Edit!
This game is partly a D&D clone and it shows.
Career Classes, Alignments, and a few other things are part
of WFRP and can be excised if necessary, but I see more odious
elements more deserving of editing. I suspect that few people
make use of "The Random Treasure Table" or the "Wandering
Creatures" section. What is redundant is the section on
careers at the back of the book, career entries and exits should
have been integrated into the career section and the space at
the book turned over to some other use.
Templates
WFRP pioneered this idea, but didn't explore
it to its fullest. Its time that WFRP more fully employed its
own concepts to the fullest. The champion, minor and major heroes,
and in particular the Vampire profile all created the possibility
of profiles that could be stacked on top of existing profiles
yet this was never fully realized: it could have been extended
to skeletons, zombies, and other entities.
Magic Needs Fixing
The magic system needs to be reassessed. The
grievances are many, but I'll touch upon a handful. Most egregious
is the absurd experience points necessary for wizards, and in
particular specialists, to advance up levels. The experience
point costs therefore need to be adjusted.
The magic point test rules are quirky and unnecessary
and add little to the feel of magic in WFRP. They also penalize
the lower level wizards who are often quite underpowered.
Specialists should perhaps be removed, they are
after all relics of earlier WFB systems where every wizard was
able to at least call upon some battle magic. I think however
that Wizard's Apprentices should be allowed to move into other
level one careers without ever becoming Wizards.
Advance profile changes should be created, there
is little reason for all the various wizards to have the same
profiles.
Fix the Bloody Naked Dwarf
The breakdown in game mechanics is nowhere more
important than in the relative dominance of the Toughness trait
in the game. Through fate or design it is possible for player's
to acquire Toughness scores that literally make the character
well nigh invincible to nearly any harm, hence the term that
has been coined for this phenomenon where Dwarfs wearing naught
but their birthday suits are able to sustain more damage than
heavily armored ogres, trolls, or even dragons.
Scale
The WFRP system relies partly upon a 1-10 scale
that provides a pretty limited range. Thus bears are as strong
and tough as many humans and dwarfs, a snotling as weak as an
owl, and a 10 to 15 foot dragon turtle as strong as an orc (the
same black orc is as strong as a troglodyte).
To address this issue WFRP needs to institute
some sort of scale rule that allows larger creatures a small
advantage of creatures with the same stats but less size.
Art
As much as I love a book's art, rarely do I think
any element of a book requires full page art. You may disagree
with me, but I think a half page piece or quarter page piece
is a more efficient use of space and full-page pictures rarely
have the detail necessary for that size an image.
Furthermore WFRP needs to distinguish itself
as a separate entity of sorts - yes it is part of the Warhammer
world but its time for all new art. By "new" I don't
mean "new" to WFRP, but "new" and unique
to all the WFRP line.
Conclusion
WFRP has aged and it shows. Sure it can still
keep up with the pack, but I think WFRP should be defining trends
and new approaches, not struggling to keep up! I'm not arguing
for WFRP to be like other games, but for WFRP to take full advantage
of some of the trends that it started, such as its attention
to background, its flexibility for character development, and
of course its atmosphere. All of these can be served by reexamining
and redeveloping the game to fully attain the potential that
it has defined for itself.
-- by Rev. Lepper
