Ok, small reminder on the beginning, I'm still on the sceptical side. But I feel as I ranted enough, and it is time to stop whining, and start asking questions that maybe convince me to give this new product a chance.
So. We all have seen some of the stuff FFG is preparing for us, we read the faq, watched the movies, we got the picture.
What I want to discuss is not the story/fluff side of the game, as it is universal, and can be put together with any rules. What I want to discuss is fan made mechanics in old, and possibly the new edition.
You played warhammer before (most of you), you know the rules, you know its flaws. Not all of these rules are to your liking, some of them just are not there. It goes not only with warhammer, but also with other games board, and rpg alike.
You prabably have some of your favored rules. Some stuff you made sitting and testing in the long evenings, or some rules made by other players. New edition presents us with overhaul of all, or most of the previous mechanics.
Now. I want to ask you if there are some original/fan made rules, that you will really miss, or hope to be included in new version, or hope that there will be some simple solution that you can overdo and include those rules yourself.
For example:
I made my own rules on wounds, divided them in 4 types (normal, serious, critical, mortal), each of them can be dealt in single attack on healthy character if someone is lucky enough. Each of them (except normal) gives wounded character some drawbacks. It is not perfect, and I'm not fully happy with it, but it works in a way, and is more fun than original, i'm a god untill im 0 HP.
New edition brings it's own rules on that, and I'm happy with it (plus on new edition).
Another example is removing Experience Point totally from the game. Now my players can increase their stats/skills by making enough succesfull checks, and/or some good roleplaying. Important is, that now, when they want to increase in some characteristics/skill/spell they need to use it. Following that I changed also how professions work. They are now somewhat diffrent. Instead of profession being the only way of life that helps you become a god, when you pump them with EP enough, and skip to another better one, professions are now what players do, when they need money, or are on a quest/mission. To start a profession there need to be balanced supply/demand on that profession (no ratcatcher in a town without rats), they need to meet the requirements (stats and skills), and have required equipment. They can leave and start the profession on similiar matter, like changing jobs in real life.
Changing the original rules to the above will be probably the first thing I do with new edition (a very important change for me, because I really have issues with EP progress, I feel it lacks a lot) if I'm convinced to buy it.
In the end I want to ask developers if the new edition will have place for fan made rules. Some unused dice space to fill the rules in. Some blank cards maybe. Will the above rule with no EP be hard to make in new ed ?
As far as the original rules go, they rarely cover all the possibilities, and one of the fun things in a game is the ability to change/add the rules to your personal preferences. To get whats best with them, change what you do not like, add what you miss.
Previous editions got tons of additional rules all over internet. Will the new edition be subject to do this too?