:41 AM »
I'm currently playing this. My character has 47 Weapon skill, a best quality weapon and 2 attacks.

That all means if he uses the swift attack action (full action) in combat he can make 2 rolls and needs a 52% or less. If the enemy is ganged up on, that can go as high as 2 rolls at 72%.

soundchaser

  • Full Member
  • ***
  • Posts: 186
Re: WHFRP 2e
« Reply #19 on: July 24, 2021, 12:32:10 AM »
I'm currently playing this. My character has 47 Weapon skill, a best quality weapon and 2 attacks.

That all means if he uses the swift attack action (full action) in combat he can make 2 rolls and needs a 52% or less. If the enemy is ganged up on, that can go as high as 2 rolls at 72%.

At 52 with two attacks, getting at least one hit is 77%. That’s competent.