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Warhammer Fantasy Roleplay: Player's Guide

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Average Rating:4.2 / 5
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Warhammer Fantasy Roleplay: Player's Guide
Publisher: Cubicle 7 Entertainment Ltd.
by Curtis N. [Verified Purchaser]
Date Added: 10/02/2013 13:14:25

High quality, searchable, informative. This is a great resource for all Warhammer 3e players. For the player, this and some dice are all you need to get started. GM will probably want to add the Game Master Guide which also includes a short adventure.

Optional components, cards, and sheets can be obtained with the different "Vault" boxes.



Rating:
[5 of 5 Stars!]
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Warhammer Fantasy Roleplay: Player's Guide
Publisher: Cubicle 7 Entertainment Ltd.
by Adrian S. [Featured Reviewer]
Date Added: 04/14/2012 06:38:17

One of the core strengths of Games Workshop is that they really know how to develop an in-depth game world and they have chosen Fantasy Flight to translate this vision into an RPG. When I read the first offering of WH RPG, I was put off a little by the seeming novelty factor of the cards, funny dice and other accoutrements required to be purchased that only worked for this one game.

The Players Guide goes a long way to addressing this issue for me, and in many ways, makes playing the game a lot more enticing. Whilst this is essentially a 'big book of rules', the writing style is such that the concepts are usually understandable on the first reading and the conceptual flow of information in logical. It covers all aspects of playing the game and provides some sidebars for the GM (such as 'Encumbrance and common sense', a must read for all GMs). Everything from character creation, to playable races, gear, combat and healing and spellcasting are covered as well as some of the more exotic questions. Want a suit of Gromril armour (and what dwarf doesn't?) or dream to swing one of the blades of Hoerth? The rules are here for your pleasure.

Included are a ton of careers (both the basic and advanced careers) drawn from four other supplements and the cards are all presented in the Appendix.

The narrative elements are also included, giving an insight to the world of Warhammer (my favourite being the section which reinforces the 'Skaven Myth', which has been a great part of Warhammer since its' earliest days).

I did mention that the 'novelty factor' was the initial reason why I didn't become too invested in the game. Chapter 14 'WHRP Lite' has changed my opinion, as the designers have realised the players and GMs have probably had a wide range of reactions to the system. Chapter 14 not only recognises this, but offers some alternative methods of play scaled to taste. Given this inclusion, I'll be laying hands on a few other supplements and applying the ideas. It has quite seriously given me a new appreciation for an already great game.

As a Fantasy Flight product, you can expect fine writing, consistently high editing, and a canny eye for artistic layout. I've purchased almost every book in the 'Dark Heresy' line from the same company and can honestly say that they apply the same high standards to both game lines. I am glad to see the lower price has now been applied, and don't have a problem recommending it as good value at the $25.00 price point.

If you have been hesitant to jump into the game, consider this your 'jumping-in' point.



Rating:
[4 of 5 Stars!]
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Warhammer Fantasy Roleplay: Player's Guide
Publisher: Cubicle 7 Entertainment Ltd.
by Ronald B. [Featured Reviewer]
Date Added: 04/26/2011 15:27:06

Fantasy Flight seems to have seen the writing on the wall with this re-packaging of WFRP Third Edition. I am among those who bristled at the very board game-like presentation of the boxed set. I absolutely get the special dice--Fate/Fudge games are the same in that manner--but all the chits and cards and such just seemed to take away from the experience for me. This book iteration gives you the option to play the classic pen/paper way, just add dice. All the "board game" trappings are now completely optional, though they are definitely recommended. Still the option, perceived or otherwise, is nice.

This is one of my all-time favorite settings, and this new rule set truly does an admirable job of presenting it. The dice themselves provide guidance for roleplaying in combat, something oft-forgotten at the table. They pretty much force you to not simply roll the dice and call out damage.



Rating:
[4 of 5 Stars!]
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