r/WarhammerOldWorldRPG 3d ago

Was the tone of TOWR what you expected?

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33 Upvotes

I love The Old World Roleplaying game - I find the mechanics are simple and evocative, and I like what C7 seems to be going for with the tone and gameplay loop. But it isn't at all what I expected after first hearing about the game and how they would make it "grim and glorious". Follow the link to my post on Glorious Portents for details.

Note that not being what I expected is not really a negative - I might enjoy what it is more than I would have enjoyed what I thought it would be. It just means I was surprised when I got my hands on it.

Is TOWR what you expected it to be, when it comes to tone and theme? Or if not, what did you expect and why?


r/WarhammerOldWorldRPG 4d ago

Using Old World RPG for Enemy Within

25 Upvotes

Just in case others are interested in running Enemy Within using TOW RPG, here are my conclusions thinking about switching my currently running campaign:

WFRP: Going by XP and Sessions in TEW, our campaigns pace is closer to the slow/many sessions estimation, because I tend to fill the campaign with side tracks and use a lot of the companion modules. I would assume 160 sessions is realistic for us. We are currently at 40 sessions and 3000 XP in WFRP. So we might end at about 12k XP. In WFRP it is no problem spending those without the characters getting to similar due to talents being taken multiple times and the rising costs in advancement for a very large number of talents.

TOW: Assuming the same number of sessions characters should end at 160XP and just as many endeavors. I would assume that it is not always possible to go one endeavor per session due to campaign pacing but it should not fall too low for the game to work, I go with 3 per 4 sessions resulting in 120 endeavors. A human needs 114xp (assuming no career changes!) to max out all characteristics. The book gives access to 59xp worth of talents, not all can be taken by everyone and nearly none can be taken more than once. Having 46xp left for talents means most characters will run out of choices. Skills is a bit more difficult to estimate due to the reliance on the current characteristic value. I did some quick calculations of the number of endeavors necessary for a single rise depending on current characteristic and skill level and assumed characters spread their advances more or less evenly and the result was: Skill Level 5 at 96 Endeavors in all 18 skills. Level 6 in all skills at 192. That might be a bit off, but in the end the characters would all be experts (Skill of 5 or up) in everything they even remotely care about.

Conclusion (for me): Running TEW with TOW RPG is currently not really viable, unless you limit advancement, which is not a good idea in my opinion.

This is not meant as criticism of TOW RPG, I would have loved switching the campaign over due to the extreme fiddlyness of WFRP, but unless your players don't care about mechanical character progress, mine very much do, I don't think it is currently a good idea if you run the campaign at average to slow speed.


r/WarhammerOldWorldRPG 5d ago

PCs from the North and South: 4 new origins and 4 new careers for TOWR

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24 Upvotes

I just released another one of my fan expansions for The Old World Roleplaying Game: This time it's PCs from the North and South, detailing Norscans, Tileans, Estalians and the people of the Border Princes. It is less detailed for each civilization than the one on Kislevite PCs, but I wanted to cover the basics of each of these regions - and to be honest, apart from Norsca they're a bit less detailed in the lore, and where Norsca is more detailed, huscarls and marauders are unlikely to walk the streets of Talagaad.

But there are some new careers: My takes on the Assassin, Duellist, Tomb Robber and Marcher-Scion are included, as are rules for Rapiers, Parrying daggers and Bucklers.

As always, I'd appreciate your feedback!


r/WarhammerOldWorldRPG 10d ago

Exchange Rates in The Old World RPG

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24 Upvotes

We've had some good discussions about the TOWR economy system the past few days - and I hope you have the energy to consider it some more. The game rules specify that a series of expenses of one tier can add up to an expense of a higher one - but offers no real guidelines of how much would be reasonable beyond a few examples.

In todays post at Glorious Portents, I use the rules for some of the Endeavours to calculate what I believe will work as a general exchange rate to base your gut feeling on - although I wouldn't allow it to be used for a straight conversion, it helps when judging when a Silver or Gold tier characters have made enough small purchases for you to say "actually, mark a coin spent".

I also discuss why this exchange rate, even if "correct", tells us nothing about the relative wealth levels of the social tiers.

Have a look, I'm very interested to hear if you agree with my reasoning or not.


r/WarhammerOldWorldRPG 11d ago

TALAGAAD MAP

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37 Upvotes

SO I am a dumb ass and deleted the last post while trying to edit it.

linked is a new version with town walls and trying to jam as many locations as described in the books.

