Straight
from the Horse’s Mouth
Playtester Review by JodyMac
“Before I launch into a description of what I've seen of
second edition (and note that doesn't include the scenario or the
world guide), I'd like to state my bias so you can filter it out.
I love WFRP -- for its adventures and tone. I see the rules as
a mish-mash, with good stuff like the careers system and percentile
stats mixed up with an awkward magic system, a skill set that's
a catch-all for all kind of abilities and elements like alignment
that hark back to D&D more than I'd like.
Now, on with the show.
CHARACTERS
The Characteristics have changed for the better. Holdovers from
the war game that hardly ever got used -- Leadership, I'm looking
at you -- are gone. Most of the Characteristics are the same, WS
and BS are still there and now every Characteristic you'll need
to test on is percentile. Also, dwarfs and elves have been toned
down and there's definitely a better balance between the races.
Careers are still there (hallelujah!), but the selection process
has changed. Career classes are gone (too D&D I guess) and
instead there's one big table to roll on if you want a random basic
career. It's suggested that you roll twice in case you get one
you don't like and, as before, you can always just pick the one
you want. The careers themselves are a mix of old and new -- don't
worry, the Rat Catcher is still around and so is his small but
vicious dog -- Agitator, Grave Robber, Pit Fighter, Protagonist,
most of the old favourites are still here. The new careers include
some for immigrants only, such as Norse Berserker and Kislevite
Kossar, there are also Vagabonds, Zealots and others. Each career
now has something to recommend it and skills are more plentiful
all round. None of the careers seem useless.
On the subject of skills, they've been split into skills and
talents. Anything you test on is a skill; once again old favourites
are still here like Blather, Consume Alcohol and Dodge Blow. There
are separate categories for basic skills that anyone can attempt
at a penalty even if they haven't paid the XP for them, and advanced
skills that are only for professionals. Talents are those things
that alter your Characteristics or abilities in other ways, such
as Very Resilient and Strike Mighty Blow.
Alignment is gone.
On the whole I'm happy with the way characters are handled in
WFRP2. Literacy is still uncommon, many people start out with jobs
a sane person would hate and the balance has improved. I'll probably
be choosing my own career, though.
MOOD
This is one of the most important elements of the game for me.
Does WFRP2 get across the grim, blackly humorous tone of the game?
The opening fiction is gritty and rough -- it's by Dan Abnett,
and though I'm not a fan of most of his work, this is good stuff.
The insanity rules reflect the mood better than ever; where before
they read like something written with a Psych 101 textbook for
reference, now they read like something an Old Worlder would write.
Manic depression is called 'Wheel of Dread and Pleasure' and other
insanities include 'Knives of Memory' and 'This Glorious Corruption'.
The GM's chapter suggests the use of humour and contains this text:
"There are worlds where courageous heroes who stand for
all that is good and righteous watch over populaces of decent folk
who seek to enrich their own lives and better those of the people
around them.
"This isn't one of those worlds."
The mood gets two thumbs up from me.
COMBAT
The basics of combat are the same. Roll under WS to hit, reverse
the numbers to determine hit location, roll for damage, add modifiers,
repeat until Critical.
The major change is that everything you can do in a round is
now described as either a full action or a half-action. Full actions
take up an entire round, half-actions obviously only take half
a round. Moving is a half-action and so is a single attack, so
a lot of rounds will involve the typical move and hack, just like
first edition. If you have multiple attacks you now have to spend
a full action to use them all. Using two attack half-actions in
a row to get two chops when you only have one A listed in your
Characteristics isn't allowed. This caused a lot of the discussion
on the playtest forum -- it's either unintuitive and clumsy or
simple and balancing depending on how you want to look at it. There
are a variety of manoeuvres for combatants to try, all with action
cost. Now you can feint, aim and making guarded attacks.
Another change is that initiative is randomly rolled on the first
turn of combat. The roll is only a d10 added to a percentile so
it's still the character's speed that's important, rather than
how well they roll; it just shakes things up and adds to the unpredictability
of combat.
MAGIC
Magic has changed the most. Spell points are gone, replaced by
Magic as a Characteristic like Move or Attacks. For each point
of Magic wizards have they get a d10 to roll when casting, adding
the total together to beat the chosen spell's target number. Optional
things like spell components, the Winds of Magic and a skill called
Channelling all influence the roll. Best of all, bad rolls can
lead to Insanity Points or other disasters called Tzeentch's Curses
-- we didn't see the final version, but what we did see was flavoursome
and imaginative. Priests have a similar system, risking the Wrath
of the Gods every time they cast a spell.
Spells are organised using WFB's colour system as expected and
rather than each spell costing XP to learn, an entire colour's
worth of spells is learned at once. Priests have separate spell
lists for each God. This achieves two things; it fixes the problem
of spell casters advancing so slowly they never get anywhere and
it allows for wizards to take risks in casting spells out of their
league. A young wizard gets theoretical access to a whole lot of
spells at once but doesn't have a high enough Magic Characteristic
to cast the more powerful ones (you have to study, represented
by moving through careers and increasing Magic, to do that). However,
if our young wizard is in the right magic-soaked place, or the
Winds of Magic are blowing right, he can try to cast spells that
would normally be beyond him -- with Tzeentch's Curse waiting in
the shadows to claim him.
The idea of learning most of your spells at once (it's possible
to learn spells outside your Colour College, but they have to be
bought individually) is very unlike the old system, but the two
advantages described above outweigh any initial trepidation. I
wholeheartedly like the new magic system.
Even though ranged attack spells are still called 'magic missiles'…
MISCELLANEA
I haven't even mentioned Fortune Points yet, or the fact that
only d10s are used, or the only-the-essentials Bestiary, but this
is so long that only the grognards will read it now. To conclude,
I'm happy with what's been done to the first RPG I ever played;
it's been dragged out of the 80s without losing what I see as its
core. It's still a Grim World of Perilous Adventure and that's
what matters to me."
|