Why you should be excited for Warhammer Fantasy RPG 4th edition

Cubicle 7’s release of the next installment of the popular Warhammer Fantasy Roleplaying Game is imminent and we over here at Encounter Roleplay couldn’t be more excited. Warhammer’s grim and dark fantasy world of survival and corruption holds a special place in our hearts.

Here is why we are excited:

 

They are keeping a lot of the things that make the game great

The D100 percentile system returns as well as the recognizable Warhammer stat block. This is a very well rounded and well-thought-out block that served the previous editions well for decades.

Careers are also making a comeback as they are one of the most unique things about Warhammer RPG. They help immerse the player in the world and allow for more nuanced character choices.

She is lucky her GM lets her pick instead of roll

 

They are making smart changes to the stat block

Something new is the addition of a “dexterity” stat. This is to stand out from “agility” which is general acrobatics and ability to move and dodge quickly, while dexterity is more about meticulous and delicate work with the hands, like lock picking or jewelry crafting.

This is an agility check and not dexterity

 

Combat is more interactive

Combat in previous editions of Warhammer was brutal and very tactical, but suffered from several problems, the biggest of which was both players and enemies missing round after round.

To alleviate this Cubicle 7 has created the “advantage” system, which lets the combatant gain bonuses to their rolls, and by making a single attack action opposing rolls between both combatants. In a round of combat attacker and defender both roll against weapon skill and measure success. If attacker wins he does damage and gains advantage, if defender wins no damage is done and he gains advantage.

Artist’s depiction of 2nd edition combat encounter

 

 

GMs have more freedom on resolving player actions and rolls

The designers have created 3 separate ways to help keep the pace of the game up while allowing for complexity of action.

  • Simple pass/fail

Sometimes the best way to resolve an action with a possibility of failure is to just roll and see if you make it or not.

That’s a fail

  • Degrees of failure/success

Things such as climbing a rope on a tower, if you fail do you fall? Or rather how far do you fall? If you succeed do you simply make it to the top or do you make it up so quick you can gain a surprise attack on the wizard at the top?

When you make a low roll on a D100

  • GM Fiat

Need to make a 4 ft jump? Do you have both legs? Okay you pass, no need to get dice involved here.

mom get the camera

 

 

 

I think Cubicle 7 have nailed the sweet spot of keeping the spirit of the popular older editions while making important updates to the ruleset that make things a bit smoother to play.

I am incredibly excited for my character to be burned at the stake for religious heresy and thank you to Cubicle 7 for bringing the game I love into the modern age.

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