This link is the original [Small town] version -- the original map i made with helping finishing touches from u/Mr_ikeo

All of this stuff is made in Canvas of Kings -- https://store.steampowered.com/app/2498570/Canvas_of_Kings/


r/WarhammerOldWorldRPG 11d ago

Coin, rewards and status

17 Upvotes

Something I’m not quite grasping is how rewards work. I get that a Brass character always starts with 3 coin and, if they have more during downtime, it gets spent if they don’t invest it.

But, let’s say the party sells off some loot and gets 3 silver coins each. What happens to that? Surely the Brass character doesn’t spend all 3 silver during downtime unless he invests it? That’s what p.90 of the PG seems to suggest. Doesn’t make sense to me that a Brass character burns though 3 silver fixing his cottage or whatever.

Is it possible for him to eventually accumulate enough to become a Silver character even if he is a labourer for example?


r/WarhammerOldWorldRPG 12d ago

Advanced economy in The Old World RPG

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27 Upvotes

I wrote a piece on the economy systems of The Old World RPG, including some suggestions on how to handle trade, rewards and taking up loans - and some possible house rules for how to adapt the system to old WFRP-scenarios that depend on "looking for a quick job to make ends meet" and "get rich fast" motivations.

Do you have any thoughts about how you'll be adapting the abstract economy in TOWR to various corner cases?


r/WarhammerOldWorldRPG 11d ago

Slayer Career - Asset Heirloom Wargear

11 Upvotes

The Heirloom Wargear is a Gold asset, but the Dwarven Slayer can pick it at character creation, even though their asset level is Brass. Is this an error?
Any thoughts?


r/WarhammerOldWorldRPG 14d ago

Skills in TOWR - what to do about Toil?

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18 Upvotes

Yesterday I posted a review of the skills in The Old World RPG. It is fairly long. TL;DR - I generally think the skill spread and balance pretty good, and very evocative. Good marks for the most part.

I have some ideas about tweaking what skills do what (in particular, I'd let Survival take on some things they've put into Athletics).

The one skill I have problems with seeing how I'd make interesting in game (not just in downtime) is Toil. I kinda wish they'd done something else there, in my review I suggest replacing it with a Strength-based "social" skill called Stature. But maybe I'm just blind. How do you see Toil being useful outside of Endeavours in your game, or so useful in Endeavours that it's worth "sacrificing" your limited downtime Endeavours to improve?


r/WarhammerOldWorldRPG 14d ago

Forgotten Magic of the Old World Druidism. A Homebrew for a new Lore of Magic includig the Druid Career.

29 Upvotes

I like the Magic in TOW, the Winds of Magic were rather restricting in 4e. But there is simply not enough I NEED more Lores more Spells more Magic.

This is the first Lore I decided to cover let me know if everything is clear and if the Spells are fun. If you have any concerns let me know I want to update this to make it the best possible version of Druidism. Let me know if any spells are missing or any spells of your own.

I am planning on covering Witches, High Magic and Kislevite Ice Magic. Let me know which lore you want to see next.

Here it is: https://homebrewery.naturalcrit.com/share/qgHB-sKccWRk

I want to thank Sigmumar for Inspiring me to write for myself.


r/WarhammerOldWorldRPG 15d ago

Question About the Recover Action's Efficacy in 1v1 Combat.

8 Upvotes

I have been looking at the rules for combat in the Warhammer: The Old World Roleplaying Game Player's Guide, and I think I've found a potential challenge which makes one-on-one fights against most enemies unwinnable for the enemy.

Here is my reading of the rules:

  • Wounds and Damage: An attack can cause a wound, but a character can only suffer a maximum of one wound per attack, regardless of how much damage is dealt. When a character is wounded, they roll on the Wounds Table.

  • The Recover Action: The Recover action is a powerful tool that can be used on a player's turn. It allows a character to perform several beneficial actions, including removing the Staggered condition from themselves and treating a wound. The document states that treating a wound with the Recover action prevents it from adding extra dice to future rolls on the Wounds Table.

  • The Combat Loop: In a one-on-one fight against an enemy that only has one attack action per turn, a player character (PC) can be wounded during the enemy's turn. However, on the player's next turn, they can use their action to take the Recover action, which treats the wound. This prevents the wound from adding a penalty die to any subsequent rolls on the Wounds Table.

