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I'll just stick with 3rd edition rules and some stuff from 2nd Edition. Will never need anything more.
I'll just stick with 3rd edition rules and some stuff from 2nd Edition. Will never need anything more.
I'll just stick with 3rd edition rules and some stuff from 2nd Edition. Will never need anything more.
If you like 3e, you surely are in a minority position. What do you like about it? The "story telling" dice pools, the board game feel?
Warhammer Fantasy Roleplay Preview – Class and Career
This preview provides a glimpse into the careers available in Warhammer Fantasy Roleplay Fourth Edition. Careers are one of the key components of creating your Character, and are a large part of every edition of the game — they are one of the things that make WFRP what it is. So, we felt we had to do them right. We wanted lots of options, and we wanted to give control of how the careers are used to the player. So, want to stay in one career forever? No problems. Want to advance quickly through the ranks? That’s cool, too! Want to bounce from interesting Career to interesting Career? Sure, it’s your game, we have options for that as well.
Want to stay a Pit Fighter forever? You can now.
Careers are organised into eight Classes. Each of these Classes has eight Careers to choose from, for a total of 64 Careers. But there is more. Each Career also has four levels, with each level offering a greater mix of Advances. So, in total we have 256 Career options in the book. Yup, 256.
Let’s take a look at the Careers available. The Classes and their associated Careers are:
Academics: Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar, Wizard
Burghers: Agitator, Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman, Watchman
Courtiers: Advisor, Artist, Duellist, Envoy, Noble, Servant, Spy, Warden
Peasants: Bailiff, Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager
Rangers: Bounty Hunter, Coachman, Entertainer, Flagellant, Messenger, Pedlar, Roadwarden, Witch Hunter
Riverfolk: Boatman, Huffer, Riverwoman, Riverwarden, Seaman, Smuggler, Stevedore, Wrecker
Rogues: Bawd, Charlatan, Fence, Grave Robber, Outlaw, Thief, Racketeer, Witch
Warriors: Cavalryman, Guard, Knight, Pit Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest
But looking at that list doesn’t provide the full scale of what’s on offer. Each of the Careers listed above has four levels, a concept that isn’t new to players of WFRP1, where the spellcasters also had 4 discrete levels. So you can see this in practice, let’s examine the Peasant Class, and have a look at what each Career contains:
The Witch, one of the new Rogue Careers.
Bailiff: Tax Collector, Bailiff, Reeve, Magistrate
Hedge Witch: Hedge Apprentice, Hedge Witch, Hedge Master, Hedgewise
Herbalist: Herb Gatherer, Herbalist, Herb Master, Herbwise
Hunter: Trapper, Hunter, Tracker, Huntsmaster
Miner: Prospector, Miner, Master Miner, Mine Foreman
Mystic: Fortune Teller, Mystic, Sage, Seer
Scout: Guide, Scout, Pathfinder, Explorer
Villager: Peasant, Villager, Councillor, Elder
As you can see, that’s 32 Career options from just the 8 Peasant Careers. Our goal here is to provide everything you will need for your WFRP games in the Reikland, the initial setting for the game. As we expand outwards, we plan to add different Careers and Career Levels to this mix to take into account local variances, and the various options specific to individual species and cultures in the Warhammer world.
So, that’s the Careers we have in the book. Now let’s take a look at what each Career offers.
The Apothecary, in all her glory.
To the right is the Apothecary career. There’s a lot of information to take in there. Rather than explain it all — we have to leave some secrets for when the book arrives — let’s discuss some of the key points.
Each Career comes with an Advance Scheme, which shows you the Characteristics you can improve more easily. The higher the level you achieve within your Career, the more Characteristics you can advance.
Under the Advance Scheme is the Career Path, which details the 4 levels of the Career. There are 4 key pieces of information here: Social Level, Skills, Talents, and Trappings.
Social Level: Your position in society is important in the Old World. Beside the name of each Career Level you’ll find a Social Level. For example, Apothecary’s Apprentice has a Social Level of Brass 3. This is used to modify social Tests, and to determine how much money you can earn when working.
Skills: Skills will be immediately familiar to players of WFRP2 and WFRP3, as they work in a similar fashion. This will be discussed further in a future preview.
Talents: Like Skills, Talents also work in a similar way to WFRP2 and WFRP3, but can be taken multiple times for additional benefits. More on this in a future preview, too.
Trappings: The typical equipment used by folk in the career. The list is far from exhaustive, and is also not restrictive, meaning individual GMs can tailor what they feel is required to move from one Career to the next.
For those used to WFRP1 and WFRP2, you may be wondering how Advances are taken in your Characteristics and your Skills. After all, there are no numbers or limits noted. WFRP3 players will be on slightly more familiar ground, but what’s presented here is still a significant departure to what you will be used to.
The Outlaw, the Career of choice for PCs on the run…
The answer to this lies at the heart of how WFRP4’s Career rules work, offering you unlimited Advancement in the Career of your choice. Yes, you read that correctly, there is no built-in limit to the number of times you Advance a Characteristic or a Skill. However, the higher you advance a Characteristic or Skill, the more Experience points it costs, and at higher levels, it’s expensive. So, if you are obsessive enough to try to achieve superhuman ability in one single thing, you can, and good luck to you! But everyone else will likely have a respectable all-round range of abilities while you are awesome at one thing, but pretty awful at everything else.
The primary benefit of removing caps is that you can stay in the same Career forever, constantly improving the Characteristics, Skills, and Talents on offer, becoming a true veteran of that field should that be your choice. Of course, you can also move up through the levels in your Career, accessing new Skills and Talents and improving your Social Status as you go. Or you can decide it’s time for a complete Career change, moving to an entirely different Career, which is easier to do if you stay in the same Class.
And that’s it for the Career preview. If you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand.
We’ll be back next week with another preview and the latest news on the project, which is very near completion. The final parts of the rulebook have taken longer than planned when we put the pre-order live, but we are so very close to having the PDF ready for release! Keep an eye on us here and social media where we are maintaining an active presence, and we’ll keep you up-to-date.
http://cubicle7.co.uk/
Andhaira what about the fluff and what's the period the game is set in? Standard Karl Franz era?
The difference is that unlike Heresy people would probably play this.