"Level" Query

By DandGeezer, in Warhammer Fantasy Roleplay

I noticed that, unlike D&D, WHFP doesn't mention for what levels are different adventures. Is there a progression or is the system so flexible that it can work for any level?...

I haven't read those adventure-books, but I think it was never hard to adjust the difficulty of an adventure. Just increase or decrease the stats. What really matters, is a profound story and creative events and story-twists.

Usually scenarios will say "for Rank 1 characters" or "For rank 2 characters." The scenarios produced so far are all geared towards rank 1 with sidebars saying that the GM can make it tougher by "adding monsters here..here..and here..."

jh

The adventure in the back of signs of faith is reccomended for rank 2 characters.

One very big problem, is that in standard D&D you have a group which all add to the groups combat efficiency in moderate to large degree.

In Wfrp many groups are quite poor at combat. It's not unusual to have only 1-2 members who can actually fight. My current group contains only 2 who can fight, and none of them are very good at it.

So... a rank 2 adventure can be easy for some (shieldbearer, wardancer, bright wizard, sigmar priest), but extremely hard for others (scribe, gambler, verena priest, agitator, or whatever...).

This means it's often much easier to let the GM scale the adventure, according to the characters.

Here are some thoughts that someone wrote on the subject of scaling:

www.fantasyflightgames.com/edge_foros_discusion.asp

Personally, I don't believe in scaling unless it's just too easy. If a group is made up of non-combat characters, wth are they doing getting themselves into fights? That's just stupid roleplaying imho.

jh

Emirikol said:

If a group is made up of non-combat characters, wth are they doing getting themselves into fights? That's just stupid roleplaying imho.

? How is this avoidable? Unless you use the alternate rule that allows players to pick their careers, there is going to be a mix of social/support/combat characters in a party. I've yet to read an adventure that says a fight will happen at a certain point "unless your party consists of non-combat characters."

There usually are ways to solve problems without fighting yourself.

You may inspire the local militia to accompany you, you may hire bodyguards, you may unravel the chaos presence and get a witch hunter to finish the job, whatever.

Of course, a purely non combat group is rare in my experience of fantasy rpgs, and WFRP in general.

Just keep saying to yourself WFRP isn't D&D and WFRP isn't WoW. Let the players role play and try and come up with their own solutions. Just because a module says 'fight here' if the players can think of a good way to avoid it let them as long as it makes sense and people are having fun. But at the same time if they just wade into everything unprepared and deserve to get smacked down, smack them down. Balancing an encounter is often as easy as turning some monsters into henchmen or vice versa or just adding more creatures in as part of a second charge.