Just order the dice and mod 2nd ed

By Necronomicus, in Warhammer Fantasy Roleplay

I really like the dice pool. I could care less about the rest, nice but after running a 3ed demo, other than the dice. It didnt make me really want to jump editions. I still found myself needing to track things with paper and pen. As a player the experience looks fun. And as a GM it was fun, hell of a learning curve on the game I must say.

I think I just might keep the fancy dice, toss the rest, and mod my 2nd ed books to use dice pools.

Opinions?

To each, his own! If you want to mod 2nd ed, go for it. I hate doing lots of scorekeeping on pen and paper and find myself not needing to do any of it with 3e, so that option doesn't seem very attractive to me, even though I do like some of the source material for 2e. :)

Also, I'm curiouswhat threw you about learning the rules? I honestly think it's the single easiest RPG I've ever learned, but I know I'm weird.

This is the easiest to learn role playing system I have ever used to be honest. I have played tons of them from DnD back in 1979 up through Rifts, Gurps, Cthulu etc. This one is so intuitive compared to the others that i have found teaching non rpgers is easy.

Nec,In my assessment, you could dump fatigue, stress, and fortune points without a second glance.

You just need to set any cards to D&D style instead of accounting with tokens (once per encounter or every other round). It would take about 20 minutes of updating some consideration of advancement, etc.

I've already got one of my players who doesn't even bother to track his fatigue/stress..but he's also a notorious cheater to boot..

Personally, I was bored with 2e though..we're giving 3e a chance. The big test will be whether or not it catches on at conventions or has any actual fan-support that isn't squelched by FFG..if that's the case I'd probably just lower myself to playing D&D again.

jh

I'm still of the opinion that you're missing half the game/fun by skipping fatigue and stress. It allows for such variety in your combat sequences. I'm so glad there's finally a system that has made it easy to represent in a fairly realistic way.

again i give the example of the tin can dwarf in my group which is nearly impervious to all damaging attacks unless i throw trolls or ogres at them which I'm not gonna do just yet. But with several creatures you can deal stress and fatigue damage which gives my player the challenge he needs as he is way weaker in those areas. particular stress (Will power).

Oh yeah and i second or third that this is totally the easiest RP game to learn. just compare the size of the rulebooks to other systems. Dark heresy or Pathfinder core books (both of which I play also) are twice the size of 3rd. Particularly pathfinder which have no background info whatsoever.

CHeers.

Hi,

As i have said befor this edition must be played for a few sessions to get a real feel for the rules.

Dont get me wrong its not difficult to play once you have grasped the dice but master as a player thats a different thing. Many players are only now seeing why some ideas are stronger than others and i think that combat is especially fun in this game which lets be honest some players love. Its actually very tactical more so than anyone on these boards talks about.

From my perspective i was running 3.5 d@d before rules heavy and a big time draw on my time this system lets me get on and enjoy it with minimal set up time however i can use this time to think about the npcs there personalities ect and the story.

Also i found this system a lot of fun as a dm to create ideas in.

I did love the original warhammer however second edition after several sessions was not well loved by my players so we never got into it however so far this blown all players i have exposed the game to away.

So i would say its not just about the dice mechanic its all the tools at your disposal give it a proper shot.

Regards

Compared to many games yes it is easy to pick up, I suppose the biggest thing for me is. i've played WHFRP so long i can wing it, the rules are in my head, i really dont have to look much up ever, or i can guestimate with great accuracy anyway. So for me the curve is more of giving up the old edition and learning the new one as well as I knew the old one.

Is it worth it to me? Can you teach the old dog new tricks? I'm a little on the fence even after running a demo session. I know I love the dice pool and consolidated hit/damage/hurt mechanic...

I just wonder if taking the best ideas of the new edition and going back and modding 2ed isnt a better way to go. At the very least it's certainly cheaper to buy the dice than all the other stuff. I have so many 2nd ed books i'll never run out of adventures so really. This game has to hook me, and so far it hasnt but I sorta want to be hooked, but then i dont.... ahahahaha I'm worse than a woman sometimes. No offense to women just pulling an old saying out concerning indecisiveness. I like girls alot :)

This makes me wonder about people's opinions on the following subject:

Would the game be easier to teach if you started out without fortune/stress/fatigue tracking? ..or is there just so much of the tangled web integrated with that, it ouwl be impossible to actually play this game with fewer rules?

jh

No I think you can play it without fatigue and stress. you simply convert them into normal wounds instead, as you do with monsters and NPCs.

But I also think you will miss out on much of the fun. One of the negative things about the 2nd edition was the lack of non-lethal damage. everything gave you wounds or nothing at all. in my old 2 e we used non-lethal damage, in the same way it was done in D&D 3,5. But in whfrp 3 you have 4 types of damages (fatigue, stress, wounds critical wounds). and they work (for me) in a effortless and streamlined way.

Besides they offer a greater impact on storytelling for the GM. a spooky situation can award the players by getting a 1 stress or 2. Which can be better felt, than by just saying " the creepy temple sends shivers down your spines..." Now you have a game mechanics that simulate that feeling. And players that usually ignore flavour texts or even a penalty to scores, now will feel the impact of physically having added a tear- shaped stress token to his character. Even the most die-hard munchkin player will not ignore that and take heed.

good gaming