I'm going to be running a #Warhammer 4th edition #WFRP game in August so I thought it was time to start reading the rules. Much is familiar, stats, skills and talents are still the core of the game with careers packaging it all up.
It feels like a modern old-school mid-crunch system, plenty of details and options for dedicated campaign players but too much for casuals such as myself.
A lot of house ruling around initiative, success levels seems to have been captured either in the core rules or as official options. Some sensible borrowings such as extended contests are retranslated to the percentage system.
As I'm running a con #game I was glad to see a few simple rules tweaks that will make things a lot simpler. Resolve points that can cancel conditions. Armour can now be sacrificed to prevent Critical Hits (a good tactical choice to put in the player's hands). Advantage seems like it is much improved and will stop fights degenerating into whiff-fests.
I also like the optional idea of Toughness based Fatigue conditions as another break on endless combat.
Creating six characters along with some optional packages is still going to be a lot of work that I won't enjoy personally but maybe running the game is going to be a lot easier.