

There are deliberate gaps for roleplay where other systems would rigidly define things - for example the advice for crits is talk to the DM about something fun that can happen and reference this table if you can't agree/think of anything. There's one mechanic for resolving things, every archtype balances regardless of the talents you give it, and nobody needs to make calculations on the fly. W+G is a one book system of barebones rules where the rule of cool prevails. Rad argues to the contrary below but I absolutely agree with what Scolloc753 and schnik3rs said. Goof luck in your choice! if there are any questions, feel free. In other words - there is no “big upside” for W&G, as I have found. a lot of content for W&G is taken straight from the FFG gamesĮven the most recent W&G supplement - Redacted Records - is heavily “inspired” by Ark of Lost Souls, a deathwatch supplement! Why? Warhammer Fantasy Roleplay 4e, which is cubicle 7’s lead warhammer game, has effectively the same system as the FFG d100 games - to the extent you could run a DH character in the game with only minor issues. There is also a strong narrative focus in FFG d100 - to suggest otherwise when combat based skills are a minority of skills is… interesting.Ĭriticisms of the FFG games tend to fall flat. The core mechanic of the FFG d100 game is simpler than W&G, you can build almost any character you like - saying theres “more freedom” in W&G is… unsupported, in my experience and as far as I can see. I came into 40k RPG’s fairly recently, started with W&G, then moved to the FFG systems. I generally disagree with schnick3rs’s assessment.
