Warhammer Fantasy Roleplay 3rd Edition
Having recently bought the Warhammer Fantasy Roleplay 3rd Edition, I am still in the process of going through the rules. But from what I have read so far, the new system is quite a overhaul from the traditional percentile system adopted by the first and second edition as well as its 40k compatriot Dark Heresy.
Below is an actual picture of the complete box set.
As you can see, Warhammer FRP is reminiscent of other FFG games like Arkham Horror and its ilks. The new system requires the usage of tokens, Ability Cards, Character cards, Carree Cards and all that Jazz. (It is possible to do without it, but it will be too much of a bother) And then there are your custom dice, Warhammer FRP is wholly based off the color coded and custom symbol dice.
So let us say you have a Strength of 4, this gives you 4 blue dice (Blue dice are used for Characteristic rolls) to roll when testing for a Characteristic. In this case strength, in addition, depending on the action as well as Stances you are taking. You get to roll additional dice of different color, different symbols and frequency of symbols. This will determine if your action was a success or a failure depending on what symbols rolls up and how many times you get it. All this values are usually compared to an ability card.
Ability cards are usually class specific cards. They will list out the success condition of the roll as well as the drawbacks for failure. They can range from a Bright Wizards fireball to a simple twack with a mace. The thing to take note here is that there are 2 types of Ability cards, the Abilities are of the same name but they are colored differently. Red Abilities are abilities used when a character is in a stance of Recklessness while green represents the slow and calculated approach of the Conservative stance
Earlier I mentioned that Stances will affect your dice poll/rolls. There are 2 main Stances to take note of, namely Conservative and Reckless. As the name implies, the Conservative grants the player low risk low rewards while Reckless allows the players to pull off a Do or Die action. High risk, high rewards.
The classes are limited to what is provided in the main game set, but you can buy the Adventurer’s Toolkit to improve your repository of classes. Which is one of the gripes I have with Warhammer FRP 3ED. Of course, from a buisness POV, this was a smart move by FFG as it helps increase their sales overall.
So speaking of gripes, the main issue I have now is the fact that you are rather limited in options and to get more is to buy all those little toolkits that will trickle down slowly over time. Kinda like paying for DLCs for video games nowadays. The other are the dice, since they are custom dice it can be a bitch to not have a set of your own, since the game requires you to have a dice pool.
Gameplay wise, I have yet to play it so no real comments there. But it does look like a hassle with all the components and cards you have to lug around.