Advanced careers, where are they?

By Lother_Storm, in WFRP Rules Questions

Hello,


I have basically all things that you can buy at the moment but I’m still missing a lot (and I mean really a lot) of the advanced careers what existed in the past.

We migrated from 2nd to 3rd edition but the problem my group has to face is that a lot of basic careers are more or less a dead end. Our group exists now with an Soldier (there is nothing like a veteran or captain), thief (no assassin, …), miner -> now commoner (engineer, …). In the 2nd edition the group was veteran, assassin, engineer, and elven wizard (~1800xp -> 18 adv. now).

Is there something planned or did I miss something, because if not I have to create a lot of careers by myself.

Thanks for your thoughts

I’m the hammer
Lother

Remember that you're starting playing a system that's less than a year old (or did it just turn one?) and wondering where classes from a decade old system are... the short answer is you might have to wait a bit ^_~

Lets take a look at your requests:

I believe advanced military careers (veteran/captain) have been announced for the military/khorne expansion due in january.

Assassin is confirmed in Signs of Faith (due out any week now) I believe.

No word on Engineer (although you can simulate that with anything that has Tradecraft. Possibly the dwarf expansion with blackfire pass?)

There are of course over 30 careers around at the moment and 10 come out with each expansion box (or did with Adventurer's Toolbox and Winds of Magic). I'm sure your requests will get converted/made eventually no doubt.

Till then keep in mind 2 things.

1) Career transitions no longer follow a path. Previously careers had specific entries and exits leading to 'dead ends'. Right now you can transition from anything to anything else technically (given some advanced class prerequisites). So there aren't so many 'dead ends' per se.

2) There isn't really a power differential between Advanced and Basic classes. For example - with hunter doesn't get 'more skills' or 'free characteristics' or even more advance choices for being advanced. In previous editions, advanced classes meant they were more powerful (higher skill and stat caps/boosts), in WFRP3 there is no difference between an advanced career and a basic one except that you cannot start advanced (and the obvious different skills, slots etc). So transitioning through 3 basic classes won't make you 'less powerful' or somehow damage your character. You can do Waywatcher->Thief->Gambler just fine for example, and still come out a stellar character that has just as many options and hits just as hard as someone who went Roadwarden->Zealot->Witch Hunter.

If you are interested, I know that many folks on the forums use the house rule that you can re-start a career. This doesn't really mess up your character any other than not having a new card for you to get at your dedication bonus.

shinma said:

1) Career transitions no longer follow a path. Previously careers had specific entries and exits leading to 'dead ends'. Right now you can transition from anything to anything else technically (given some advanced class prerequisites). So there aren't so many 'dead ends' per se.

This can't be stated enough.

One of the best things about 1st ed was the non-linear career system. Yes, there were advanced careers, and yes there were paths between the careers, but it wasn't delivered as "career level 1, 2, 3, etc." The game instead assumed one would bounce around through different careers, developing the character through the changes in their life. 2nd ed took this, and built a bunch of linear paths on top, neutering one of the best innovations that WFRP brought to the industry.

3ed was right in moving away from what essentially became anther level-based system and returned to the original concept, and the game is better for it.

Hello both of you,

thank you a lot for your answers.

I am the tip of his spear,

Lother

I agree with Doc, this game is more fluid and free form than any other RPG I've played. The depth that a creative Player can get out of his / her Character is immense. Think of it in terms of Conan the Barbarian, he never stopped being a barbarian or warrior, when he became a thief, necessity and a change of environment required that he picked up a new skill set. Keep this in mind and all manner of options are available. Coupled with the great format that FFG has in place for the release of new content, this game will definatly be the best RPG I've ever Narrated.