Using DH 2nd Ed for roleplaying Warhammer

By Malleas Bane, in Dark Heresy General Discussion

I came to this site, planning to get into Warhammer fantasy roleplay. Instead I found the core rules were not available, other books only printed on demand. Add to this the rumours for 9th Edition Warhammer and it got me thinking.

I hope to roleplay in the post End Times world.

I've not got DH2ndEd, but I've had DH, RT, DW and BC before. From what I remember it's easy enough to create primitive characters with swords and bows.

As people who know 2nd Edition, what is your opinions on using it to roleplay a fantasy setting?

Has anyone already tried doing this?

FFG has said they will no longer support WHFRP3e (the latest edition), so I doubt you'll be able to buy directly from them. Other retailers may still have it in stock, but figuring out what to buy is a bit of a mess. 2nd edition WHFRP is closer to DH/RT/etc., but older and even less polished. The dice/ability system they used in 3rd was refined and used in the Edge of Empire Star Wars game line (and is an awesome system), but still probably not a great fit for a fantasy setting.

I don't personally think DH2 would make a good fit for fantasy roleplay. There are too many talents, skills, abilities and equipment that assume technology. Translating the weapon tables alone into something WHF-ish would be a chore.

Have you looked at other fantasy games? There's a Dragon Age RPG, 13th Age, several FATE settings (Legends of Anglerre comes to mind). Those would all be easier to shoehorn the WHF setting into than DH2.

I've not looked at other fantasy games but it's worth a try.

Was just curious about this as I've enjoyed the 40K RPGs.

http://m.barnesandnoble.com/w/warhammer-fantasy-roleplay-core-set-fantasy-flight-games/1102179331?ean=9781589946965

There's the core set of wfrp3 for 10 bucks off. I bought it MSRP and considered it worthwhile. Everything else should be available on Amazon for much better discounts. Here is my recommended list.

Core Set (this is really your must buy and it's well worth it, supports 3 players)

Adventurers toolkit (includes cards that let you add a fourth player along with new careers that are really cool)

GMs Toolkit (this has houserules, advice on running the game, cards for evil organizations, and a GM screen)

Creature Vault (standups and cards that make running creatures much easier)

Players Vault (this just includes stuff for players that was already in the core box)

GM's Vault (this just includes stuff for the GM that was already in the core box)

Players and GMs Guide (these are better organized rehashes of the same rules from the core box, along with rules in playing without the bits, and includes some of the new careers and actions from signs of Faith and winds of change)

Creatures Guide (gives detailed setting info on all of the creatures and their abilities from the creature vault)

The 4 Main Expansions (each of these has a bunch of new careers, action cards, creatures, and new rules along with an adventure)

Signs of Faith (rules for priests, disease, and Nurgle creatures)

Winds of Change (rules for wizards, mutation, and Tzeench)

Omens of War (rules for permanent wounds, mounted combat, warrior careers, and Khorne)

Lure of Power (rules for social encounters, noble characters, and Slaanesh)

Black fire Pass (supplement with a bunch of dwarf careers and an adventure)

Heros Call (new playable races, high level character content, new rule on team actions, and an adventure)

Adventures

The Gathering Storm (somewhat loosely strung together)

Th Edge of Night (adventure that relies on timing events, also gives setting info on the town of übersreik)

The swamp adventure (I forget the name but it is a really cool adventure and contains the career for hedge wizards)

The Enemy Within (big sweeping canpaign that is oberall well done and has some rules and cards specific for the adventure)

I think that's everything. It's still available if you look for it. If you want a buying recommendation, I'd start with the box set, adventurers toolkit, and creatures vault. Then pick and choose what seems most interesting from the 4 main expansions.

If you ever played Dark Heresy 1st edition and thought "Bloody hell everyone's ran off and the Arbites is bleeding out in an alley way with a bottle in his eye socket", decided you wanted some more of that but will clunkier rules and a lashing of Small but Vicious dogs then you my friend, want Warhammer Fantasy Roleplay 2nd edition.

Corebook has everything you need to get started and you can expand with a number of splats, none of which are objectively awful. Start a timer before you start play and let us know how long until your first elf lynching!

Why would you even...I don't even know.

Man, get WHFRP 2nd edition. It is awesome. We ditched black crusade and use it for our chaos space games, even, because it's a rock solid ruleset.

Start a timer before you start play and let us know how long until your first elf lynching!

Uh, oh. My game was 10 sessions in when it went on hiatus and hadn't had a single elf lynching yet. Am I doing something wrong? :)

Anyway, I also highly recommend WFRP 2e. It's kinda clunky (especially compared to the newer editions of the 40K line), but it gets the job done; and you can get most if not all of the books in PDF format from DriveThruRPG. I really wish 3rd edition had just been a cleanup of 2nd; that would've been amazing.

