Jumat, 13 September 2013

Download Ebook Warhammer Fantasy Roleplay Rulebook

Download Ebook Warhammer Fantasy Roleplay Rulebook

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Warhammer Fantasy Roleplay Rulebook

Warhammer Fantasy Roleplay Rulebook


Warhammer Fantasy Roleplay Rulebook


Download Ebook Warhammer Fantasy Roleplay Rulebook

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Warhammer Fantasy Roleplay Rulebook

About the Author

Green Ronin Publishing was founded in 2000 by game industry veterans Chris Pramas, Nicole Lindroos, and Hal Mangold. The company has published over 50 books since then, establishing a reputation for innovation and quality that is second to none in the RPG industry. Its award-winning products include Mutants & Masterminds, Book of the Righteous, and Freeport: The City of Adventure. Point your browser to www.greenronin.com for more info.

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Product details

Series: Warhammer Fantasy Roleplay

Hardcover: 251 pages

Publisher: Black Industries; 2Rev Ed edition (March 29, 2005)

Language: English

ISBN-10: 1844162206

ISBN-13: 978-1844162208

Product Dimensions:

8.8 x 0.8 x 10.2 inches

Shipping Weight: 2 pounds

Average Customer Review:

4.6 out of 5 stars

40 customer reviews

Amazon Best Sellers Rank:

#1,143,737 in Books (See Top 100 in Books)

Well-produced product with tons of good information for RPing in the Warhammer setting, but the game system is pretty mediocre, especially the career-driven skill system, which forces players to go through nonsensical decision trees to tailor their characters to their desires.

I was worried when they announced a second edition of the Warhammer Fantasy Roleplay rules. Part of the appeal of the WFRP rules is that they are so simple, and I feared fiddling could only make things more complicated. But now, having played several sessions with the new rules, I can honestly say that the changes were a great improvement. They managed to keep the simplicity that encourages role-play over power-gaming while cleaning up some of the more clumsy elements (the magic system is a notable improvement). The same career system is in place, but the careers choices have been balanced well enough that there's a good reason to choose any of them, unlike the old rules where some few careers were hardly worth considering.Someone who has never played before and doesn't know the rules could have an entire character rolled up and ready to play in as little as 30 minutes. The entire process is die rolls, so you don't have to make decisions that require knowing the rulebook, like when you have to choose skills or spells in other games.The history of the world is quote a bit lighter than in the previous rulebook, and in my opinion easier to read. Where previously even though it was interesting it was pretty dense and dry, but the history has been rewritten now to be a bit more interesting and relevant for the players.They've removed a few things that used to be included, for instance in the back of the book there used to be maps and images of common buildings but that has been moved to a supplementary book (the Game Master's screen, I believe). That's unfortunate but I can live with it.If you're used to playing with more complicated rules, like d20, Rifts, GURPS or similar, I highly recommend trying out the Warhammer Fantasy Roleplay system. See what it's like not having to worry whether your mace does more damage than your longsword. In WFRP the story and the lives of the players are the focus, instead of the rules. Less "roll-play" and more "role-play".

The world is exactly as described: grim and perilous. You roll up your "dooming" at character creation, and spend the game trudging through the peril toward insanity. Of course it depends on your GM, but within the first six games of our first Warhammer campaign, three characters were dead, two were amputees, and one had lost an eye. This might not sound like much fun if you're used to playing essentially indestructible heroes in other games, but trust me, everyone loves it!The percentile-based system is far easier to deal with than the mechanics of other games we've played; rather than an arbitrary target number assigned by the GM, you need to roll under the number on your sheet (with possible modifiers in degrees of plus or minus ten), so you immediately know whether you succeed or fail. The optional rules for drunkenness, insanity, and disease are often a combination of hilarious and disgusting. Not exactly adults-only, but definitely in the PG-13 range. This is the best pen-and-paper RPG I've played.

The new Warhammer roleplay book is an excellent return to the good old days of Warhammer roleplaying. Gone is the cumbersome magic system and the mediore careers and the somewhat clunky dice system. In the new system everything is done by D10s and that helps things greatly. I have high hopes for this new system and the company that puts it out especially when (at the end of the book) the publisher said that there would be new Warhammer material released more often than when Hogshead published it. If you ever played Warhammer roleplay I highly recommend this book as It improves the overall game while adding new flavor. 5 stars all the way!!!

As an avid AD&D player, that has also sampled other RPGs with friends, I enjoy Warhammer immensely. This is a concise core book that is great for players and DMs alike. Being used to a D&D type of world, it's hard to get used to the idea that magic is ultra rare and frowned upon due to Chaos. But, that's a great twist with this game. Those of you looking for a difference RPG system to try, I'd highly recommend this one. The core book is a must of course. ;)

This is one of the good ones. No special dice, just ten siders and at most you would need is three. A pair for percentage and one die for the damage if you don't want to keep rolling a d10 from your percentage.. The magic system is okay and as long as you have a good game master, everything else will fall in to place.

Perhaps my favorite and most realistic ruleset for a fantasy rpg. Still running this game years later,

I've started running WFRP now, and have purchased a lot of the books. We've had a blast in my group playing the game again, in its 2nd edition form. The book is fairly well laid out and you can create characters and learn the rules very quickly. My only real problem with this book (and Sigmar's Heir - the book about the empire) is that I'd REALLY like to see more maps.As a GM, WFRP seems pretty deadly for basic career characters. Definitely run your group through a few mock combats before creating your module's encounters so you can get a feel for how fast they'll die. Otherwise, you'll have to do a lot of adjustments on the fly. Oh, and get the GM screen - otherwise you'll be flipping to the critical hits charts a LOT.

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Warhammer Fantasy Roleplay Rulebook PDF

Warhammer Fantasy Roleplay Rulebook PDF

Warhammer Fantasy Roleplay Rulebook PDF
Warhammer Fantasy Roleplay Rulebook PDF

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