Even the Chaos Warriors and most vile of demons would flee in absolute horror from the most dangerous, rabid, and violent beast in all of the Old World... A malnourished, rabies-stricken Jack Russell Terrier! Cower in utter fear and anguish as it yelps at you and tries to scratch you with its little dog claws! I will forever pity any man, woman, or monster that has to face such a foe. May Sigmar have mercy on their tortured souls...
Warhammer Fantasy rat catchers were actually legitimate badasses. They formed the first line of defence against the Skaven, the vicious humanoid rats who use magic fueled technology. But because the Skaven don't officially exist they have to do this with equipment designed for hunting and killing normal sized rats, and ends up carrying this air of 'I'm not qualified for anything else and someone's got to do it's. Also while I'm not sure about earlier editions in 4e they make quite decent ranged fighters, it's clear that they mainly take down Skaven with a sling and a very distracting woofer.
@@benedictrogers1478 Skaven don't exist, a few people from the church of Sigmar will be visiting you later to discuss this with you as well as talk about the misinformation you are spreading, good day
You can still enter whichever basic carrier you want as a second choice. The difference is that you are not limited to the grouping that is your class, but you have to pay 2x the regular cost. In our own campaign we have expanded this to allow a character to take one basic skill not on their profession's list but at twice the cost, so that people could take that one SWG they wanted, without having to dedicate an entire carrier to it.
The Career Compendium still has the career classes in there if you wanted to use those table, if you definitely wanted to be a warrior or an academic class.
The Knights of the Blazing Sun were my absolute favorite career, I also loved all of the other knight careers and their orders as well. What's your personal favorite set of careers? Because I'll be glad to share all of my favorites as well.
I think Blue Rose at least suffers from times moving on. Like it's LGB inclusivity was incredible for the time, but the second edition kind of got buried under D&D introducing basic acknowledgement (despite it cleaning up a lot of the issues in the first edition). Which is sad, as the setting is still amazing. You're bisexual knights/spies/diplomats dealing with a lich king's forces, a heteronormative theocracy, and dissent from within the kingdom itself, what's not to love?
I think insanity points and corruption were in 1st as well, not just at the front of a character. When you accumulate enough of either madness or mutation strikes. Fate points could be increased but that is pretty much divine intervention. Most people of the world has none, only major characters and PCs.
My favourites are the coinclipper, a forger that shaves off minute amounts of metal from coinage. The many kinds of cheap thug. Graverobbing and students.
So I've done some calculations (Comment for engagement too even if this video is older) and most Dms tend to make you do DC 15 tests and treat most things that are DC 10 as free successes. 50% (Or worse) for a trained character is often a thing in DnD. Like I was fighting a boss in DnD 5e a week ago and the boss had a 35% chance to be hit by me, a level five character with a +5 in the main stat. So often times while it looks worse, the actual odds are about the same or better than an equal game. An elven archer can easily push 70 to hit a Chaos Warrior with the aim action with only a little XP. Also 2E still has dodge and parry as active defenses.
I don’t know I missed this Warhammer LMUAC videos on! I’m glad you’re doing Warhammer as I have been curious about 2e and 4e (currently have a pdf of 2e and 4e as well as physical)
Experienced GMs can decide to let choose the players their careers... So if one want to choose an apprentice wizard, he can... And before changing career, you must also buy all the trappings of the new career before making the switch 😉
You can always house-rule allowing players to pick their own class, without rolling. I give players an XP bonus if they roll for their class as per the rules.
This was a cool video, I really liked the way classes (or maybe jobs would be a better term) work, it's kind of Fire Emplemy in a fun way. Do other systems work like that? Hope you continue this with the next couple of editions, or perhaps making an Iron Claw character.
WFRP 2nd is not very different from 1st. There are small changes and clarifications. There is a clear split between a talent and a skill, the profile is changed up. Magic points are not new, but they were an attribute only wizards had. Old ed wizards rolled how many each career start got them. Some half-wizard classes got less, same with less magic-inclined races. But you could create a dwarf wizard if you so like.
I’m surprised how similar this is to first edition. With all of the time that passed between editions I would have expected a way bigger jump in mechanics.
