So I was thinking of getting back into WFRP3 (only ran a few sessions last year with some friends/newbies). Then I started reading all the posts about the rules being BROKEN (especially from Yepesnopes ). And the sad thing is, I agree.
I think I was in denial for a long time. I really wanted this game to be good, and to be successful. I actually quite like the dice, and some of the sub-systems around fear/terror, insanity, corruption, disease etc. But too many cards, too many chits and a core mechanic that just seems unbalanced (seems like they didn't even check the probabilities of rolls when they designed it).
Anyway, I'm not here to bash WFRP3 anymore than is necessary, I'm just here to say that I've written my own house rules for WFRP3 which rip out the core mechanic and replace it with the Fudge 4dF (and the fudge ladder). This means (the way I look at it) a broken over powered system is replaced with a very balanced one. I still use expertise, challenge, fortune and misfortune dice to keep things interesting. I've had to rewrite quite a few rules - but I've tried to minimise this as much as possible, so there's actually quite a bit there that's still using the rules as written, for example I can still use the existing monster stats and skills, and character attributes are at exactly the same levels as the RaW.
The big change is actions - I've basically got rid of them. Combat is now much simplier with choices for actions limited to those you'll find in GURPS. I still have to rewrite spells as necessary (ugh, not looking forward to that - just see what my players want to play first).
I'll play-test the bejesus out of this sometime in January, then get my campaign going again. I'm a pretty loosey goosey GM (as my players know), so having a perfectly balanced and fine-tuned system is not necessary for us. Really looking forward to playing this.
I wonder if anyone else has combined fudge dice with WFRP3 dice??