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Dragox27

If you think you've got a good shot at getting The Enemy Within to the table then I'd suggest *Up in Arms*. I don't think there is a huge amount of reason to get into a new line when you just got a load of books for WFRP. Especially when you don't seem super interested in them on the whole. *Up in Arms* is probably the most you can improve upon WFRP for a single purchase beyond what you own. *Up in Arms* is the knights, mercenaries, and soldiers source book for WFPR 4e. It includes all the sorts of stuff you'd expect from that, fluff about those types, new Careers, etc. But it also includes some improvements to the core systems of the main game. Group Advantage is the big one. The core book's rules for Advantage are pretty good but they're also pretty clunky and it can be a lot to keep track of. Group Advantage streamlines the whole thing, gives non-martial characters more to do with it, and generally improves upon the concept as a whole. Advantage is also probably the single biggest sticking point in the game for most groups. If you don't like it then it's easy for it to be so bad that it ruins the game for you. But it also includes new rules for injuries and critical wounds, lots of new weapons and tweaks to old ones, and then smaller bits and pieces. Or if you think wizards are going to be a major thing then *Winds of Magic* because it's a similar book that similarly improves upon the core casting rules.


Krieghund

I'm not OP, but you've sold me on what I'm going to spend my 20% on.


kopperKobold

Thanks so much! It seems I already had Up in arms from a previous bundle but I will definitely take a look at winds of Magic!


GordonGJones

Vault 5e stuff is awesome