I get people using the SW: EotE rules because it also has lots of diffrent colored dice with odd symbols on it, but DH? My advice would be the same as what's posted above: Track down some WHFRPG 2nd edition.

Edited by Robin Graves

If you ever played Dark Heresy 1st edition and thought "Bloody hell everyone's ran off and the Arbites is bleeding out in an alley way with a bottle in his eye socket", decided you wanted some more of that but will clunkier rules and a lashing of Small but Vicious dogs then you my friend, want Warhammer Fantasy Roleplay 2nd edition.

Wait... You seriously think that the WHFR 2e rules were clunkier that DH 1 (or DH 2)? I thought that they were far more simple, but also more limited in what they offered. The DH (and subsequent WH40K lines) are "clunkier" IMO because they cover many more things than the fantasy game tried to cover.

If you ever played Dark Heresy 1st edition and thought "Bloody hell everyone's ran off and the Arbites is bleeding out in an alley way with a bottle in his eye socket", decided you wanted some more of that but will clunkier rules and a lashing of Small but Vicious dogs then you my friend, want Warhammer Fantasy Roleplay 2nd edition.

Wait... You seriously think that the WHFR 2e rules were clunkier that DH 1 (or DH 2)? I thought that they were far more simple, but also more limited in what they offered. The DH (and subsequent WH40K lines) are "clunkier" IMO because they cover many more things than the fantasy game tried to cover.

Maybe 'clunky' isn't the right word... certainly 'less refined'. It seemed to me as though they were trying too hard to make mechanical parallels with the wargame; resulting in some awkward things like the implementation of the Attack (A) characteristic and the fact that all 'hand weapons' are statistically identical. I also definitely prefer Perception being a characteristic rather than an Intelligence-based skill; as well as the use of Corruption points instead of 'instant mutations'.

Nevertheless, let me stress that I like the system a lot; I just think it could have been refined into something even better.

Edited by Vorzakk

If you ever played Dark Heresy 1st edition and thought "Bloody hell everyone's ran off and the Arbites is bleeding out in an alley way with a bottle in his eye socket", decided you wanted some more of that but will clunkier rules and a lashing of Small but Vicious dogs then you my friend, want Warhammer Fantasy Roleplay 2nd edition.

Wait... You seriously think that the WHFR 2e rules were clunkier that DH 1 (or DH 2)? I thought that they were far more simple, but also more limited in what they offered. The DH (and subsequent WH40K lines) are "clunkier" IMO because they cover many more things than the fantasy game tried to cover.

Maybe 'clunky' isn't the right word... certainly 'less refined'. It seemed to me as though they were trying too hard to make mechanical parallels with the wargame; resulting in some awkward things like the implementation of the Attack (A) characteristic and the fact that all 'hand weapons' are statistically identical. I also definitely prefer Perception being a characteristic rather than an Intelligence-based skill; as well as the use of Corruption points instead of 'instant mutations'.

Nevertheless, let me stress that I like the system a lot; I just think it could have been refined into something even better.

I find the Attack characteristic to be no worse than Swift Attack/Lightning Attack, and the single entry for hand weapons seems to make the point that a slash/smash/stab leads to "OMG I'm Fu<ked!" regardless of what type of edge (or not) the weapon has. Of course, the later 40K lines allow for more refinement and focus on details, but that also takes some of the ease of play out of the game.

If you ever played Dark Heresy 1st edition and thought "Bloody hell everyone's ran off and the Arbites is bleeding out in an alley way with a bottle in his eye socket", decided you wanted some more of that but will clunkier rules and a lashing of Small but Vicious dogs then you my friend, want Warhammer Fantasy Roleplay 2nd edition.

Wait... You seriously think that the WHFR 2e rules were clunkier that DH 1 (or DH 2)? I thought that they were far more simple, but also more limited in what they offered. The DH (and subsequent WH40K lines) are "clunkier" IMO because they cover many more things than the fantasy game tried to cover.

Maybe 'clunky' isn't the right word... certainly 'less refined'. It seemed to me as though they were trying too hard to make mechanical parallels with the wargame; resulting in some awkward things like the implementation of the Attack (A) characteristic and the fact that all 'hand weapons' are statistically identical. I also definitely prefer Perception being a characteristic rather than an Intelligence-based skill; as well as the use of Corruption points instead of 'instant mutations'.

Nevertheless, let me stress that I like the system a lot; I just think it could have been refined into something even better.

