🎲 Roll the Dice on Adventure!
The CUBICLE 7 Warhammer Fantasy Roleplay 4e Core is a comprehensive 320-page hardcover rulebook designed for immersive roleplaying in the Old World. With dimensions of 8.5 x 1 x 10.7 inches and a weight of 3.2 pounds, this portable guide is perfect for both seasoned players and newcomers. Crafted from cellulose-based materials, it offers a classic style that appeals to all genders, ensuring everyone can join in on the adventure without the need for batteries.
Product Dimensions | 8.5 x 1 x 10.7 inches |
Item model number | CB72400 |
Is Discontinued By Manufacturer | No |
Target gender | Unisex |
Material Type | Cellulose-based or similar non-woven material |
Additional product features | Portable |
Number Of Items | 1 |
Style | Classic |
Batteries required | No |
Item Weight | 3.2 pounds |
B**.
By Sigmar! This Game is Brilliant!
Absolutely fantastic game!I've been a Warhammer fan for almost 2 decades, and while I never played 1E or 2E of WFRP, I decided to give 4th Edition a shot and it has been a blast for my friends and I. There are some issues regarding balance (like the elf class getting absurd characteristic bonuses), but I absolutely love the game they've created here. The D100 system, levels of success and the huge plethora of careers, player builds, customizable monsters and the raw brutality of combat make this a very fun and challenging experience. I'm currently running two games as the GM and with my lore knowledge and the flexibility and customization the game offers I can see myself playing this for many years to come.Character creation is practically endless, with lore being your only real restriction. The book offers tons of experimentation for people who want it, even giving you tips for PC's in the bestiary if you really wanted to play a Skaven. Just reduce the stats by -10, then roll 2D10 and there you go! Balance the creature traits and roll for talents as you see fit and work with the GM to create something unique.If you're the GM who finds the bestiary a little lacking like I did at first glance, NO PROBLEM, the game readily prepares optional traits to customize monsters quickly! Skaven Clanrat a bit too easy for your players? NO PROBLEM! Add some of the optional traits like "Mutation" and spice them up with a few diseases from the vast list of plagues, poxes and ailments in the "Rules" chapter of the book; buff up its Toughness and Strength by +10-20 or so; lastly, flavor the look of the monster to the players as a pox-riddled hairless rat smelling of rotten meat covered in filthy green robes and you've got Plague Monks! It's *that* easy. Fans of Warhammer lore essentially have more than the bestiary seems at first right at their fingertips, so stretch those creative muscles. I've already got a line-up of Norscans using this very method and it works fantastically.Magic is a treat unto itself, which I sadly haven't tried much of because for the first time I can recall in recent memory playing TTRPG's, NOBODY IN MY GROUP CHOOSES SPELLCASTERS! I'm floored, because the reality was my groups loved the career variety so much nobody wanted to play a spell caster. People chose careers like bounty hunters, advisors, and beggars instead of wizards because of the roleplaying potential.Combat is brutal and far more challenging than say 5E D&D, which I still love. In this game even basic enemies like goblins can give you a run for your money, with critical hits and poor planning putting characters in the hospital for weeks! No max health long rests or revives here! It's the grim dark fantasy world of Warhammer, and it feels dangerous just walking down the street for my players. They're hiding their money, keeping weapons ready in almost every conversation and always looking for ways *out* of a combat situation using bribery and intimidation to survive in the rough city of Ubersreik. Hearing the reactions my players give to just simple opposed haggle rolls is heartwarming, and the strong emphasis on teamwork to get out of dangerous situations forces players to work strategically as a cohesive unit, with personal goals and story-lines being equally rewarded and encouraged. These are tactics I simply didn't see when I played 5E, which feels more like a video game at times--a very fun and rewarding video game, but it's a shame so many solutions can be solved with slapping people with a sword.I've been told Zweihander is also a fantastic, similarly brutal and grim experience worth trying out; and that it can add some new elements to freshen up Warhammer 4e if it ever grew stale, so I'll be sure the check that out too. As for now this game gets two thumbs from Sigmar way up!
A**R
High-quality book for an amazing game!
After purchasing the Warhammer Fantasy RPG starter set, I immediately wanted more. Admittedly, I have yet to run a campaign, but I am interested in being a GM and that's why I bought this book. This book is simply just very cool. Even if I never run a campaign simply reading the book is enjoyable in the same way one might read a fantasy novel. But I assume that most of us are here because we're interested in playing the game. To that end, this is THE book to get if you're interested in playing the game and a must-have if you are desiring to be a Game Master. This book very clearly details the rules of the game and MUCH more. In fact, I would say the only about a third of the book is actual rules, the rest being supplemental information covering everything from the historical and geological information about the lands and cities, to detailed information on characters and bad guys, to also containing rich details for all the little side quests that can be done that also enhance the players' characters. Highly recommended!
M**L
A Brand New System For a Much-Beloved Role-playing Game
I really enjoy the book. My friends like the way the game works as well. One of my favorite rules in the game is the fact that you can, over time, improve almost any ability, with experience points being the limit. There are some rules that are not made very clear--I had to re-read them a couple of times to make sure I understood them. However, once I understood them, the game went very smoothly. The book, in my opinion, is very well thought out. I have played 1st edition and I have been a GM for 2nd edition. (I haven't played 3rd edition). One thing I didn't like at first, but have come to appreciate, is the combat system. In 2nd edition, as well as in 1st, the combat system was smooth and fairly rapid. However, the 4th edition might be more realistic and fair. Another difference is the Talents system. Many talents can be taken more than once, which can affect the game in different ways. Finally, my least favorite rule is the new Critical Hits rule. I used to love it in 2nd edition. Well, it does make combat deadlier, and if you like that, you will love this game. Anyway, the rules, as always, can be tinkered with if a GM and a group of players have different preferences. I try to stick to the book's basic rules, and only alter them when I must. Well, the rules aren't perfect...if I could, I would give it almost 5 stars, but since I must round up a little, I give it 5 stars. Thanks for reading my review. I recommend looking at the main rule book before buying, if at all possible. Ask a friend to bring over the book, if you can. If you have never played Warhammer Fantasy Role-play, but you like other RPGs, I would give it a shot. Try to find it at a book store or game store. Happy Gaming!
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