I'm torn between the two to recommend to my GM since he's interested in running either, can anyone actually list some differences and all to help us all decide? Also 4e would be through Foundry VTT and 2e through Roll20.
Who gives a shit, let’s play dnd instead.
You could always wait for 5e, which is meant to be coming out at some point this year.4e Foundry stuff is pretty good from what i've heard
WFRP 2e has an entry-exit system for progression your career. For instance, in order to be a knight, you need to be a squire first, but you could also be a noble lord and entry into a knight. As a knight, you have noble lord or knight of the inner circle as exit-careers. Sometimes, shit is a bit convuluted or artificial. 2e is also infamous for combat dragging and gunpowder weapons being shit and easily outclassed by bows and sling.4e has a more linear formatted career system, with four careers building on top of each other. You still have the option to switch around careers from different groups.Opposed checks during combat means that something is always happening, and the Advantage system avoids two dudes just swinging at each other, but comes with its own sets of problems.I personally like 4e more. Though one big problem: the main rulebook has some really bad formatting and you will flip a lot of pages.Previously, 2e had the advantage of a lot more splatbooks and supplements. But 4e now has some cool stuff that 2e never touched on, like Ulthuan. But overall, you can easily take beasts, characters, equipment from one edition and import them to the other.
>>97847905>implying you play
>>97847906>You could always wait for 5ewtf was the point of making the old world RPG? seems like its for the same niche. I would think they would have at least set it somewhere different like Brettonia to seperate the aesthetic a bit. Shame cause I kind of liked its d10 dice pool system.
>>97848396TOWRPG is just Rules-lite WFRP
>>978479002e is simpler mechanically. 4e has cool mechanics but it can be bloated.
>>97848498well, not really, pretty sure WFRP is a d100 system.But outside of mechanics, yes. Though its not even really "rules light" its just lightER than WFRP. Its still on the same level of complexity as lind dnd 5e.
>>97848396Old world seemed more "heroic," from the brief glance I gave it.5th edition is also just a refinement/reorganization of 4th edition, it isn't a huge change, they're basically putting rules changes that have been spread across multiple books into the core.One thing I feel like people don't talk about enough is the 2e setting is a lot better than 4e. The immediate aftermath of the Storm of Chaos is a great period of time to set an rpg, it's shaken up the entire Old World, chaos has been driven back, and the old animosities are starting to creep back into life. Lots of reasons for a rat catcher, a boatman, a toll taker, a burglar and a nobleman to be roaming around the Drakwald getting into mischief.
>>978479002e is basically 1e with a functional magic system, but it grew some nasty warts on the character progression side. 4e fixes those legacy issues, and introduces cumulative Advantage in combat. depending on the GM, Advantages are either the best thing since sliced bread or an absolute disaster, one thing for sure they definitely don't work if read-as-written.if you want something easy to run out of the box, go 2e. if you're willing to tweak the mechanics, 4e is the superior system. just keep in mind that 2e is pure crunch. the "setting" part is non existent, taking up maybe 5 pages of a 200-page manual.i'd wait for 5e before dropping cash on physical books.
>>97848910If you're a gigachad, use 1e, because it's dope.
>>97849135the rulebook and the art are absolute peak. the only problem is every fucking skill sits at like 30-50%, so you spend half the session whiffing completely average rolls
>>97848910I always thought that few would have approached the system without prior knowledge of the setting anyway, I don't know why.
>>97849822just realized 2nd ed has "Sigmar's Heirs: A Guide to the Empire" sourcebook, kinda makes my point null and void
>>97848663To my memory they were about the same. at least in terms of general enemy scaling and mechanical brutality. but tone wise I do believe 2e was darker.
>>97849321You're only supposed to rolls your skills when it matters, your shouldnt be rolling much outside of combat, and you gain bonuses really fast. The default gain for 1e is +10 as opposed to +5 in 2e, but it keeps the assumed XP progression of 100-300 xp per session, and everything still costs 100, so the odds are good you'll be decent at *something* pretty quickly.
>>97848910One thing I liked about 1e is that it catagorized careers into macro catagories that roughly aligned into fighter, thief, cleric, and mage, but with their own more granular aspects. But generally I prefer 2e.
>>97850016it's been a while, but weren't the profession caps non-cumulative? even with advanced careers you had a +30 or +40 ceiling. eh, great system still.
>>978479003e.With all the cards. And standees And a shit load of proprietary diceEvery other way to play WHRP is inferior.
>>97848910We would be using Foundry, so a lot of the complexity of 4e would be negated by that automation. Hell, the level of automation for 4e in Foundry is insane and actually quite nice to see. Any homebrew/house rules you'd recommend if we do go with 2e?Also I have files for all of 2e and 4e so nothing to worry about there (with all foundry modules thank to a humble bundle a while back).
>>97852030Shit, I meant homebrew/house rules for if we went with 4e, but it would also be appreciated if you had tips for 2e.
>>97847900Too many rules way too much bloat in both editions. Everything takes forever to do even simple actions.
>>97852050Not really lol, but then again I can run through Dark Heresy (and the other FFG 40k games) rather quickly.
>>97852050Been running the Path of Damnation campaign wiht players who never played WFRP before, they got it quickly, it's nothing complicated if you ever played D&D or CoC.
>>97852032we play ignoring the Advantage rules for trash mob encounters to not bog down the game, saving it for the final "impossible" encounters to kinda abuse the dogpiling and survive encounters that should mathematically wipe us. like sort of put your finger on a scale, final boss mechanicsit wasn't something deliberate, we mostly played 1st ed before that and forgot the Advantages were even there, until deep down into the campaign and facing Chaos Warriors, and it was like "holy shit, we're cooked, where's the manual". so basically, it's optional and up to the players at any given moment if they want to track it or not
I can't give you an objective truth, OP. My group played both but we prefer 4E. My dudes like the advantage system even with the snowballing problem. It makes fights go SO much faster than in 2E. The only thing is that you have to book keep a whole lots of points but It's also pretty easy to do If you have some kind of physical counters.After you get used to the system, adapting 2E stuff to 4E gets really easy. I think there's a shitton of things converted already
>>97847900First of all, I'd rather kill myself than ever run R20 after getting used to Foundry, but whatever, your dm might feel differently.I'd reccomend 4e, but with using whatever 2e splats you can't live without. Especially the mutation book is really nice, and it works fine in 4e. There's also 2 different combat systems in 4e and the newer one is better, but they're both an improvement on 2e.I ran 2e for 6 years before switching to 4e when it released, and it's not a night and day difference or anything, but 4e is a definite upgrade in my opinion, rather than a sidegrade or downgrade like the newer shadowrun editions.>>97848663You can't blame 4e for not being set after the Storm of Chaos. I don't think SoC is even canon anymore. I personally run my game during the end times similar to the vermintide games.