So, Warhammer using Edge of Empire

By Phantomdoodler, in Warhammer Fantasy Roleplay

It occurs to me that Edge of Empire is pretty much what Warhammer should be. Cool narrative dice but a token free, traditional rpg. And since many elements are derived from Warhammer 3rd ed, I cant seeing it being hugely difficult to implement:

1. Use Warhammer dice

2. Replace Actions and Talents with just Talents, which can be purchased from certain careers (like second edition)

3. Unlike talent trees and paths from EOE, keep careers as they have always been with warhammer, providing access to career skills and talents (buying talents and skills outside of a career is expensive)

4. Drop the use of cards and tokens, simplifying talents and actions. Use Percentile dice for critical hits, miscasts (as in Gms guide)

5. Remove stance, although stance dice could be used with certain talents.

Anyway, this will probably take a while, but I believe there is hope I may actually go back to warhammer if it works out.

Good luck putting together something you'll enjoy!

Personally, I find EotE less interesting. I think action cards add an amazing amount of fun and allows a GM a chance to create unique and creative encounters like no other game. So I find the thought of removing them not to my taste. Especially in favor of talent trees - I dislike them. I end up spending experience on things I don't want for an opportunity to get to something I do want.

It might be a lot of work but it should be fun hacking it together :)

Well its a personal taste. I just like to roleplay with a rulebook, a few character sheets and chilling on the sofa. Endless cards, chits etc. just isnt my bag. I dont intend to use talent trees. I am going back to 2nd ed, so each career will provide talents and skills that you can get cheaper when part of that career. Essentially, I will strip down the actions so that they provide bonuses that can be summed up in a paragraph, and use the general dice options for the different results from EOE.

Character Generation

1. Select Race

Ogre

Wound Threshold: 12+ Toughness rating

Corruption Threshold: 10 + Toughness rating

Special Abilities: Thick Skin, The Great Maw, Bigger and Stronger, Fearless

Characteristic Ratings: St 3, To 3, Ag 2, Int 1, WP 2, Fel 1

Halfling

Wound Threshold: 7+ Toughness rating

Corruption Threshold: 15 + Toughness rating

Special Abilities: Roguish Pursuits, Naturally Sneaky, Night Vision

Characteristic Ratings: St 1, To 2, Ag 3, Int 2, WP 2, Fel 3

Men of Ostland

Wound Threshold: 9 + Toughness rating

Corruption Threshold: 5 + Toughness rating

Special Abilities: Stubborn, Fighters against Chaos, Diversity

Characteristic Ratings: St 2, To 2, Ag 2, Int 2, WP 2, Fel 2

Men of Ostermark

Wound Threshold: 9 + Toughness rating

Corruption Threshold: 5 + Toughness rating

Special Abilities: Monster Slayers, Stoic Defenders, Diversity

Characteristic Ratings: St 2, To 2, Ag 2, Int 2, WP 2, Fel 2

Men of Talabecland

Wound Threshold: 9 + Toughness rating

Corruption Threshold: 5 + Toughness rating

Special Abilities: Lore of the Wild, Trackers, Diversity

Characteristic Ratings: St 2, To 2, Ag 2, Int 2, WP 2, Fel 2

Edited by Phantomdoodler

Well its a personal taste. I just like to roleplay with a rulebook, a few character sheets and chilling on the sofa. Endless cards, chits etc. just isnt my bag. I dont intend to use talent trees. I am going back to 2nd ed, so each career will provide talents and skills that you can get cheaper when part of that career. Essentially, I will strip down the actions so that they provide bonuses that can be summed up in a paragraph, and use the general dice options for the different results from EOE.

Good luck! It is going to be a hell of work, but if it helps you I will be very interested in following it up.

If I can recommend something to you, it is to fully switch to the EotE dice. Notice that there, you have three negative dice, the set back (misfortune in W3), the difficulty and the challenge dice (which have no equivalent in W3). These two last ones are very important for both, the game equilibrium and the narrative impact of the dice mechanics. The W3 challenge die does a very poor job in comparison.

Similarly, the same happens with the W3 expertise dice. Being a 6-sided die, the amount of comets out come is too high and too difficult for the GM to narratively integrate it in the story, specially at medium and high PC levels and /or in large parties. Again the EotE expertise die, being a 12-sided die, does a better job here.

Enjoy

Yepes

I've not readed EoE (yes, shame on me :) but no time nor money... at this time... but don't like multiple RPG for same universe)

BUT

warhammer still have a system that work with SW universe.

why? very rought and violent... and deadly

carrier notion (level is unbelievable with SW nor Warhammer)

madness/corruption style

all magical or religious style... as the Force with jedi council vision, but force user/sensitive other vision in galaxy, sith one, ...

...

I've used W1 to play SW, was just perfect

don't really know W2

but W3 is just fit for SW... stance meter, carrier, wound/critical, corruption and magical misfit, ...

Well its a personal taste. I just like to roleplay with a rulebook, a few character sheets and chilling on the sofa. Endless cards, chits etc. just isnt my bag. I dont intend to use talent trees. I am going back to 2nd ed, so each career will provide talents and skills that you can get cheaper when part of that career. Essentially, I will strip down the actions so that they provide bonuses that can be summed up in a paragraph, and use the general dice options for the different results from EOE.

Phantom, have you tried W3 without components? Was it disappointing? I'm with Tush here, I like the components, but I appreciate the will and the time to change anything to something you will like better. I'm just curious how it would be the experience of playing the system without the parts as the system tried to give an option for it.

Cheers.

May I share the SW EOTE elements I put in my WFRP3 ?

- Positive dice Upgrade : yellow expertise dice take place of blue ability dices when you're trained... As yellow die must replace 2 dice, it must be stronger : count the success and the 2 boon side as double success and double boon. Comet count as both success and comet.

- minion group dice upgrage : instead of adding one white dice per minion in the group, upgrade its ability dice to expertise dice per minion.

... And you should put sticker to fortune and misfortune dice so as to make them as effective as boost and setback dice.

The yellow upgrade will increase the # of criticals, otherwise I like the idea of combining dice like that.

It occurs to me that Edge of Empire is pretty much what Warhammer should be. Cool narrative dice but a token free, traditional rpg. And since many elements are derived from Warhammer 3rd ed, I cant seeing it being hugely difficult to implement:

1. Use Warhammer dice

2. Replace Actions and Talents with just Talents, which can be purchased from certain careers (like second edition)

3. Unlike talent trees and paths from EOE, keep careers as they have always been with warhammer, providing access to career skills and talents (buying talents and skills outside of a career is expensive)

4. Drop the use of cards and tokens, simplifying talents and actions. Use Percentile dice for critical hits, miscasts (as in Gms guide)

5. Remove stance, although stance dice could be used with certain talents.

Anyway, this will probably take a while, but I believe there is hope I may actually go back to warhammer if it works out.

Actually it would be better to use the EotE dice as they have a far better balance.

Making talent trees for all the careers - just one for each career - would take some time. Also the modding of weapons is part of the progression in EotE, so you'd have to figure that in too, to keep it balanced.

If I were to take anything over from EotE it would be the dice. They have the same type of results but with a different balance. It would be harder to get sigmars comets (1/12 instead of 1/6), but I'd modify skills to go from 1-6 instead. I'd remove stance dice completely and leave the rest as it is. All cards relating to stance would just use a standard value of 2. So when you deal damage equal to your stance it would be +2 damage and when you can't convert stance dice you'd downgrade 2 dice.

Defense cards would work something like this:

Regular: Add 2 black dice

Improved: add 2 purple dice

Advanced add 2 red dice

Edited by Gallows