I mean, if you can find something any two "standard Tolkienesque fantasy settings" have, it's also in Warhammer. Tolkienesque is a pretty vague adjective.
fun fact, the lore for Old World Warhammer was made because of WFRP. It was always just a battle game and when Gygax worked with Games Workshop and then pulled out, they where jaded and made everything we see now. WFRP 1e was my first TTRPG I played with a group seriously during highschool.
Trappings are not only the free starting kit. It is the kit you must own to start a career. To become a pistolier you need to buy a horse, pair of pistols etc. And to become a student you need a few books. Some careers require a lot of kit. There are careers for landed aristocracy with huge gobs of cash and luxuries and a piece of land required.
A few years ago I did an experiment and within a couple of months, I created characters and run adventures to different groups in all four editions of WFRP. That was a very interesting experience and I strongly advise anyone interested in the evolution of mainstream RPGs to do just that. As Warhammer Fantasy Roleplay has been created as a direct response to the first D&D editions and then evolved in response to changing climate in the gaming community, the ruleset shows a lot of evolving philosophy of RPG design.
It's a lot like playing Warhammer Fantasy Battles around 3rd to 4th ed in RPG form. You could literally convert your WFRP PC into a WFB model. GW was already making RPG-adjacent wargaming that was not a clear RPG or wargame either.
@@SusCalvinyes, at least in later editions it determines the effects of Critical Damage when you drop below 0 Wounds. Those Critical Damage tables being one of the things WFRP and it's derivatives are best known for, they get graphic (the 40k ones are actually toned down). It might seem complex, but the use of a flip-flop for hit location was actually genius and keeps combat moving quickly. Until you're dealing with Critical Damage, but that just makes it an event.
Some examples of the Deathwatch (Space Marine) Critical Damage results include: An energy weapon boiling your brain and explode your head, your face being burned off, your bone marrow boiling, and exploding into a red mist. (Last one is less graphic, just thought a space marine being utterly obliterated by a frag grenade was funny.)
@@TheSkittleNerd I'm AFB, but basically W40kRP compensated for it's additional damage types by truncating the tables. So the WFRP ones don't have you explode into red mist, but at higher levels do have a lot more detail about what got cut/pounded and the exact gore that results.
As a Fire Emblem fan, the career system in this game reminds me quite a bit of how those video games handle classes, while also taking it further and allowing players to really explore wherever they want, given a journey. I really like that, and I'll probably steal some of these ideas for a project of mine at some point.
The awesome thing about Warhammer Fantasy Role-play is that it's not just a great system for combat ( small scale & large scale ) but also a great system for political intrigue and mysterie investigations.
1st ed WFRP characters are more than kinda like expanded WFB character; the systems were designed to be interoperable, as was Rogue Trader. There were rules for converting characters and weapons stat-lines between the systems and there were supplements published which contained material for all three systems. The most notable of these to my mind being Realms of Chaos: Slaves to Darkness as, because of this, it includes bizarre tables of chaos mutations and boons that can result in, for example, Khorne gifting the antagonist of a WFRP campaign a fully operational lascannon with infinite ammunition.
It’s not really a generic tolkien fantasy setting There’s the chaos Daemons Dwarves with bolt throwers and a suicidal warrior cult as part of its culture Elves who use dragons and have faction warfare Dark elf darth vader The setting is very in-depth
Armour is relatively simple. You have mail or plate or both for 1 or 2 armour. A shield adds a third, movable point. Leather armour does not stack at all and only saves against glances and scratches. A typical human has T3 which adds to this, but then an average human also has S3 which adds to damage. All weapons do d6 plus or minus a couple points. On the side of this is a shield. Dodging is an action, when dodging you are not doing other things. There was rules for carrying and cover etc.
The careers are not classes or levels. They are a winding road where you are either trying to master your current one or looking for the next. You cann and will take weird sidesteps. Advanced careers are simply all careers not available to starting PCs. All careers have available exits, the next path. To qualify you simply aquire the trappings of the next career and conclude your old with mastery. There are many cheap goon careers, drunk blokes at the pub and failed students. This is the heroes the empire deserves.
