WFRP Lite

By bigity, in Warhammer Fantasy Roleplay

How has/does the lite version work for people? I like most of the mechanics so far, except non-variable damage - which is sorda done with the bonus successes, and the talent and action cards. I'd rather do away with those for favor of tables or players keeping track on paper.

Are there complete tables out there for every action and/or talent? Or would I be stuck manually creating such lists?

It seems to run exactly the same as the regular game (for us). We still use a couple decks for things (namely wounds/crits). I'm not sure of the non-variable-damage you're speaking of though.

jh

Well I'm just reading through the player's guide for the first time, but for example, weapon does X damage, added to the characteristic, minus soak. There is no random element to it other than the success fool, kind of like Shadowrun.

There isn't a system where an axe does D8 + 2 for example.

Success roll, not fool, heh.

Yea it could probably done if you just wanted to roll extra d&d dice. Youd have to up the average though b/c of soak.

Nothing new here on static damage..but it is varied by the dice rolls anyways, including variable crits.

In 2nd Ed, a hand weapon did 1d6 damage. In the 3rd, does +5. In Gurps (as fae as I remember) you could exchange a +4 for a d6. Maybe it can help randomize stuff.

chikago666 said:

In 2nd Ed, a hand weapon did 1d6 damage. In the 3rd, does +5. In Gurps (as fae as I remember) you could exchange a +4 for a d6. Maybe it can help randomize stuff.

That was 1st edition. In second edition it was d10.

I've used "add number of success to the Damage Potential" house rule. Makes the combat more deadly. Though my NPC tend to die with one succesful hit anyway. If they are not Nemesis.

The rage and melee attack's Actions Cards add a damage variability in the game depending on the roll.

+ Variant in the toolkit is possible : +2 damage per 2 extra hammer not used on the dices.

More questions here for me:

Do the supplements after the Player's Guide (which contains tables of all actions/talents/party cards/etc released in previous supplements and the core rules), contain a similar table of all the cards included with that supplement? If not, is there a document released that contains such tables or would that even be allowed by FFG?

Do the tables contain all the information or are they lacking? (I see many references to them being 'summaries')

Is there a forum here for recruitment/playing of online WFRP games, or a Game finder, something along those lines? What about other sites?

On to more game-related stuff:

Some of the 'basic' careers seem way out of line - such as the sword master, the iron breaker, and troll-slayer to name a few. Do other GMs let them fly as is or house-rule them to advanced careers? It seems very odd, for example, that a starting PC would be a troll-slayer - a dwarf deeply shamed by failure enough to seek death when they are 'just starting out'.

The sword master and iron breaker I could see allowing, but defininately with modified trappings.

I don't think I'm a fan of the very abstract resource/money system. Yes, keeping meticiulous track of a list of items and their cost adds time/effort, but it just seems integral to RPGs to me. I guess one could always pull out the 1st/2nd edition price charts and start from there.

All in all I have to say that this new version is much more WFRP than I was afraid of. I saw the core box two years ago and I was so put off by the rumors/ignorance of what it contained that I never looked at it. The idea of going with guides/vaults was a pretty brilliant one on FFG's part, it got them at least one new customer and I'd bet many more.

Do the supplements after the Player's Guide (which contains tables of all actions/talents/party cards/etc released in previous supplements and the core rules), contain a similar table of all the cards included with that supplement? If not, is there a document released that contains such tables or would that even be allowed by FFG?

* No. You'll have to create your own.

Do the tables contain all the information or are they lacking? (I see many references to them being 'summaries')

* The action table summaries in the players guide are complete.

Is there a forum here for recruitment/playing of online WFRP games, or a Game finder, something along those lines? What about other sites?

* No. FFG does not feel that is important. Repeated begging by us customers has not helped. Best to do Meetup, rpg.net,and penandpapergames

Some of the 'basic' careers seem way out of line - such as the sword master, the iron breaker, and troll-slayer to name a few. Do other GMs let them fly as is or house-rule them to advanced careers? It seems very odd, for example, that a starting PC would be a troll-slayer - a dwarf deeply shamed by failure enough to seek death when they are 'just starting out'. The sword master and iron breaker I could see allowing, but defininately with modified trappings.

