Seriously considering Warhammer Fantasy Roleplay (2nd edition)

boredgremlin said:
I made it even harsher in my game. Spellcasters cant use fortune points to re-roll caster checks... So if you blow it you blow it.

We don't allow that and by RAW it's not legal. But you can reroll a Willpower Test by the rules and we allow that.
 

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A secret I have for magic users is the rituals, working with the players to create items and objects. These are normally low level, have a risk to there creation, and are limited because of ritual rules. The fun thing about this is that you can design questionable spells for the players, like Healing Stone: This ritual is perfomed under the light of a full moon and places a number of wounds into a stone, for the recovery of points. The amount of wounds stored is of a creature killed in the ritual, note prey animals in the back of OWB. Casting is is 2xW+1 of creature (snake has W of 5, casting number is 11). Failure results in roll of 'blow to head' critical. Once points are depleted, stone is worthless.

But I also recommend: http://www.blackindustries.com/pdf/wfrp_oth_herbalism.pdf
 

Also, that Priest of Shallya is an Advanced Class also... so starting characters are out of luck!

In my game, I am kind of harsh. The Heal skill only heals 1-5 (d10/2, round up) W for a lightly wounded characters, and I increased the cost of Healing poultice (to 2 GP), and finally I only allow a character to get "Healing" once a day from one source (so the Heal check can only help you once a day, but Magical Healing can also help).

In my present game, we have one Journymen Wizard who has the Light Lore, so he can 'Heal' two points (Mag 2) and he also has the Heal skill (the ONLY one in the group to have it actually) so he can bring the group back pretty quick BUT he risks a lot (and has the Wizard marks to prove it ;)) and also if he ever goes down the group is really out of luck.
 

You are a little too harsh. 1d10 is fine... 5 on average only.

And the elixirs... they can do. And they aren't so rare. Simply go to a large city and buy all that are in stock before another adventure.

However, a party made of: a priest of Sigmar, a priestess of Shallya, a White Wizard... is a healing machine... and pretty effective in combat.
 

well played this for the first time in ages (see posts above) the other day

roll up for fairly easy. not 100% on how advancement works, but will sort that out as it becomes important

random stat rolling seemed ok, except party mercanery had v low WS and S.

we played the scenario in the back of the main book. Combat looks like it could get complicated but we did it ok, and it seemed no faster/slower/lethal/less lethal than D&D.

i played an apprentice wizard (with only 22 fellowship, so fun to play)
Gameworld seemed ok.

we have banned the words 'snotling, gobbos and orc boyz' and are pretending things dont look so cartoony.

cast 4 magic bolts and a few easier spells. No problems

earned 150xp!

another session next week

John
 


If You choose to be a fire mage, then 2 fireballs will cause a problem.. to Your opponents. ;) It's the perfect way to get rid of an enemy spellcaster. 2 fireballs almost always do the job in one round. And I don't speak of 3 or 4 of them. Now I see why bright wizards are so valuable on the battfield. Our party's mage is like a cannon... and he often rolls the Fury rule. Madness! (he has only one Insanity Point, had the minor Tzeentch curse only once... though he casts tons of spells). He killed a river troll with one fireball spell. Now the GM has to remind him that this is not the DnD game and he is not all powerful. My priest of Ranald is a man of charm... though his crossbow can deal some damage. ;)
 

Elsenrail said:
You are a little too harsh. 1d10 is fine... 5 on average only.

Well note I only do that for the Heal skill... any Shallya healing would be the full 1d10. So far it has worked good for us...

Elsenrail said:
And the elixirs... they can do. And they aren't so rare. Simply go to a large city and buy all that are in stock before another adventure.

Yes very true. They also tend to carry around a lot of Healing Daughts (Heals 4 W for a lightly wounded character)

Elsenrail said:
However, a party made of: a priest of Sigmar, a priestess of Shallya, a White Wizard... is a healing machine... and pretty effective in combat.

Super-duper true, but those are all Advanced Classes also... the Journeyman Wizard can gets his minor Healing in his Second Career, while the Priests also have a fairly mild healing in their second careers and those of Shallya don't get the big healing until their 3rd Career... it can take a while.

In the game I am running we just had our 12th game, and the group has gotten 1,800XP (I tend to give a base 150 per game just because). They are a ways off from their 3rd careers. Right now we have a Journeymen Wizard (ex-apprentice), a Dwarf Scout (ex-Hunter) and a Human Knight (ex-Squire). Everyone has burned at least 1 fate point, but only one of them is even half way close to getting Insanity...

They started out working for some minor Merchant (looking for lost sheep, seeking stolen property, protecting her from racketeers, etc) but now that the Wizard has made Journeymen status, he has a Wizard Master who has been sending him out on missions.
 

Elsenrail said:
My priest of Ranald is a man of charm... though his crossbow can deal some damage. ;)

I love that a crossbow is dangerous in this game and that when one is pointed at you, you don't just laugh at the 1d8 damage dice it does (+1 extra for Point Blank if you have the feat). Don't get me wrong, I still love D&D... I am just having a darn good time with WH
 

I have the same feeling. In DnD level 10 you laugh at 5 men with crossbows aiming at you. In WFRP you surrender*. Just like in reality.

*except for a dragon slayer/Grail Knight with max TB in full plate armor (gromril even), but such PC's are heroes of the Old World. If You have got a gromril full plate armor, magic weapon with some nice runes and You are a Grail Knigh with some fine blessings You can take a stand against a giant by yourself (with some big luck kill a greater demon). But that characters are legendary.
 

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