I find the Attack characteristic to be no worse than Swift Attack/Lightning Attack, and the single entry for hand weapons seems to make the point that a slash/smash/stab leads to "OMG I'm Fu<ked!" regardless of what type of edge (or not) the weapon has. Of course, the later 40K lines allow for more refinement and focus on details, but that also takes some of the ease of play out of the game.

When i originally said clunky I meant less refined. The system itself is still the same as all the 40k RPGs in essence but the use of Attack characteristics, Perception being a skill that goes off Intelligence and a number of talents being straight up characteristic improvements (there's more but I'm at work right now, not got the book to hand) mean that yes, it is a less refined product. I still love it to bits and would jump at the chance to run it for my group.

As a product of its time it was fantastic and I still enjoy it later on, but with the benefit of hindsight I can say it's not the perfect product I thought it was, but then what is?

Edited by cyclocius

Wow

Been a day since I was last here and lots of helpful comments. Thanks.

While 2nd Edition WFRP doesn't sound perfect, it does sound more to my liking. I've really enjoyed the 40K lines, though Rogue Trader and Deathwatch were my favourite.

Liked psyker minor abilities, as well as the other psychic abilities, of Dark Heresy. But much preferred the the rules for fettered, unfettered and push.

As far as I'm concerned as long as the rules are, mostly, like the 40K lines the game will appeal. That, and the choice of races for PCs and a large bestiary of evil races, creatures and monsters.

Getting back to topic, is it possible to combine careers and talents from WFRP 2nd with the rules from one of the 40K games?

I realize it will need some tweaks to work, but can it be done without going insane?

Yeah, easily. We used Tome of Corruption for BC right up until we ditched the 90% of the BC rulebook entirely.

Tome of Corruption is everything Black Crusade should have been, gorgeous splatbook.

Tome of Corruption is everything Black Crusade should have been, gorgeous splatbook.

Agreed. After reading Tome of Corruption I was rather disappointed in Black Crusade's narrow selection of mutations and gifts.

Tome of Corruption is everything Black Crusade should have been, gorgeous splatbook.

Agreed. After reading Tome of Corruption I was rather disappointed in Black Crusade's narrow selection of mutations and gifts.

Seems like the farther back you go, the more gifts and mutations the sourcebooks have: "Realm of chaos: Slaves to darkness", for WHFRPG (1dt edition) has perhaps the most: A D1000 (yes THOUSAND) chart of mutations!

Edited by Robin Graves

Tome of Corruption is everything Black Crusade should have been, gorgeous splatbook.

Agreed. After reading Tome of Corruption I was rather disappointed in Black Crusade's narrow selection of mutations and gifts.

Seems like the farther back you go, the more gifts and mutations the sourcebooks have: "Realm of chaos: Slaves to darkness", for WHFRPG (1dt edition) has perhaps the most: A D1000 (yes THOUSAND) chart of mutations!

This seems like it's steering toward the Golden Corral "Quantity over Quality!" line of thinking. How often is your average group going to need 1000 different mutations? Couldn't the time and space for that be used for something better?

Tome of Corruption is everything Black Crusade should have been, gorgeous splatbook.

Agreed. After reading Tome of Corruption I was rather disappointed in Black Crusade's narrow selection of mutations and gifts.

Seems like the farther back you go, the more gifts and mutations the sourcebooks have: "Realm of chaos: Slaves to darkness", for WHFRPG (1dt edition) has perhaps the most: A D1000 (yes THOUSAND) chart of mutations!

This seems like it's steering toward the Golden Corral "Quantity over Quality!" line of thinking. How often is your average group going to need 1000 different mutations? Couldn't the time and space for that be used for something better?

This from the hey day of GW when they actually gave a **** about content! slaves clocks in a 270+ pages and it's companion lost and the damned clocked in at 300. Yeah that's right, 2 tomes of chaos (slaanes+khorne and tzeentch+ nurgle)because one book can't hold all that awesomeness. Bear in mind this all the info you need to play chaos in warhammer, WHFRPG and 40k.

Screw time and space, i'd rather have 1000 mutations that my group never gets to use (and you will, back then anything chaotic ended up with multiple mutations) than ending up with some piss poor codex with less pages than a white dwarf magzine (40k 3d edition!) or a supplement dedicated to a chaos god with barely anything about that god in it ( tome of nurgle!)

the realm of haos books showed love and deication and a willingness to flesh things out and provied some options!

Seems like the farther back you go, the more gifts and mutations the sourcebooks have: "Realm of chaos: Slaves to darkness", for WHFRPG (1dt edition) has perhaps the most: A D1000 (yes THOUSAND) chart of mutations!

