Warhammer Fantasy Roleplay Core Set Review

Warhammer Fantasy Roleplay Core Set
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Warhammer Fantasy Roleplay Core Set ReviewI'm a fan of the Warhammer universe and though I own the 2nd edition of WHFRP, I haven't played it much. My mainstay game lately is D&D 4E, though I've played or run most of the major RPG systems from the last two decades.
I find WHFRP 3rd edition to be a splendid mix of some of my favorite aspects from other RPGs combined with a few new mechanics and unique game concepts. This game pushes the bar up for quality and design thinking and I hope it influences future RPGs.
I know the MSRP is a little high, but at Amazon prices, this is a steal! This box is HUGE and beautiful. Of course everything inside is high quality material and full color, as you'd expect from a company like Fantasy-Flight. The books are not hardcover, but they are full color with thick, glossy pages.
Certainly the books could have used another run at editing, there are lots of typos, but none so far that make the rules confusing. That's the only quality issue I've noticed so far.
The rules are simple but powerful. They offer a wealth of options for players and plenty of flexibility for the GM. I feel the rules sit somewhere between Savage Worlds and D&D 4E in complexity. The core of the rules is easy to remember: you create dice pools and roll them to determine results, the specifics and exceptions are noted on cards in front of the players. You rarely reference the books during play. Cards are used to great effect throughout the system.
Though there's a boardgame feel to the components, this is very much a true RPG. It's a nice mix between the freedom and danger offered in older RPGs and the tactical options and balance that a system like D&D 4e presents.
The system and components are tightly integrated. Everything fits together really well. The feel of the Warhammer world is definitely stitched into the rules but the GM can easily run any type of campaign he wants, not just dark and dangerous. There's plenty of room to take the system and suit it to your group's style of play.
For those of you who dislike grid combat, you're in luck. For those prefer D&D 4E style combat, it's not difficult to adjust the rules to accomodate a grid.
There's very little math involved in the game. You're not constantly rolling numbers and adding modifiers and comparing to other numbers. This is all accounted for in the construction of dice pools. The options players and GMs have in building dice pools really make the system shine.
I could say so much more. I could go on about the party system, the stance system, the way the game supports narrative play, or how fast it plays, but I'll stop here. The game does a much better job of explaining itself, and you owe it to yourself to at least check it out at your FLGS if you're on the fence.
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