Warhammer Fantasy Roleplay 3rd Edition
June 1, 2011 by lloyd
Fantasy Flight Games released the 3rd edition of Warhamer Fantasy Roleplay in late 2009 to mixed reviews. One of the first thing you will notice when you pick up WHFRP the 3rd edition's core set, is the sheer size and weight of the box .
This behemoth of a Core Set includes over 400 cards which help to create as little rules look up during play as possible. These cards cover a variety of roles and come in three main sizes: mini American (1-5/8” x 2-1/2”), American standard (2-1/4” x 3-1/2”), and sheet size (4” x 5”).
Nearly all of the player relevant information is located on these finely detailed cards. The Careers that players take, the Talents and Actions they learn along the way and the Wounds, Insanities, and Conditions they'll suffer from, are all conveniently located on these fantastic cards.
All of the other bits (and there are many) come printed on high quality, extremely durable, cardstock. These bits help the players and game master track information quickly and also provide the beautifully illustrated stand-ups that represent characters and monsters (I like to substitute my miniatures for this purpose but the cutouts work just fine).
One of the community's biggest concerns with this new format is that the cards and bits, many say, make the game feel like a board game. I think this couldn't be further from the truth and in fact the streamlined rules take away many of the problems that RPG's have suffered from over the years.
This is a game based heavily on narrative play, many things are abstracted to allow for a more story oriented experience, like combat movement, which can often confuse some wargamers. However this is precisely what an RPG should be. There are lots of miniature wargames out there, but very few true roleplaying games. WHFRP 3e is definitely a true roleplaying game.
The core box also comes with four lavishly illustrated, full color plated rulebooks, totaling just shy of 300 pages. The Main Rulebook covers everything from character creation and equipment, all the way to combat, healing, and insanity. There is also a chapter that gives a bit of detail on the setting of Warhammer itself.
Next we have the Tome of Adventure, which acts as a Game Master's guide and is full of interesting ideas on how to get the most out of the components and rules included in the box. Then there are the books that detail Magic and Religion and the basic rules for playing Wizards and Priests. I found this to be a bit unnecessary and would have preferred all the player relevant information to be included in one book. However I feel that this was done to give a hint as to the expansion structure that has followed the release of the core set. I'll discuss these expansions further in other reviews.
The three things I find that really make this game stand out from the rest (besides the cards and bits) are the Dice Pool Mechanics, the Stance Meter and the inclusion of Fatigue and Stress. The dice are colorful and custom, coming in seven different varieties and really harken back to HeroQuest. These dice are built to help bring the story to life and actually have narrative aides developed directly into them. They are absolutely brilliant.
The stance meter is something brand new to most RPG's, it's role is to measure how a character goes about a certain task. A Slayer is much more Reckless than say a Scout who in turn is more Conservative. This stance helps visualize the situation and also creates an opportunity to “upgrade” some of the dice in your dice pool. A Reckless stance represents high risk, high reward while a Conservative one is more low risk, low reward.
As for the Fatigue and Stress mechanics, they fit seamlessly in with the rules and really add a depth of experience that very few other RPG's on the market offer.
This game has truly rekindled my love of RPG's and is well worth the investment. It does a great job of capturing the dark and gritty feel of the Old World and has already seen many expansions, with many more looming on the horizon!
So prepare yourselves for epic adventure by checking out Warhammer Fantasy RolePlay 3rd edition by Fantasy Flight Games, you won't regret it!
Lester Crow
If you would like to read more of Lester's reveiws
You can catch more of his work
here in BoWand on his blog Strolling Bones...
or on the Reckless Dice podcast.
I don’t know what it is but the dice look oddly tacky for such an expensive game – only seen photos/videos mind so they may differ in RL
They are no more tacky than any other dice out there IMHO. I have to say thought that several of the symbols should have been designed differently.
Great Article
Definately want to see more!
Interesting review, especially own take on the game is les enthusiastic. As a group we found the following problems: 1. rules deficiencies; for example no mounts (horses etc.) options readliy available in the core rules 2. ‘open’ access to Action cards that narratively should be tied to only specific careers (e.g. Way of the Sword) 3. insufficient exits along some career paths to take advanatage of initial areas of speciality; since careers have Talents, Focus or Tactics slots, and eventually you find yourself with career chocies that overlook one of the slots you have accrued ablities for; this happeend on… Read more »
When addressing your concern with the lack of careers remember a little thing called expansion. All businesses do it and its standard practice with RPG’s. I believe there are around 60 currently, so there are lots of options with more to come. I prefer the more open nature of the rules. Being a long time game master I like that the rules are, for a large part, up for interpretation. The dice mechanics make adjusting on the fly a breeze. As for your issue with the Talents –which are not my go to advancement decision personally– you’d be amazed at… Read more »
I have to say this is one of those roleplay boxes I might have to pick up just for the sake of it – I always wanted to get it, but have been put off by the fact that our group of RP’ers fluxes somewhat between 5 and only 3 of us. Now, I might have to find this on amazon for cheaper and get it. My other choice would be just getting the Handbook for players they bought out which allows you to do it without all the tokens and such – but we shall see. One thing everyone… Read more »
Smaller groups of players actually work a bit better in this game anyway. Pick it up and enjoy. If you’d like to hear more in depth discussion on the game go to http://www.recklessdice.com/ and listen to the episodes. We break the game down quite thoroughly.
