We played for a lot of games in the new system. I really enjoy it. It's got all the dark-fantasy stuff of the original WFRP game, but the rules are a lot more diverse (WFRP2 was a little flat for mechanistic players). Since switching back to Pathfinder/D&D3.75, I REALLY miss the dice mechanic and having the rules on the cards (and also minions..which were introduced in D&D 4e and were a nice fit in wfrp3e).
We've stopped our campaign temporarily however because we are waiting for some more Advanced careers to come out. The book of magic/winds of magic just came out and it is excellent
My own review summarized:
1. Great dice mechanic
2. Rules for players all on cards...I'm a GM. I think it would be just as easy to have them on a sheet of paper, but the cards are nice. They're harder to catalogue, but there are a LOT of summaries out there done by fans (as well as torrents of the cards) so you can reference them anyways. We've always just used a summary sheet for the basic actions. It takes up less space and it's not like you have to put recharges on those actions.
3. Rulebooks: the main rulebook is not well-written because there few examples..plus, after years of playing over-ruled games like D&D, I was simply expecting more /rules./ There simply aren't a lot of rules in this game. The GM and the dice make up the rules instead of the books telling you what YOU do.
4. Price: for all the stuff you get, this is priced correctly
5. Careers: those of us who had Jay Littles prior book for WFRP2e, "The Career Compendium" miss all those redundant careers like lamplighter and chimneysweep (adventuring careers to be sure!!!). Mostly what's coming out slowly in the supplements is the advanced careers..otherwise your character is limted to lateral moves as he levels/ranks up. Nothing like going from soldier to peasant!
5. Tokens and tokens and tokens. I personally think that 4e D&D got one thing right: per-encounter, daily, and at-will. Although it's nice to be able to "recharge" an ability faster than in D&D, it's kind of dorky to have to track with the tokens..my players seem to like them, but as a GM looking in from the outside, I'd rather just have the D&D-way.
..






Reply With Quote
Bookmarks