@@SusCalvin Bawd (you play as Cheech Marin's "Poosey, poosey, poosey!" character from Dusk Til Dawn), Runner (professional Dwarven jogger, one of the few careers with a +Mv speed advance), Tomb Robber (not to be confused with Grave Robber "Professionals 'ave standards"), Hypnotist.
@@harbl99 Dwarf runners have the power to run as fast as a man. I like coin-clippers. A subcareer of thief, the people who debase coins by filing or clipping a bit of the edge.
Thanks really i actually play this game( as a dm ) today i was a little lost on the character creation but in the end of the day my friends and i had a good time
This was great! I appreciate you doing such a wonderful job on these games. Even the OG Aliens Adventure Game be Leading Edge. Thank you for all of these!
WFRP skills are an odd combo of skills and feats. They are not yet cleanly split into feats and talents. You might not roll a skill, you just do a thing or get a bonus. You have no skill level, you make all rolls against your profile.
"Warhammer is just a standard Tolkienesque fantasy setting" is such a deliciously laser-guided provocation
I mean, if you can find something any two "standard Tolkienesque fantasy settings" have, it's also in Warhammer. Tolkienesque is a pretty vague adjective.
fun fact, the lore for Old World Warhammer was made because of WFRP. It was always just a battle game and when Gygax worked with Games Workshop and then pulled out, they where jaded and made everything we see now. WFRP 1e was my first TTRPG I played with a group seriously during highschool.
Trappings are not only the free starting kit. It is the kit you must own to start a career. To become a pistolier you need to buy a horse, pair of pistols etc. And to become a student you need a few books. Some careers require a lot of kit. There are careers for landed aristocracy with huge gobs of cash and luxuries and a piece of land required.
A few years ago I did an experiment and within a couple of months, I created characters and run adventures to different groups in all four editions of WFRP. That was a very interesting experience and I strongly advise anyone interested in the evolution of mainstream RPGs to do just that. As Warhammer Fantasy Roleplay has been created as a direct response to the first D&D editions and then evolved in response to changing climate in the gaming community, the ruleset shows a lot of evolving philosophy of RPG design.
It's a lot like playing Warhammer Fantasy Battles around 3rd to 4th ed in RPG form. You could literally convert your WFRP PC into a WFB model. GW was already making RPG-adjacent wargaming that was not a clear RPG or wargame either.
You don't roll on the hit location table. You invert the digits for the attack roll. If the goblin rolled a 23, the hit is at location 32.
Does the hit location matter for anything other than the armour of that location? A hit on the head or an arm adds nothing special?
@@SusCalvinyes, at least in later editions it determines the effects of Critical Damage when you drop below 0 Wounds. Those Critical Damage tables being one of the things WFRP and it's derivatives are best known for, they get graphic (the 40k ones are actually toned down).
It might seem complex, but the use of a flip-flop for hit location was actually genius and keeps combat moving quickly. Until you're dealing with Critical Damage, but that just makes it an event.
@@benedictrogers1478 I don't know how you get more graphic then the 40k critical damage tables and I don't really wanna know
Some examples of the Deathwatch (Space Marine) Critical Damage results include: An energy weapon boiling your brain and explode your head, your face being burned off, your bone marrow boiling, and exploding into a red mist. (Last one is less graphic, just thought a space marine being utterly obliterated by a frag grenade was funny.)
@@TheSkittleNerd I'm AFB, but basically W40kRP compensated for it's additional damage types by truncating the tables. So the WFRP ones don't have you explode into red mist, but at higher levels do have a lot more detail about what got cut/pounded and the exact gore that results.
As a Fire Emblem fan, the career system in this game reminds me quite a bit of how those video games handle classes, while also taking it further and allowing players to really explore wherever they want, given a journey. I really like that, and I'll probably steal some of these ideas for a project of mine at some point.
