Hi!
I am trying to get into the 3 ed. of WFRP. Some time ago I bought all the supplements and all the books that were printed, even all POD add-ons. But had a chance to play it only once - my players back then were really against all the changes and very narrow minded ;-) so we stopped after one session... and it waited.
Now I want to run introduction for some players and here comes my question:
- What rules I should consider to alter in our games? I noticed that most home rules resolve around talents, party sheets and cooldowns on action cards.
- What about combat difficulty? 1 challenge die even for a starting player is like almost every time hit. Isn't combat too easy that way? Every one hitting every one? One black die for parry doesn't seem to do anything...
And last issue - I would like to run some introductory adventure that would cover some basic stuff - like a one shot. But I think that those adventures from the supplements (Black Fire Pass demo for example) have too much fighting and not so much intrigue.
I was thinking of writing my own - but pressed hard with time. So maybe you know some adventure for basic careers with exemplary characters included - that could be played over one 4 hours long session that would have a little bit of everything in it?
My gaming group will be 4 men and one woman - men as usual like fights and brawls - but woman likes intrigues and stuff. On a side note - almost all people are above 30 y.o. - my myself 38. All are experienced gamers.
Help me Obi Wan Kenobi ;-)