Dungeon Delves in the new WHFRP

By azrael1415, in Warhammer Fantasy Roleplay

Having not played the new WHFRP yet. I was wondering if those who had can enlighten me about whether or not a miniature/tile-based dungeon delve could be easily made from the new rules. So essentially an amalgamation of WHFRP, Warhammer Quest and Descent.

Here's the elements I'm looking at:

From the RPG:

  • Character Creation/Stats
  • Character Progression
  • Ability to incorporate story into the scenario, but not distract from the combat/looting/exploring
  • Combat/Abiliy/Skill System (though unsure how to incorporate the narrative dice into an RPG-lite dungeon delve)
  • and of course the unique feel of Warhammer (monsters, heroes and magic)

From the dungeon crawl boardgame (WHQ/Descent):

  • Tactical/cooperative gameplay
  • Ease of scenario/quest building
  • Miniature/tile constraint

Things that the other two dungeon game have that aren't necessary:

  • Random dungeons - I know it would aid in the scenario building, but I think it can take TOO much away from the RPG elements of the game
  • Competitiveness vs. the GM - Descent is all about two forces striving to win. The gamemaster should still try to give the PCs a good challenge, but not try to beat them into oblivion.

I am impressed with what I have read so far about WHFRP but was kind of put off when I saw there would be no concrete ruleset for playing inside a structured mini/tile type setup.

Any input would be great. Thanks in advance!!!

-Brandon N.

The system is built, seemingly with clear intent, to avoid miniature or tile-based combats. One would assume this is to protect future releases of Warhammer Quest as well as create a clear market differentiation between WFRP and D&D (where the former is the premiere story and cinematic-combat based RPG, while the latter is tactical and Descent/Warhammer Quest-like).

That said, with a little effort, you could use miniatures to create a visual, but abstract combat system. Close-to-Medium range could be 4", Medium-to-Long 8", etc, etc. At this point, you're essentially taking WFB's system, granting marches/run moves to those willing to spend the fatigue to do it.

A full tactical system could be developed through this, I'd imagine, but you'd probably be working against concepts in published adventures and the like. WFRP has always (and continues to be) more about intrigue, deadly combat, and exploration more than tactical manoeuvers. Too much overlap with WFB (and more recently, Warhammer Quest) there.