The awesome thing about Warhammer Fantasy Role-play is that it's not just a great system for combat ( small scale & large scale ) but also a great system for political intrigue and mysterie investigations.
1st ed WFRP characters are more than kinda like expanded WFB character; the systems were designed to be interoperable, as was Rogue Trader. There were rules for converting characters and weapons stat-lines between the systems and there were supplements published which contained material for all three systems. The most notable of these to my mind being Realms of Chaos: Slaves to Darkness as, because of this, it includes bizarre tables of chaos mutations and boons that can result in, for example, Khorne gifting the antagonist of a WFRP campaign a fully operational lascannon with infinite ammunition.
I'm so happy to finally see WFRP done, you make everything so much easier to understand!
As a player of WFR, I'm surprise your character didn't die during character creation, well done dawi.
It’s not really a generic tolkien fantasy setting
There’s the chaos Daemons
Dwarves with bolt throwers and a suicidal warrior cult as part of its culture
Elves who use dragons and have faction warfare
Dark elf darth vader
The setting is very in-depth
Oooh yeah, the start of the saga I was expecting, hope you do the rest of the editions
Armour is relatively simple. You have mail or plate or both for 1 or 2 armour. A shield adds a third, movable point. Leather armour does not stack at all and only saves against glances and scratches. A typical human has T3 which adds to this, but then an average human also has S3 which adds to damage. All weapons do d6 plus or minus a couple points. On the side of this is a shield.
Dodging is an action, when dodging you are not doing other things. There was rules for carrying and cover etc.
Have you ever considered making a Tunnels & Trolls Character?
Great video, as always. Personally, I would like to see a LMUAC for Shadowrun, any edition is fine.
I second this!
Would love a video on making a The Mutant Epoch character.
The careers are not classes or levels. They are a winding road where you are either trying to master your current one or looking for the next. You cann and will take weird sidesteps. Advanced careers are simply all careers not available to starting PCs. All careers have available exits, the next path. To qualify you simply aquire the trappings of the next career and conclude your old with mastery.
There are many cheap goon careers, drunk blokes at the pub and failed students. This is the heroes the empire deserves.
I love the careers of this game.
Any favourites?
@@SusCalvin Bawd (you play as Cheech Marin's "Poosey, poosey, poosey!" character from Dusk Til Dawn), Runner (professional Dwarven jogger, one of the few careers with a +Mv speed advance), Tomb Robber (not to be confused with Grave Robber "Professionals 'ave standards"), Hypnotist.
@@harbl99 Dwarf runners have the power to run as fast as a man.
I like coin-clippers. A subcareer of thief, the people who debase coins by filing or clipping a bit of the edge.
Thanks really i actually play this game( as a dm ) today i was a little lost on the character creation but in the end of the day my friends and i had a good time
This was great! I appreciate you doing such a wonderful job on these games. Even the OG Aliens Adventure Game be Leading Edge. Thank you for all of these!
WFRP skills are an odd combo of skills and feats. They are not yet cleanly split into feats and talents. You might not roll a skill, you just do a thing or get a bonus. You have no skill level, you make all rolls against your profile.
Played one of the newer versions back in middle school was pretty fun
cant wait to see more editions of warhammer
A video for warhammer fantasy role-play 2e will was so good
This was a lot of fun to watch. I really hope you create a similar dwarf warrior in all 4 editions.
Have you ever made a Traveller or Cepheus Engine character? you should
Nice! I thought I'd never see you do a vid on this classic. Good stuff as always.
I'd like to see a Warhammer Fantasy 2nd ED. video.
Considering Owlcat is making a Rogue Trader CRPG, a video on the Rogue Trader TTRPG would be interesting.
It'd be sick if they eventually do a WHFRPG game as well, but im hella stoked for Rouge Trader.
Ahh memories
I am surprised you haven't done boot hill yet
Well, then I have good news for ya, ua-cam.com/video/M563JyYmbxo/v-deo.html
@@zigmenthotep oh crap 😅 now I feel a bit dumb. Thanks!
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