  • The Outcome: Because most non-Champion and non-Monstrosity enemies only get one attack per turn, a player can effectively reset the wound accumulation penalty after each successful hit from the enemy. This means a player character's risk of a catastrophic wound is never increased, making them effectively invincible in a prolonged one-on-one fight. A peasant with a staff could, in theory, eventually defeat a troll by constantly chipping away at its wounds during their turn and recovering after each hit from the troll.

Am I missing something, or does this make one-on-one fights against single-attack enemies trivial for player characters?


r/WarhammerOldWorldRPG 15d ago

The Recover Action Seems Broken in One-on-One Fights

7 Upvotes

I've been looking at the rules for combat in the Warhammer: The Old World Roleplaying Game Player's Guide, and I think I've found a potential loophole that makes one-on-one fights against most enemies unwinnable for the enemy.

Here's my reading of the rules:

  • Wounds and Damage: An attack can cause a wound, but a character can only suffer a maximum of one wound per attack, regardless of how much damage is dealt. When a character is wounded, they roll on the Wounds Table.
  • The Recover Action: The Recover action is a powerful tool that can be used on a player's turn. It allows a character to perform several beneficial actions, including removing the Staggered condition from themselves and treating a wound. The document states that treating a wound with the Recover action prevents it from adding extra dice to future rolls on the Wounds Table.
  • The Combat Loop: In a one-on-one fight against an enemy that only has one attack action per turn, a player character (PC) can be wounded during the enemy's turn. However, on the player's next turn, they can use their action to take the Recover action, which treats the wound. This prevents the wound from adding a penalty die to any subsequent rolls on the Wounds Table.
  • The Outcome: Because most non-Champion and non-Monstrosity enemies only get one attack per turn, a player can effectively reset the wound accumulation penalty after each successful hit from the enemy. This means a player character's risk of a catastrophic wound is never increased, making them effectively invincible in a prolonged one-on-one fight. A peasant with a staff could, in theory, eventually defeat a troll by constantly chipping away at its wounds during their turn and recovering after each hit from the troll.

Am I missing something, or does this make one-on-one fights against single-attack enemies trivial for player characters?


r/WarhammerOldWorldRPG 15d ago

Low Toughness and Fate on Elf player characters.

8 Upvotes

I was wondering what others think. Toughness seems like a very important Characteristic and a max of 3 of Elves seems very low. Also Fate of 1 is low. I believe this is a over correction from 4ed were Elves had double the Attributes and now they have a very bad spread. I know balance is not that important for a roleplaying game but players should not be punished for playing an Elf.


r/WarhammerOldWorldRPG 15d ago

RAW Loophole: Why a Single PC Can't Lose a One-on-One Fight

5 Upvotes

I've been looking at the rules for combat in the Warhammer: The Old World Roleplaying Game Player's Guide, and I think I've found a potential loophole that makes one-on-one fights against most enemies unwinnable for the enemy.

Here's my reading of the rules:

  • Wounds and Damage: An attack can cause a wound, but a character can only suffer a maximum of one wound per attack, regardless of how much damage is dealt. When a character is wounded, they roll on the Wounds Table.
  • The Recover Action: The Recover action is a powerful tool that can be used on a player's turn. It allows a character to perform several beneficial actions, including removing the Staggered condition from themselves and treating a wound. The document states that treating a wound with the Recover action prevents it from adding extra dice to future rolls on the Wounds Table.
  • The Combat Loop: In a one-on-one fight against an enemy that only has one attack action per turn, a player character (PC) can be wounded during the enemy's turn. However, on the player's next turn, they can use their action to take the Recover action, which treats the wound. This prevents the wound from adding a penalty die to any subsequent rolls on the Wounds Table.
  • The Outcome: Because most non-Champion and non-Monstrosity enemies only get one attack per turn, a player can effectively reset the wound accumulation penalty after each successful hit from the enemy. This means a player character's risk of a catastrophic wound is never increased, making them effectively invincible in a prolonged one-on-one fight. A peasant with a staff could, in theory, eventually defeat a troll by constantly chipping away at its wounds during their turn and recovering after each hit from the troll.

Am I missing something, or does this make one-on-one fights against single-attack enemies trivial for player characters?


r/WarhammerOldWorldRPG 16d ago

Has anyone already fought large monsters?

