Note from the future: As you can see when you go back and read the first post of the thread, I started this thread back in January 2019, and now it's May 2019, and it's time to admit defeat. There are lots more details on why, and how I tried making various systems work, sprinkled around the forum if you look for posts written by me during this timeframe. /Zapp
Rat Catcher wrote: Mon May 06, 2019 3:28 pm
So what's your current opinion on WFRP4 CapnZapp, is it worth saving with house rules?
To be honest, after trying for over six months (and I consider myself
very rules-crunchy) my best advice would be to give up on 4E and port over three things to 1st Edition:
1) the careers system - I initially disliked it, but since my players are loving it, I have had to reconsider
2) the opposed roll to attack (since it does get rid of the whiffing)
3) magic spells (but certainly not the rules for casting)
To add a bit more detail:
Yes, using the 4E careers system brings with it the 4E characteristics, skills and talents.
The 4E opposed attack roll is superior to the 1E/2E math that automatically makes a duel between two clumsy amateurs or a duel between two expert veterans go on forever. I would still determine Damage the 1E/2E way, though†.
I would not import Advantage. I would simply use the 1E Winning and Gaining rule (which in my opinion is not only far simpler but far better too). Any Talent mentioning Advantage simply requires or spends WaG instead. As long as players know this beforehand, they can simply avoid the few Talents that lose too much because of this.
I would probably use 2E's approach to parrying. That is, everybody get to parry once and dodge once†. Having a shield or second weapon grants a bonus parry (but dual wielding does not grant a second attack).
†) This is because 4E makes Weapon Skill far too important at the expense of Strength and Agility.