I like the idea behind the Core Set. I haven’t played any roleplay game for years & must say I am thinking of ‘going back’ at some point & have researched various games of late. I never really got into WFRP when I did play (as it was still first edition & we mainly played AD&D/Shadowrun) but this looks like a good investment, especially for a beginner… I know ‘hardcore’ roleplayers probably don’t like the idea of a load of cards, but I think they could be very useful if you were organised enough. I guess for more experienced roleplayers… Read more »
Organization is KEY to having the game run as smoothly as possible. As for the “hardcore” role players I find most of them are just wargamer’s who don’t want to invest in wargaming. Hench why DnD is so popular. DnD is just a smaller scale wargame. It always has been and has become even more about combat and tactical movement and not so much about playing a role. Which in my opinion is the point of an RPG. Make sure that before you run your first session — assuming you check the game out– that you run a bit of… Read more »
Bugger, this reminds me that I still need to get my copy of the first edition back off my friend.
The first and still the best version of the game.
I find first clunky. But then again lots of people find 3rd to be clunky so “to each his own”.
Does this version retain the gritty non-epicness of starting out as a rat catcher or a boneman? I really like the feelig of hopelessness the “heroes” face in 2nd edition, through which I think the background of the Old World is nicely conveyed, but have not looked much into this edition after having been bombarded by FF about how “epic” the whole thing is supposed to be. I never really saw WHFRP as an epic type of RPG, more of a survival, perhaps …
It definitely maintains the feel of grit and grimness lucas. All of the hopelessness, insanity (and with expansions disease, mutation and permanent injury) has been retained. There is opportunity to have epic experience, but then again there always has been in WHFRP but the game has many non-heroic careers to sink your teeth into. 3e is quite dangerous too as there are a plethora of ways that characters can die or become incapacitated. So knowing how to survive is key to the experience. Its funny that you mention Rat-Catchers, they where withheld from the core set so that FFG could… Read more »
sometimes wish i hadnt sold my collection….but then im more of a CofC or DnD player. Not sure i like this new edition from reading up about it, i think some guys have a copy so may have to do a session to be sure
If you do play make sure to check your preconceived notions at the door. I had to do that in order to break the DnD conditioning spell that I’d been under and get the most from the experience. I’m glad I did as WHFRP 3e is quickly becoming a mainstay at my gaming table. The fact that you don’t need to look into a rulebook during play is amazing. And the Perform a Stunt basic action is brilliant. CofC is great, but I’m loosing my love for DnD especially with the d20 mechanic wearing so old on me.
i wish i knew people who played. im desperate to get into an RPG and i dont even mind which! anima looks great but DnD would also be fine! whats your fave?
I love several RPG’s to death. WHFRP3e being my current main squeeze. But I’ll always have a soft spot for the first two editions of WHFRP and Advanced Dungeons and Dragons. There are thousands and thousands of RPG’s on the market so it all comes down to what your preferences are.
My first ever RPG was WHFRP 2nd edition and it hooked me right from the start, so when I heard about third edition I went straight out and got it. The whole set is extremely well produced with great books and bits…..but…for some reason it just never gripped me the same as 2nd ed. Its easy to get to grips with and still great fun but I think my heart will always be with 2nd ed
The game grows on you. Its such an alien experience that it shocks the system 😉 . However I have to say that once it has had as much development and supplemental support as 2nd it will be a better game. That of course, as always, is only my opinion though.
The main difference between the first two editions of WFRP and 3rd for me was character power level. 3rd is much more like D&D in that respect with things like slayers and waywatchers from the get go able to take on a few guys at a time. One of the things I’ve always loved about the first two editions of WFRP is the low starting level, you can be a poor young orphaned hobo unable to fight his way out of a wet paper bag but with enough street smarts to get out of danger and pick up critical information… Read more »
What you say about the rules not being able to be fudged and the potential for creative freedome couldn’t be further from the truth. 3e is waaaay less restricting in this sense. The rules were developed to allow the maximum amount of flexibility like a well crafted longsword. I guess as a seasoned RPG enthusiast I find it easy to read between the lines as it were. The dice, fatigue and stress and creative uses of actions such as perform a stunt create a rich experience all on their own. Creativity comes from the players, FFG has just supplied said… Read more »
If you like the idea WHFRP FFG have recently rebooted the game as hardback books as opposed to the core set. Both sets contain the same rules but the new books are easier to read. If you prefer big hardback books take a look for them on Amazon or similar. I love Warhammer as a setting for roleplay, but this incarnation of WHFRP suffers from the worst of FFG’s problems. The core set is parts heavy, and while that can be cool its really really confusing. the players and monsters have different stat blocks so the GM really has to… Read more »
“I wish they had adapted their 40k RPG system, at least that makes sense in the context of the GW wargames.”
Then get yourself a copy of WFRP First or Second edition off ebay, or seeing as the books are out of print find a torrent with all the first and second edition stuff, because “their” 40k RPG system is just the older WFRP system with 40k stapled over it.
Well said Tigernexus….. well said.
Heh, I still have my first edition from back in the day.
I like how they’ve developed this game personally but I can sympathize with you about the learning curve. However I have to say that the curve is at a way different angle than what you are perceiving. The best way I can describe it is that the game is all about Un-Learning rules, and learning to use the tools provided to create a rich and rewarding, story oriented experience. I also have to say too that it takes WAAAAY less time investment from a GM’s perspective than 90% of other RPG’s that I’ve GMed. 1st and 2nd took a much… Read more »
Now before I come off sounding too much like a slobbering fanboy (too late? 😉 ) I’d like to address my concerns about the game and its producers. First and foremost of my concerns is the lack of a proper index in the rulebooks to aide in rules look up. But this is a minimal problem because the books are not too big and finding the rules is quite easy. FFG have “remedied” this by providing the community with an online living index as well as consolidating the rules into a more traditional format for all those who are afraid… Read more »
I don’t know about the game but…stunning artwork!
I love the 40K RPG product FFG is cranking out, but WHFRP3 is a dud. I got a free set when it was released, read through it, and then traded it for some Rogue Trader books and haven’t looked back.