24 Upvotes

The monsters in de GMG look really cool, but at the same time I expected most of them to have better attributes and skills. So I was wondering if some of you already have experience with fighting larger monsters and how the battles went!


r/WarhammerOldWorldRPG 16d ago

TOWR Community Resources - Stickied Megathread

43 Upvotes

Here's a list of useful, community built/driven resources for TOWR; I'll keep it stickied at the top of the sub. If there's something you'd like me to add, you can comment here or DM me. As always, one of the absolute best places (besides here and the legendary WHFRP subreddit) to find tools/resources/discussion for TOWR will be the famous Rat Catcher's Guild discord channel (which has dedicated threads for TOWR).

General TOWR Resources

Actual Play Videos/Recordings of TOWR

Video Tutorials for TOWR


r/WarhammerOldWorldRPG 17d ago

Humble Careers: 28 new careers for The Old World RPG

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36 Upvotes

Today i have something for you that I hope you'll enjoy: The Humble Careers fan expansion for The Old World RPG. 28 new careers, 9 new assets, and much more. Check it out and let me know what you think!


r/WarhammerOldWorldRPG 18d ago

Not Rapier among the trappings?

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33 Upvotes

I love the melee weapon selection in the Player's Guide, but the lack of the rapier among them hurts my estalian heart.

Would the following homebrew rules work good for it in your opinion?:

  • Name: Rapier
  • Cost: Gold
  • Max Rangel: Close
  • Damage: S-1
  • 1H/2H: 1H
  • Traits: +1d to Melee when not Staggered

r/WarhammerOldWorldRPG 18d ago

Wizards.. carrying the grimoire in one hand and

4 Upvotes

-casting/doing somatic stuff with the other? Or would you allow them to wield a weapons while casting?


r/WarhammerOldWorldRPG 19d ago

Ranged weapon deepdive

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24 Upvotes

In the same style as my previous article on melee weapons in TOWR, here comes an analysis of ranged weapon options in The Old World RPG. Enjoy, and let me know if you agree with my takes or not!


r/WarhammerOldWorldRPG 19d ago

Limiting recover action

14 Upvotes

Hello all!

We just got done with our grim portent and I'm loving the game system so far.

That being said for the Recover action I've ruled it so far (Only 2 sessions in) that you can only select 1 of the listed benefits and do not get to benefit from all of them. I did this because it seemed like the ability to get hit, get staggered, get hit again, run back, get hit again, go prone and then get hit again and finally be forced to be wounded made it quite fiddly for heavily armoured enemies or players to be endangered.

I also liked the idea that going prone and only being able to get recover from being staggered or prone leaves you in a spot where you either try to scramble to your feet and get away or maybe recover your stagger but leave yourself in a more vulnerable spot for the enemy bearing down on you.

The grim portent had plenty of fights so I feel this went well but I was wondering if anyone else has tried it this way or if anyone with more experience with the game can see why doing it this way would be a bad idea.

Thanks!


r/WarhammerOldWorldRPG 19d ago

The Old World RPG - Character Creation, Mechanics [ENG Captions]

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11 Upvotes

Few of the WFRP 4th Edition veterans gathered to test the new system for Warhammer: The Old World RPG. Watch and hear how we create characters, what are the rules, mechanics, and combat. Starring: Browar, Adare, Forien, Robak, and Rafal from Uber Warhammer.

🇬🇧 Captions in English, 🇵🇱 Audio in Polish language. If this doesn't bother you, we invite you!

👉 YouTube: Part 1 Character Creation


r/WarhammerOldWorldRPG 20d ago

How would you do grim portents?

19 Upvotes

I'm reading the books and I love the idea of Grim Portents. However it says they're one campaign... how long would you run this? Spread it thinner with sidequests? Or if the players really wanna keep their characters, put a hook in the end that connects to other dark forces/grim portents? I'd love to make it a bit sandboxy/monster of the week (or year, by the rate we're playing), so the players over time take on a string of various forces that want to influence the old world. Anybody else have thoughts on how they wanna run their game?


r/WarhammerOldWorldRPG 20d ago

Melee weapon deepdive

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21 Upvotes

I did an analysis of the various melee weapons in TOWR, what strengths and problems they have, and in some cases how I would tweak their rules to make them better. Check it out and let me know if you disagree or not!


r/WarhammerOldWorldRPG 21d ago

Fillable character sheet?

11 Upvotes

Heyo, been having a read-through of the player's guide and decided to try to roll up a character for funsies, only to realize that the sheet from Cubicle7's website isn't form fillable (i.e can't fill it in after downloading it). I was wondering if there is a form fillable version of the character sheet somewhere, official or otherwise?