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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.

comicshorse
2009-08-18, 11:12 AM
The Horror, the Horror

There is nothing wrong with 2E, well not much and certainly nothing that can be fixed by introducing what look like artillery dice from WFRP and turning it into a collectable card game.

Not to mention being incompatabile with a load of the old books.

Terrible idea

Tengu_temp
2009-08-18, 11:17 AM
Power Cards!

lesser_minion
2009-08-18, 11:49 AM
The existing rules do have their problems, including a balance issue (attack advances).

There seems to be no real justification for massively revising the rules, however. Some of the apparent aims of this re-write are admirable (cutting down on the need to reference the rulebook in play is nice). However, while requiring or assuming the use of special dice, cards or other game-specific accessories might work for a tabletop wargame, but in roleplaying games the concept is something of a bad idea.

Sufficiently so that I'm not going to retain much hope for this game having merit beyond the things WFRP has always done well.

Kiero
2009-08-18, 12:06 PM
There's never really a "justification" for a new edition in the first place, and if anything a complete change is a better one than simply cleaning up a few mistakes from the last one.

No one is obligated to play the new one, you can carry on playing 2e or even 1e to your heart's content. But for those of us who didn't much like them (and were suffering them anyway), this is a welcome change.

Myshlaevsky
2009-08-18, 12:24 PM
2e is a system I'm a fan of and some of the things I like - for instance, rolling from a wide variety careers - look incompatible with this new edition. I also have absolutely no idea why they removed halflings to stick in another brand of elf.

I'm hoping for the best but I dislike a lot of what I've seen so far.

bosssmiley
2009-08-18, 12:34 PM
Old news is Old (http://vaultsofnagoh.blogspot.com/2009/08/ffg-revive-heroquest-sort-of.html), real old (http://www.giantitp.com/forums/showthread.php?p=6454276)

And I played Advanced HeroQuest already. :smalltongue:

Kiero
2009-08-18, 12:42 PM
Old news is Old (http://vaultsofnagoh.blogspot.com/2009/08/ffg-revive-heroquest-sort-of.html), real old (http://www.giantitp.com/forums/showthread.php?p=6454276)

A thread from July with nothing more than speculation in it.

Myshlaevsky
2009-08-18, 12:51 PM
A thread from July with nothing more than speculation in it.

I can see it has considerably more than speculation just by casually glancing at it.

lesser_minion
2009-08-18, 01:04 PM
There's never really a "justification" for a new edition in the first place, and if anything a complete change is a better one than simply cleaning up a few mistakes from the last one.

No one is obligated to play the new one, you can carry on playing 2e or even 1e to your heart's content. But for those of us who didn't much like them (and were suffering them anyway), this is a welcome change.

I never said that a complete revamp was necessarily a bad thing. What I said was that introducing new and unusual dice is not going to improve the game, and that I didn't feel that a major revision was justified.

The current edition isn't an absolutely perfect piece of work, any more than its predecessor was. At the same time, they were hardly bad, and tearing apart everything, especially accompanying it by a money grab, is not, IMHO, the best way to go. This revision goes a lot further than, for example 3e to 4e (where many basic concepts within the game engine itself remain constant)

Kiero
2009-08-19, 03:50 AM
I never said that a complete revamp was necessarily a bad thing. What I said was that introducing new and unusual dice is not going to improve the game, and that I didn't feel that a major revision was justified.

The current edition isn't an absolutely perfect piece of work, any more than its predecessor was. At the same time, they were hardly bad, and tearing apart everything, especially accompanying it by a money grab, is not, IMHO, the best way to go. This revision goes a lot further than, for example 3e to 4e (where many basic concepts within the game engine itself remain constant)

As before, if it's really not working for people who like 2e mostly as it is, they can carry on playing it. No one is obliged or forced to buy into the new edition.