Kiero
2009-08-18, 11:04 AM
I can't believe I haven't seen a thread on the last few pages about this. It was announced at GenCon (though not demo-ed) that FFG are close to completing a new edition of the game which is completely different to the previous two, mechanically. There were a number of seminars on what's different, someone summarised what they heard as follows:
1. WFRP 3 is NOT a boardgame in any shape or form. It's as much an rpg as 1st or 2nd edition if not more more so. It definetly has the potential to be more narrative than both of them.
2. The dice pool is a way to add in modifiers (both bad & good), your attributes, and skills to test whether you suceed or not. This will virtually do away with looking up charts in the rulebook.
3. The career system is Still in 3rd edition. Jay didn't elaborate too much, but mentioned it is very similar to what we are used to. Each player has a career card that sits next to your character sheet and is used during play. Again this cuts down on flipping through the rulebook for information.
4. Halflings WILL be introduced in a later supplement, as well as possibly other races.
5. New careers will be introduced in future supplements, beginning with The Adventurer's Toolkit Expansion which will be released around the same time as the main rules. This expansion will add 10 new careers, more character sheets, etc. This pack will also allow you to expand the number of players beyond the base four that the main rules allows.
6. There will be a campaign set coming out in the not too distant future. Not much info though. There will possibly be adventure expansions as well.
7. The critical hits tables will be in there as well. They have been revised for this new system. They will be lethal, but you will have the option to flee rather than die (if you so choose).
8. Magic will have extra dice used for the dice pool, and these dice will be bad news if the magic user roll chaos symbols on these dice when casting spells.
9. There will possibly be a Ruinous Powers expansion sometime down the line.
10. The new system uses a new concept of stances for when your character wants to do something. Basically you either are very cautious when attempting something or more aggressive, bold. Each have their benefits and drawbacks. Career special ability cards are two sided and have stats and abilities for cautious on one side and bold on the other.
You can see the new microsite (http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=93&esem=1) for yourself.
There's been a lot of acrimony from people who liked the previous system (I'm not one of them, I'm glad to see the back of it), comparing it to a boardgame rather than RPG.
Instead of percentile dice (which I hate), we get these:
http://www.fantasyflightgames.com/ffg_content/wfrp/wfrp-description-page/dice-pool.png
Talents and such are cards, which you put in a folder for your character and swap in and out as necessary:
http://www.fantasyflightgames.com/ffg_content/wfrp/wfrp-description-page/ActionCard_fan.png
I'm playing in a WFRP2e game right now (see here (http://forum.rpg.net/showthread.php?t=421186)), and while I love the game I hate the system. I'm hoping what emerges will be compatible enough with what my GM has in mind to allow us to shift across.
1. WFRP 3 is NOT a boardgame in any shape or form. It's as much an rpg as 1st or 2nd edition if not more more so. It definetly has the potential to be more narrative than both of them.
2. The dice pool is a way to add in modifiers (both bad & good), your attributes, and skills to test whether you suceed or not. This will virtually do away with looking up charts in the rulebook.
3. The career system is Still in 3rd edition. Jay didn't elaborate too much, but mentioned it is very similar to what we are used to. Each player has a career card that sits next to your character sheet and is used during play. Again this cuts down on flipping through the rulebook for information.
4. Halflings WILL be introduced in a later supplement, as well as possibly other races.
5. New careers will be introduced in future supplements, beginning with The Adventurer's Toolkit Expansion which will be released around the same time as the main rules. This expansion will add 10 new careers, more character sheets, etc. This pack will also allow you to expand the number of players beyond the base four that the main rules allows.
6. There will be a campaign set coming out in the not too distant future. Not much info though. There will possibly be adventure expansions as well.
7. The critical hits tables will be in there as well. They have been revised for this new system. They will be lethal, but you will have the option to flee rather than die (if you so choose).
8. Magic will have extra dice used for the dice pool, and these dice will be bad news if the magic user roll chaos symbols on these dice when casting spells.
9. There will possibly be a Ruinous Powers expansion sometime down the line.
10. The new system uses a new concept of stances for when your character wants to do something. Basically you either are very cautious when attempting something or more aggressive, bold. Each have their benefits and drawbacks. Career special ability cards are two sided and have stats and abilities for cautious on one side and bold on the other.
You can see the new microsite (http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=93&esem=1) for yourself.
There's been a lot of acrimony from people who liked the previous system (I'm not one of them, I'm glad to see the back of it), comparing it to a boardgame rather than RPG.
Instead of percentile dice (which I hate), we get these:
http://www.fantasyflightgames.com/ffg_content/wfrp/wfrp-description-page/dice-pool.png
Talents and such are cards, which you put in a folder for your character and swap in and out as necessary:
http://www.fantasyflightgames.com/ffg_content/wfrp/wfrp-description-page/ActionCard_fan.png
I'm playing in a WFRP2e game right now (see here (http://forum.rpg.net/showthread.php?t=421186)), and while I love the game I hate the system. I'm hoping what emerges will be compatible enough with what my GM has in mind to allow us to shift across.