It's About Time

Be a pig farmer. Wake up early in the morning everyday. Do back-breaking labor. Kiss your wife who has the largest tits in the town. Stop working after the sun goes down. Wake up the next morning and die to a flood of goblins.
Post Reply
User avatar
Knight
Site Admin
Posts: 171
Joined: Mon Aug 09, 2021 6:24 pm

It's About Time

Post by Knight »

What to say about WFRP4e...

It's a gritty fantasy setting with mechanics to boot. The only thing special about PCs are their use of fate, fortune, resilience, and resolve. Also the meta knowledge and common sense the players have. That's really about it. NPCs can easily match the PCs in terms of skills and could easily kill a PC in the first round of combat if they get really luck. And a thing about combat-- it's built to make sure whiffing stays to a minimum. Even if the attacker fails, as long as they fail less than the defender, they still hit. Then they will earn 1 advantage. Every advantage gives a +10 to combat abilities, so the more you win the quicker things are going to be. But if you lose once or take damage once, you lose all advantages.

The biggest thing Warhamma has going for it is the world. Although Cubicle 7 has been severely lacking in offering chances to play somewhere outside of Reikland/neighboring Empire states, that just means if you stick with Reikland you'll have a lot of info and options as the GM. WFRP2e had a book to create & play as Bretonnians, Vampires, and Skaven. That's hella good compared to 4th Edition all you really get is more humans (as race is more about starting skills and talents, so humans that come from Middenland are modified) and usually a few careers exclusive to the other races. That's not to say you can't do anything outside of Reikland. You just have to put more thought into it than usual. And there's plenty of homebrews.

Oh, if you don't care about premade adventures at all, don't waste your money buying the supplements and what-have-you. There's few mechanics sprinkled into them, but far from enough to warrant dropping $20 on. The only two that seemed worth it was the one that added ships, artillery pieces, and a decent big of new creatures and then the one that added new skaven creatures like the ratling gunner!

Lots of homebrews. Plenty that are collections of house rules, one brave anon made a bunch of books to play as a wide variety of races to play as like Dark Elves, Greenskins, the undead of Nehekara, Vampires, and an expansion on High Elves. There's some skaven homebrews that are of varying degrees of quality and some Bretonnian homebrews. Then there's homebrews to give more tactical depth for when you're in-charge of battalions.

I believe the biggest strength WFRP4e has over every other TRPG is that you can do whatever you want. You don't have to be a group of adventurers going to slay a dragon. Heck, a lot of the premades have a certain degree of investigation and sociability. Not to mention, Warhammer Fantasy doesn't take itself too seriously. A lot of the noble NPCs can be pretty silly... The careers range from noble to knight to pig farmer, so it easily supports whether you want to plan being a bunch of smell villages trying to survive in the goblin-infested woods or a noble and his knights preparing a mini-war against their neighbors. There's also mercantile rules if you want to become the richest merchant this side of the empire.
Image
"Nothing good ever comes of her laughter. And she's always laughing."

Image
Buy me a Beer.
User avatar
Knight
Site Admin
Posts: 171
Joined: Mon Aug 09, 2021 6:24 pm

Re: It's About Time

Post by Knight »

Yet with how varied parties can be, especially since the game does reward you for rolling everything from stats to race and to career, that could be troublesome for GMs. I believe you should limit which careers the PCs can take if you have a certain type of campaign in mind. Or ensure to inform your players what you expect out of them. Having a rat catcher and peasant intermingle with your noble and knight in your vampire war battles is really hard to account for.

My ideas usually go towards combat-focused campaigns. Whether it be leading an army or surviving after a (heavily modified) End Times. Alternatively, it wouldn't hurt to do silly things like setting up a store (Halfling pies are always needed) and just trying to survive whatever is thrown their way (skaven coming to steal the recipe..!)
User avatar
Knight
Site Admin
Posts: 171
Joined: Mon Aug 09, 2021 6:24 pm

Re: It's About Time

Post by Knight »

Here's some homebrews.

Humans:
https://files.catbox.moe/pdn7qy.zip
The most prosperous race in the world bar greenskins probably. Plenty of choices from being Norscan to Nipponese, although Bretonnia is the only other human faction who has gotten a lot of love. For now until a Cathay supplement maybe comes out. I also included a cooking supplement, because why not. Middenlanders and Ulric have their own rules in the Middenland splat

Races:
https://files.catbox.moe/7deny2.zip
Dark Elves, Greenskins, High Elves (more), Nehekaran Undead, Skaven, Vampires! If you ever wanna do a game based around playing as one of those factions, these are the homebrews for you. Don't ask me about Dwarf homebrews, cuz I dunno about any that still exist. Halflings don't really need it since they are mostly just cooks in Mootland and that's about it. Wood Elves also don't really neeeeed it. Throughout a few of the supplements are additional careers and gear for Dwarfs, Elves (Wood + High), and Halflings (mostly from Archive of the Empire, I think).

Unofficial
https://files.catbox.moe/qdz3el.zip
Unofficial Grimoire and Bestiary. The grimoire adds a bunch of spells, especially for Slaanesh and Nurgle since Cubicle 7 has neglected their spells. It was only the only source for Skaven spells, but the Horned Rat companion added a buncha skaven spells. Then the unofficial bestiary to have a really good selection of monsters and such, since there's only a handful in the corebook. Plus, if you want to explore Lustria or something, now you got options...

War:
https://files.catbox.moe/8jj892.zip
Helpful rules for waging war and the artillery to do so, although the Death of the Reik companion adds a fair bit of the artillery weapons. Still, it adds some talents and a career that some may find helpful.

There's probably some other homebrews you may want to use. Expanded Weapons can add a whole new tactical feel to selecting your weapon instead of just having a generic "Hand Weapon". After that, it's mostly maybe what you want out a NPC or a player wants for their PC and tweaking things to your liking.
Post Reply