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Warhammer Fantasy Roleplay 3rd Edition

I've been reading Warhammer FRP 3rd Edition* lately and I'm really torn. On the one hand, I'm loving the approach to the game and how much more boardgame like the entire system feels. On the other hand, and thankfully I only have two hands, I'm unsure if I like this better than the 2e rules.

I suspect the answer is that each does something better than the other, but I thought I'd ask for opinions. Anyone out there have experience or comments on the newer edition of the game? Likes? Dislikes? Did it kick you when you weren't looking?



( 10 comments — Leave a Comment )
(Deleted comment)
Jan. 21st, 2011 12:49 am (UTC)
Re: I share the same "problem"
Any idea if someone out there has merged the two systems in any way? I keep expecting to see that happen, but I haven't heard of anyone trying that.
(Deleted comment)
Jan. 21st, 2011 12:49 am (UTC)
I suspect I could convince my wife to play 3e a lot easier than I could convince her to play 2e. Excellent idea, thanks! And good luck giving the game a shot.
Jan. 21st, 2011 10:25 am (UTC)
Well I'll dust off my Livejournal account for this one. I've been a long time WFRP fan, from 1st ed and was thrilled when second come out.

At first 3rd threw me for a loop but I gave it a try and have now been running a ongoing, slightly spotty campaign, for a while. It's been slightly spotty mostly because of timing and players and such, but also because we've been learning the system through to age old expedient of all the PC's dying... a lot.

I think FFG are doing a great job to convey the Warhammer world and my players love the feel of the game with the cards and tokens and stuff. Of course I've still got me 2nd ed books to fall back of for setting and such like which helps.

Not as many as you though. Sigh.

So things to keep in mind, the game is quite well aimed at new players and GM's with lots of stuff there to help with pacing and running a game.

Combat is still nasty brutal and short, so just like WFRP always was. My one note on this would be that the published adventures do seem to pit rather a LOT of opponents at the PC's.

Hmm, I'll try and think of more things to say about it and write a full post.
Jan. 21st, 2011 03:25 pm (UTC)
Sounding great to me. I know I was initially shocked by the changes, but the more I read and play around with the system the more I like it. Feels a lot more accessible to non-RPG players.

Another source of great setting info is that series of Black Library books that are presented as tomes written/published in the world. Fantastic and fun, but grabbing them on the aftermarket could get very expensive.
Jan. 21st, 2011 03:29 pm (UTC)
The Black library stuff it very nice and adds a lot, even the standard Warhammer army lists have some nice fluff in too.
Thankfully while it's evolved over the years the Warhammer setting hasn't had any MAJOR changes to it. Mostly.
Jan. 21st, 2011 01:36 pm (UTC)
We have been playing in a campaign that started with the demonstration scenario and is now coming to the end of the third part of the campaign, The Gathering Storm. We found it odd at the start, having to think our way into referring to cards for our characters’ actions, especially for minor actions. The dice work in a way that we are not used to, but if you have played FFG titles, in particular, the Doom and Descent board games, you quickly get used to it. The one thing that we found is that you quickly run out of dice and it gets awkward passing them back and forth – it would be great if FFG did a player’s pack of dice with everything that a player needed.

By the time a player is on his second career, everyone is going to need several Fortune dice all by themselves. For example, as a Wizard character, I start each session with the three Fortune dice that everyone else has, but I have another that I roll every time for Intelligence and Will checks; anywhere between two or three extra for Channelling checks; another for Rank One spells; and so on. I actually need a cheat sheet to track how many that I need under what situation.

Also, the core box set comes with enough cards for three to four players, and no more. So once you have divided them all out amongst your players, it is awkward to reset for another group of players.

When you do play, the game encourages players to co-operate, and will penalise them if they do not. There are cards like “Assess the Situation” which are always worth rolling on for the benefits that they grant everyone else.

We are enjoying it though, and the cards have proved to be very handy references during play.
Jan. 21st, 2011 03:26 pm (UTC)
"Also, the core box set comes with enough cards for three to four players, and no more. So once you have divided them all out amongst your players, it is awkward to reset for another group of players."

I don't have the player toolkit. Doesn't that add more of everything so that more players can get involved?

I did find it strange that the game was designed for one GM and three players. Almost like it's intended for two couples to play as a party/social game.
Jan. 21st, 2011 03:37 pm (UTC)
The new Players VAULT adds all the cards that come in the core box, and I'm definitely going to get at least one to add extra cards.

The TOOLKIT adds some extra character classes like Wardancer and Rat Catcher (with Small but Vicious dog and rules for using it). These aren't in the main set or the vault.

It does have a complete set of basic cards too upping the base game from 3 to 4 players.
Jan. 25th, 2011 09:18 pm (UTC)
That Toolkit sounds handy. I'll have to grab that soon; I've been reading the GM Toolkit and it has some good stuff hiding inside.
Jan. 25th, 2011 09:22 pm (UTC)
The one I'm looking to get next week is the Monster Vault and Guide which fix the one glaring issue I've had with the game.

If there was area that really could have done with cards it was the monsters. Having them in the book, makes them a pain to manage.
( 10 comments — Leave a Comment )

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