Well, 2nd Ed had a D1000 chart too; but neither of them actually had 1000 entries. I'm honestly not sure which one had more.

This seems like it's steering toward the Golden Corral "Quantity over Quality!" line of thinking. How often is your average group going to need 1000 different mutations? Couldn't the time and space for that be used for something better?

In a game where acquiring mutations can end up being fairly routine; the more options you have, the less chance that you'll end up with two characters with the same mutation; which helps keep characters distinct. As for better use for the space, I certainly don't recall finding anything else in Tome of Corruption to be lacking; so I don't know what a better use for the space would have been.

Slaves and lords are excellent as well. I know our DM uses them for inspiration sometimes and I've got a few pages copied out for my tzeenchan's dark speech enriched weapons crafting. The reason we usually stick to ToC is simply the ease in translation between it and the 40k line. The 1e books are awesome for fluff, though, and for things that might be cool, but we simply never would have thought of on our own.

Seems like the farther back you go, the more gifts and mutations the sourcebooks have: "Realm of chaos: Slaves to darkness", for WHFRPG (1dt edition) has perhaps the most: A D1000 (yes THOUSAND) chart of mutations!

Well, 2nd Ed had a D1000 chart too; but neither of them actually had 1000 entries. I'm honestly not sure which one had more.

True! Altough some (like the one that turned your blood into something else had a further roll.) Ah it don't matter, both 1st and 2nd edition where good. 3d edition was...different.

With 2nd edition i really liked Sigmar's Heirs.That fleshed out the empire, with local customs, sayings, and hard data on population centers and import and export for each province (once again, you never need thsoe but it's cool to have!)

Most of it is destroyed now with the new End Times armybooks. (I think middenheim is the only thing that's still standing, Marienburg and Altdorf are razed to the ground!)

With 2nd edition i really liked Sigmar's Heirs.That fleshed out the empire, with local customs, sayings, and hard data on population centers and import and export for each province (once again, you never need thsoe but it's cool to have!)

I've actually used that information on population centers rather extensively. :)

I think that book found a good balance between too much and too little detail. It provided a really solid foundation and framework, but still left plenty of blanks to fill in in case you got an interesting idea for a town or village.

Most of it is destroyed now with the new End Times armybooks. (I think middenheim is the only thing that's still standing, Marienburg and Altdorf are razed to the ground!)

Which is why it's highly unlike that I'll be switching if they ever do a 4th Edition.

With 2nd edition i really liked Sigmar's Heirs.That fleshed out the empire, with local customs, sayings, and hard data on population centers and import and export for each province (once again, you never need thsoe but it's cool to have!)

I've actually used that information on population centers rather extensively. :)

I think that book found a good balance between too much and too little detail. It provided a really solid foundation and framework, but still left plenty of blanks to fill in in case you got an interesting idea for a town or village.

Most of it is destroyed now with the new End Times armybooks. (I think middenheim is the only thing that's still standing, Marienburg and Altdorf are razed to the ground!)

Which is why it's highly unlike that I'll be switching if they ever do a 4th Edition.

One of the Silvania maps in white dwarf had a "tower of Royston Vasey". Wich made me laugh.

Yeah, I don't see them setting it after the end times really. Unless it takes place in Cathay or Ind, and even then...

Otherwise your playble character options are: chaos warrior, zombie, elven rage zombie (it happens!) and skaven.

Altough the dwarfs might be able to hold. (Not much on ork and ogre kingdoms yet)

Tome of Corruption is everything Black Crusade should have been, gorgeous splatbook.

Agreed. After reading Tome of Corruption I was rather disappointed in Black Crusade's narrow selection of mutations and gifts.

Seems like the farther back you go, the more gifts and mutations the sourcebooks have: "Realm of chaos: Slaves to darkness", for WHFRPG (1dt edition) has perhaps the most: A D1000 (yes THOUSAND) chart of mutations!

This seems like it's steering toward the Golden Corral "Quantity over Quality!" line of thinking. How often is your average group going to need 1000 different mutations? Couldn't the time and space for that be used for something better?

You say this but you've never had a player thought "Oh Fantasy, sweet I'll play a noble Squire who is brave and honourable" despite being told it's not that sort of game, and then leave three sessions later because one of his legs got jealous of the other leg and ate it up, leaving him a one-legged crippled freak. He was warned! In the same campaign the Dwarfs head melted after being knocked down a pit that had a fair few chunks of warpstone in it. It wasn't all bad though, a little person grew out of the puddle that was his neck and spoke for the Dwarf! it even had little arms and adorable bucked teeth! Chaos is great fun, you just need to open your eyes and heart to it.