Frankensteining WFRP2 and 4?
Posted: Wed Oct 23, 2024 5:55 am
So having read most of the WFRP4 books and listened to several very good actual play podcasts I am finally convinced that at least for me WFRP4 is unplayable - there are simply too many rules scattered over too many books and even if you can cope with all that there are design flaws (the three metacurrencies, advantage, tiered careers) that mean it just doesn't feel Warhammer to me.
WFRP2 however has its own problems several of which WFRP4 does resolve.
So what I am working on is identifying which specific rules from WFRP4 do work better and can be bolted on to WFRP2 without changing the character sheet.
Combat: Opposed rolls with highest SL winning does resolve the huge whiff problem of WFRP2 and WFRP4 SL + SB + fixed damage ratings by weapon is much less swingy than WFRP's d10 damage roll.
Economics: WFRP2's prices are a total mess and while WFRP4's are far from perfect they make more sense as does the Brass/Silver/Gold earnings tiers for careers (although it will take some work to map them over).
Downtime/Endeavours: This is a gaping hole in WFRP2 even if WFRP4's actual campaigns don't use them well (I'd also be inclined to spread the Ubersreik and TEW campaigns over a decade or more for instance so characters are much more grounded in their homes and society with months rather than days of downtime).
Fluff: WFRP4 wins hand down on this by at least trying to resolve the huge contradictions between WFRP1's and WFB's empire.
WFRP2 however has its own problems several of which WFRP4 does resolve.
So what I am working on is identifying which specific rules from WFRP4 do work better and can be bolted on to WFRP2 without changing the character sheet.
Combat: Opposed rolls with highest SL winning does resolve the huge whiff problem of WFRP2 and WFRP4 SL + SB + fixed damage ratings by weapon is much less swingy than WFRP's d10 damage roll.
Economics: WFRP2's prices are a total mess and while WFRP4's are far from perfect they make more sense as does the Brass/Silver/Gold earnings tiers for careers (although it will take some work to map them over).
Downtime/Endeavours: This is a gaping hole in WFRP2 even if WFRP4's actual campaigns don't use them well (I'd also be inclined to spread the Ubersreik and TEW campaigns over a decade or more for instance so characters are much more grounded in their homes and society with months rather than days of downtime).
Fluff: WFRP4 wins hand down on this by at least trying to resolve the huge contradictions between WFRP1's and WFB's empire.