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-WFRP 4e Overhaul Project-

Ethan R.
—What is This Project?—
This project arose from my enthrallment with the Warhammer setting and the enjoyment I’ve found in playing
WFRP 4e. But of course, you can’t grow a passion for something without developing criticisms. So this is a
collection of my philosophies and preferences, something that others who share a similar enthusiasm for
Warhammer may enjoy.

I’ve taken a toolbox approach for this project, and you should treat it as such. This contains my homebrew
documents and the games that inspired them, marked with WFRP, OP, and other creators' documents, which I
have credited. So for your consideration, take what you want, throw out what you don’t, and enjoy my fellow
Warhammer fans.

—Project Outline—

Non-Combat Resolution:
This section deals with a conflict I’ve found with the game. It says fighting is dangerous and you should avoid it,
but lacks detailed Non-Combat Resolution options.

● WFRP, OP: Duel of Wits; A structured social combat system where two sides state their goal and the
loser must abide. - Based on The Burning Wheel
● WFRP, OP: Circles; A contact mechanic that allows you to call people from your past at the moment
you need them, but you don’t need the 10-page backstory and with potentially unforeseen
consequences - Based on The Burning Wheel
● Night in the Drakwald w/ WFRP: Outdoor Survival Generator; A wilderness survival system for those
long walks through the dark forests of the Old World. - Created by Rodrigo Peralta
● Liber Etcetera: Idle Hands; A quick and concise system for your downtime, which simulates life in the
Old World, acting as a money sink without needing to lose it all during downtime. -Created by Ben
Scerri

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Martial Combat:
This section deals with my preferences for how I want combat to feel and the kind of choices I enjoy.
● WFRP, OP: Mighty Deeds of Arms; A combat overhaul where you choose an effect along with every
attack (Rend Armor, Cut Flesh, etc..), and if you win and pass your test, you get the outcome based on
SLs. -Based on Dungeon Crawl Classics
● Playing Without Advantage; I don’t enjoy advantage management. It made a combat system in which
there is always one best way to deal with a situation, so they tend to make repetitive choices unless
players choose to play sub-optimally. - Created by Jay H
● WFRP, OP: Bits & Bobs; Allows for different options in combat, such as jumping to gain a dodge
bonus and other bits and bobs that I think are fun.

Magic:
This section covers how I would like Magic to feel. I enjoy the way Magic was designed in WFRP 4e. It interacts
with advantage, with Dart Petty Magic being used every round until you have enough advantage to cast more
significant spells. Combat can be fast, meaning Dart becomes a Wizard’s primary weapon, like a Bow or Sword.

● WFRP, OP: Spontaneous Magic; An overhaul of the magic system that allows a Wizard to shape the
Winds of Magic into whatever form they desire. First, it removes Petty Magic and adds in an Arcane
Magic adjacent system with Spontaneous Magic: free-form magic where you choose the Technique
(Control, Creation, Destruction, etc..) and the Form (Fire, Life, Death, Metal, etc..), and with
outcomes setting a CN and new associated talents. -Based on Ars Magica
● WFRP, OP: Fueled by Corruption; A new risk/reward mechanic to help Wizards speed up casting by
creating a Corruption spiral for casting.
● Chaos Dice; A risk/reward mechanic based on older editions for overcasting to incentivize a choice
between overcasts and a chance of miscasts or corruption. -Created by Ted
● Unofficial Grimoire; An extensive collection of new lores, spells, careers, and rules for Magic. Chief
among them for this project is Quick Casting, a way to swiftly channel then cast at the risk of greater
miscasts -Created by Chris Maclean
● Liber Etcetera: Rhya’s Gifts; An alchemy system for wizards and apothecaries. -Created by Ben Scerri
● Arcane Mark & Careers; A mechanic based on older editions where the Winds of Magic have a
transformative effect on those that wield it. -Created by Russell Thurman and Sean Korzeniewski
● Totally' ammered; A Rune Smithing system for the Dawi. -Created by Adam Lowe

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Faith & Insanity:
This section expands on an area that I would like more support for, Priests, and there’s no mechanical incentive
for them to act as a Priest.
● WFRP, OP: Piety Points; An overall Faith system where a Priest must earn Piety with their diety to bless
or create a miracle, and more can be spent for a bonus, and even non-priests can gain Piety to enact
miracles at a higher cost. If enough is collected, then sainthood can be achieved. -Based on Neoclassical
Geek Revival 2e
● WFRP Insanity Rules; A system from older editions, it separates corruption into sanity and corruption.
-Created by iKindered

Unique Species:
This section addresses an aspect of the game that I wanted more support for, the power imbalance between
species. I enjoy the power imbalance between species, but I did want more than roleplaying advice to balance
them.
● WFRP, OP: Unique Species Attributes; A system that introduces unique attributes for races with
built-in risk-reward. They are not all created equally for game balance and flavor -Based on The Burning
Wheel
● WFRP, OP: Career & Species Collection; A collection of careers and species. -Created by Various
Authors.

Crafting:
This section attempts to remedy an area of the game with great promise, but I could never find a satisfactory
result.
● WFRP, OP: Crafting Overhaul; A system sliding scale of Difficulty based on how many materials you
have and Time-based on how skilled the crafter is. It is cheaper than buying a new one at the highest
end, and you cannot make an airship out of the dirt on the lowest end.

Misc Generators:
● WFRP Expanded Mutations
● WFRP: Magical Artefacts
● WFRP: Events Extended
● WFRP: NPC Motivation and Rumor Mill
● WFRP: Personas
● WFRP: Plot Hooks
● 1d121 Random WFRP Encounters
● WFRP: Urban Encounters
● WFRP: Wilderness Encounters

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