#1 Warhammer Fantasy Roleplay Second Edition
Posted: Mon Jan 02, 2006 4:21 am
Short and sweet: It is good. They fixed everything while staying close to the original mechanics and flavor of the first version
The long version:
Races: balanced. Elves and Dwarves are no longer grossly superior to other races. Fate points also give you a daily source of rerolls, so they are useful before certain death beckons (helps Halflings and Humans the most of course). Also a chart for random disfigurement to give your character that Warhammer feel.
Careers: New ones and better balance of the old. Several careers got the axe. Better rules for profile advancement and career change. Good stuff.
Skills and Talents: Much improved. One can take a skill up to three times, for even higher bonuses. The Silent Move that your character starts with is not the same as the Silent Move of an experienced character.
Combat: Armour is made more valuable and the naked dwarf now dies a hail of gunfire as he should. More options make combat more complex, but still keeps the rules fairly simple.
Magic: Completely revamped. Easy to use, flavorful, consistent with the latter fluff, and petty magic is worthwhile. Magic is powerful, but potentially dangerous to its user. Wizard magic is different than priestly magic. Dark magic is powerful and dangerous.
Fluff sidebars: excellent
Old World background: good.
Art: Almost always good.
Monsters: Small section. Useful but slim. More coming in a bestiary, of course.
NPCs: Good section. Not terribly big, but it gets the job done.
Overall: Yes, I am drooling.
The long version:
Races: balanced. Elves and Dwarves are no longer grossly superior to other races. Fate points also give you a daily source of rerolls, so they are useful before certain death beckons (helps Halflings and Humans the most of course). Also a chart for random disfigurement to give your character that Warhammer feel.
Careers: New ones and better balance of the old. Several careers got the axe. Better rules for profile advancement and career change. Good stuff.
Skills and Talents: Much improved. One can take a skill up to three times, for even higher bonuses. The Silent Move that your character starts with is not the same as the Silent Move of an experienced character.
Combat: Armour is made more valuable and the naked dwarf now dies a hail of gunfire as he should. More options make combat more complex, but still keeps the rules fairly simple.
Magic: Completely revamped. Easy to use, flavorful, consistent with the latter fluff, and petty magic is worthwhile. Magic is powerful, but potentially dangerous to its user. Wizard magic is different than priestly magic. Dark magic is powerful and dangerous.
Fluff sidebars: excellent
Old World background: good.
Art: Almost always good.
Monsters: Small section. Useful but slim. More coming in a bestiary, of course.
NPCs: Good section. Not terribly big, but it gets the job done.
Overall: Yes, I am drooling.