A few things you skipped over/mistakes/omissions/errors/disagreements/etc: You ignored the distinction of Fortune vs Fate points. It's actually two separate pools, one of which mitigates whiff factor (mostly) and the other mitigates quick deaths (mostly). You actually have to acquire the trappings of any new career you enter prior to entering it via the usual means. To advance into Roadwarden, for example, your Coachman will need a pistol, 10 shots, Shield, 10 yards of rope, and a light warhorse with saddle and harness. Likely during procurement you'll get to the next thing... While it's somewhat more implicit than explicit, you actually have to have an in-universe entry into any career you plan to enter. You don't just pick "Roadwarden" from a list and throw a bag of XP at the GM. You have to gain entry into that career by becoming a Roadwarden during play and doing the job, likely well in advance of taking the career, mechanically. Picking up trappings and therefore having a connection into that career prior to spending the 100XP to get there. That's why all career entries also require GM consent. His consent is "Does it make sense for your character to be going down the path they are going down?". So let's say your Coachman robs somebody at one point and is now wanted. It no longer really makes sense for him to be able to join the roadwardens/become a roadwarden. Those are likely the guys looking for him. Becoming a highwayman, outlaw, or even smuggler make more sense (Though I'd say that last would require some form of smuggling have been done). If he never hits the water in a boat there's no Ferryman in his future, either, for obvious reasons. On the loss of career classes and character building opportunities: My only house rule to WFRP2E for the longest time was randomizing race with the odds heavily favored to Human as the result (roll 2 dice. Double 1 = Halfling, Double 0 = Elf, Double anything else Dwarf, any other result Human). IMHO If you want to build a character before the game starts, play a different game, that's not what WFRP is for (see below). I still let people roll twice and pick the starting career they want because it doesn't really matter that much. I would even say the careers people more often pick are traps. Deathtraps. Any starting career with an attack advance will end up getting a character killed 9 times out of 10. I saw your mock battle with 8 goblins vs one character and immediately thought "fly, you fool!", considering every goblin got a +20% bonus for outnumbering their opponent 3 to 1 or greater. Plus Otto can only make one parry and one dodge attempt in a round. Getting outnumbered is a death sentence regardless of the enemy, generally. Combat is best avoided, especially fair combat and double especially on the receiving end of unfair combat. Just like in life, really. That's why the bodies of Bodyguards, Estalian Diestros, Protagonists, and Squires litter the wastebins of WFRP2 history. The false sense of confidence having an extra attack roll brings. The beauty of 100% random chargen is to NOT have an idea at the start. Don't go in wanting an Apprentice Wizard before any dice hit the table. Maybe if you roll a high Willpower your Ferryman or Charcoal Burner will have a reason to maybe go that route. Maybe it will even be a more tenuous connection, maybe you'll just roll that your Peasant or Camp Follower was born under the Witchling Star. If so, get a staff, a book, and a backpack and seek out a Wizard to apprentice under. Or not. It costs an extra 100 XP. Big whoop. If you want it, make it happen. It'll actually be more interesting getting there than being there from the start. That's the beauty of WFRP. It's a campaign game and isn't in it for instant gratification. I thought the most interesting thing about the character you rolled was something you didn't even talk about: His star sign is the symbol of pride and his distinguishing mark is a broken nose. This implies Otto is kind of a hothead and took his free advance in Weaponskill for a reason, perhaps because he lost a fight, perhaps because he won one. Random chargen provides lots of fun little jumping off points. Your complaints at the end of the video regarding whiff factor: hopefully this analogy will explain why I think you're wrong: you're aiming for this game to play like TES: Skyrim. But it's Kingdom Come: Deliverance. Maybe even Dark Souls. It definitely isn't Skyrim. If you're coming at KCD or DS with Skyrim expectations you're not going to be happy. "Does this game hold up by 2005 standards?" - They've never made a better version of WFRP than 2E. 4E is quite a bit worse in a myriad of small and not so small ways, and 3E is the D&D4E of WFRP in that nobody likes it or talks about it in a positive light and really never has. WFRP1E was still quite married to the wargame and all that implies. It has it's fans but I think the difference in quality is obvious. D&D3.5, Fate, Vampire the Requiem, Savage Worlds, and IronClaw are all bad comparisons as they all have different motives, most (all?) of which being power fantasy. WFRP isn't power fantasy. It's dark comedy or horror. Charitably I could call it "rugged individualism, the RPG". But the game often becomes dark comedy or horror. The only game I can really compare it to meaningfully is Call of Cthulhu. Overall thanks for giving this a shot, we were definitely never going to agree because it's one of my top 5 RPGs and I actually know what IronClaw and JadeClaw is, along with lots of games even more obscure.
WotC did manage to make everywhere feel the same, by making every place a melting pot where you can find every species in equal measure. This makes finding that culturally distinct village with weird rituals all the more interesting. The more annoying problem is that the newest modules have a very inconsistent tone, wanting to present a world of adventure, but actually presenting: a dystopia masquerading as a utopia (and trying very hard to convince you it is actually a utopia), a place where all the major problems have been fixed already, and a world that theoretically is in mortal peril, but where characters can ignore the main quest for months with no repercussions. Oh, and there are also a ton of adventures that are more linear than Call of Duty.