
Initial Thoughts on WFRP 4e
August 12th, 2018The WFRP 4th edition preview has been out for a while now, and I have some thoughts!
First impressions: very good presentation, gorgeous artwork, intriguing new ideas, and an obvious knowledge of and devotion to WFRP history and what has gone before.
THINGS I LIKE
— The Old World. Having skipped 3e, it’s been a long time since I’ve ventured into the Old World and I’m really glad to have it back.
— Advantage in combat. On first glance this seems like a nice nod to “advantage” in 1e, where the winner of the previous round got a +10% WS bonus during the next round. It seems like it will speed combat up a bit in the later stages, as Success Levels keep adding up.
— Success Levels. My biggest complaint about 2e, the “whiffiness” of combat, should be gone. And making such direct use of SL’s opens up interesting possibilities, like rolling multiple dice over multiple rounds to build up enough SL’s to, say, pick a lock. Ingenious.
— No cards, tokens, special dice, or other board-game-derived fiddly bits. Having purchased the 3e rules and a few supplements on eBay over the past year, I finally see what they were trying to do here. And having heard some really positive things about the system and its supplements I think they succeeded. Those extra parts just always struck me as alien to WFRP, and I wasn’t ever able to get over that to actually give the system a fair shake.