Minggu, 12 Juni 2011

[T389.Ebook] PDF Download Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure, by Richard Halliwell

PDF Download Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure, by Richard Halliwell

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Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure, by Richard Halliwell

Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure, by Richard Halliwell



Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure, by Richard Halliwell

PDF Download Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure, by Richard Halliwell

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Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure, by Richard Halliwell

b>Warhammer Fantasy RolePlay plunges the characters into a brooding medieval world where nightmares come true and malignant entities stalk darkened streets. In many towns strange rituals take place behind closed doors, safe from the eyes of prying neighbours or those of the ever-vigilant watch. Dark gods, whose very forms are an abomination, are worshipped by those who seek an easy route to power or are easily swayed by glib promises of wealth.

  • Sales Rank: #2074906 in Books
  • Brand: Warhammer Fantasy Roleplay Hogshead Publishing
  • Published on: 1995
  • Format: Import
  • Original language: English
  • Dimensions: 2.30 pounds
  • Binding: Paperback
  • 366 pages

Most helpful customer reviews

0 of 0 people found the following review helpful.
It is still a great book.
By Jimmy R. Anderson
I used to play this back in the day. It is still a great book.

16 of 17 people found the following review helpful.
A classic fantasy roleplaying game
By Andrew Limsk
Warhammer Fantasy Roleplay This book was originally published by Games Workshop to compliment their popular Warhammer Fantasy Battle miniatures game. It has long been a gamers' favourite (including this reviewer) despite the lack of supplementary material. A complete system in one volume, this book covers all the rules and background required to play: characters, monsters, combat, magic, religion, and the history and geography of the Warhammer game world. A short adventure 'The Oldenhaller Contract' is also provided to introduce new players to the game.
WFRP introduced the unique 'career' system where the players advance through progression in a series of careers. More than 100 varied careers are detailed, each with its own skills. This system allows players to create a truly unique character and offers more flexibility than the typical Fighter/Mage/Thief/Cleric choices common in other fantasy roleplaying games. Combat is deadly and realistic (at least as much as is possible in a fantasy game), which quickly teaches new players to seek less violent solutions to problems. The standard mechanics are simple percentile based which is both a plus and a minus. They greatly speed up play (no reams of tables and modifiers to consult) but have been criticised as being too simple especially as regards to non-combat skills which do not allow characters to improve over time. The magic system is the weakest section in WFRP, being slanted towards the more martial applications - possibly since it was inherited from the Warhammer Fantasy Battle game.
While the mechanics are not without its faults and the magic system could stand a complete rewrite, Warhammer fantasy RolePlay (WFRP) succeeds due to its gothic, dark fantasy background where cultists and conspiracies lurk in every shadow. It also has one of the most intriguing game settings ever published: a renaissance-era 'Germanic' Empire full of roleplaying potential. Combined with what many players feel to be the finest roleplaying campaign series 'The Enemy Within' (published separately), this game is a classic that deserves a place in every rolegamer's collection.

3 of 4 people found the following review helpful.
Best Grim Fantasy RPG
By clint
Warhammer: Fantasy Role-Play (WFRP) is one of my all time favorite fantasy settings. As a hard-line GURPS freak, I take a lot of flak for that. I can understand why. Most GURPS fanatics hate WFRP character creation. It is rigid with little free choice, and is based on a random roll system, much like d20. I feel that it works for WFRP, and while many (perhaps most) GURPS players end up using GURPS in place of the WFRP system, I would never do that. WFRP works for game balance, it eliminates the rampant munchkinism of d20 and many other systems (including GURPS).
The setting is of course based upon the world of Warhammer Fantasy Battles. It is a grim world. Chaos Beasts will tear out your throat, secret cults infest the cities, Skaven armies hide in plain sight. Magic is rare, and those who use it are often hunted by witch hunters and burned at the steak. There is a definite Lovecraftian influence on the setting (hence I like it).
In WFRP the characters progress through a number of careers. In order to do so, they must earn enough experience points, learn the correct skills and obtain the needed Trappings (equipment). Characters start weak, but can eventually become powerful after taking the advances from two or more Advance Schemes. The only thing you need to think about in preparation for character creation is race: human, dwarf, elf, halfling or gnome. There is very little possible min/maxing. Class (a generalization of several careers) will be chosen based upon how well you roll for characteristics. Your Starting Career is rolled randomly upon the appropriate Class table (Rogue, Warrior, Ranger and Academic).
The rules are based upon percentile skill checks which in turn are based upon the characteristics of the character. That's about all that is needed to be known.
Players often learn a hard lesson about combat. Too often, they jump in all gung-ho from too many years of DnD. There characters end up missing limbs, insane and eventually dead. Combat is VERY nasty in WFRP. The smart player will use combat as a last resort. For those characters that don't die, there are insanity points. Collect too many and you go nuts.
My only gripe with the game is the magic system. Mages will find advancement slow and agonizing. In my humble opinion, that is not all bad, what is bad are the spells are little more than rough cut conversions from the paternal wargame. Realms of Fantazy, does little to fix this. But that is another review.

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