* I have some house rules on this subject: dl.dropbox.com/u/167876/WFRP3%20HAFNER%20Houserules%20v8.pdf

I don't think I'm a fan of the very abstract resource/money system. Yes, keeping meticiulous track of a list of items and their cost adds time/effort, but it just seems integral to RPGs to me. I guess one could always pull out the 1st/2nd edition price charts and start from there.

* Me either. See my house rules and Liber Fanatica #8

All in all I have to say that this new version is much more WFRP than I was afraid of. I saw the core box two years ago and I was so put off by the rumors/ignorance of what it contained that I never looked at it. The idea of going with guides/vaults was a pretty brilliant one on FFG's part, it got them at least one new customer and I'd bet many more.

* Welcome to the cult. All hail exquisite Nurgle!

AGH! The site ate my reply! I must still chime in though!

bigity said:

Is there a forum here for recruitment/playing of online WFRP games, or a Game finder, something along those lines? What about other sites?

There's none here, though you could always throw up a "Looking For Players" thread. You'll likely have better luck over on RPG.net, though. There's simply more players' eyes over there, as well as a greater number of people who aren't currently playing WFRP. Good luck on the hunt!

bigity said:

Some of the 'basic' careers seem way out of line - such as the sword master, the iron breaker, and troll-slayer to name a few. Do other GMs let them fly as is or house-rule them to advanced careers? It seems very odd, for example, that a starting PC would be a troll-slayer - a dwarf deeply shamed by failure enough to seek death when they are 'just starting out'.

I allow them in my campaigns as-is because they're totally awesome. I view gaming like this: You have to be willing to sacrifice reality for truth. The truth of WFRP is that Troll Slayers and Sword Masters and such are parts of the world, and they're basic parts of the cultures that they come from. That's what makes the Warhammer world fun. I mean, everyone wants to be Gotrek, right?

If your concerned about "balance", don't be. Those careers work just like every other basic one. They need the same number of advances to complete, their career ability isn't super-super powerful, nothing like that. They're also totally sweet.

bigity said:

The sword master and iron breaker I could see allowing, but defininately with modified trappings.

I'd warn strongly against doing that. Not only are the armor and sword that those two careers award their players a big part of what makes them fun and cool, those items aren't even all that powerful. Also, if you take those items away a lot of the action cards that those players would buy for their characters just aren't going to be as effective. By removing those items or modifying them you'll be greatly limiting the effectiveness of those careers and possibly the amount of fun your players will be having.

If you're concerned with them being powerful or whatever, just remember that bigger PCs mean bigger baddies and bigger, more epic battles!

If you're dead set on modding the trappings, make sure you offer the players that take those careers something comparable in return. Lower the effectiveness of the Sword Master's blade, but give him some lightly-magicked armour in return. Invert that for the Ironbreaker.

bigity said:

I don't think I'm a fan of the very abstract resource/money system. Yes, keeping meticiulous track of a list of items and their cost adds time/effort, but it just seems integral to RPGs to me. I guess one could always pull out the 1st/2nd edition price charts and start from there.

I actually prefer a much more abstract and simplified system for money, something like the Resource mechanic from Spirit of the Century or other FATE driven games. While you say that keeping track of lists and coin seems integral to RPGs to you, it doesn't seem like you actually enjoy that stuff. I'd say try running with the system as is. It may just be in the sweet spot of detailed and abstract for you. If not, then you could totally dust off the old charts and break out the coin purses.

bigity said:

All in all I have to say that this new version is much more WFRP than I was afraid of. I saw the core box two years ago and I was so put off by the rumors/ignorance of what it contained that I never looked at it. The idea of going with guides/vaults was a pretty brilliant one on FFG's part, it got them at least one new customer and I'd bet many more.

Welcome to the party! Have a good time with the game. I hope this helped with your questions.

Yea I think I've decided, if I can actually find some players, to give a shot as-is, and then go from there.

I know there are other threads about this, but to make sure I'm following it right, I need to get to get a full spectrum game going:

1) Player's Guide and Toolkit (this is more for players but I'll want the guide for sure)

2) Gamemaster's Guide and Toolkit

3) Creature's Guide and Toolkit

All the above effectively replaces the Core Set (with extras)?

Replace with extras, definitely. I bought the core set and still went out and bought the creature stuff.