The role playing
rules of Firsthammer include only two character classes, if one could
name them as such: The Fighter and the Wizard. Other classes are
often a 'flavour' of one of these two, determined by what skills a
character has. In fact, to this day, there are but two main classes
in Warhammer: the Fighter and the Wizard*
The Fighter
In essence, all
Firsthammer Player Characters are generated as fighters, it is the
default “class”, and it is entirely possible that a wizard Player
Character starts out more proficient in combat than a Fighter! The
Fighter does advance faster in the fighting skills department though,
so would eventually catch up to the “master swordsman magician”
should he survive enough adventures.
The distinction between swordsmen and archers is a tactical choice
for all players, and I think that those who want to be wizards would
choose archer over swordsman.
So, your character is always a fighter first, in this hybrid system
of RPG and table-top wargame, and you have the option to become a
wizard at character creation provided your Intelligence score is high
enough (5+). The only advantages you have as fighter over the wizard
is that you get physically stronger faster and have the simple role
of hitting things. Oh, and you don't have to make the tough decision
between wearing armour or not, as wizards may wear armour too but get
penalties to casting spells when doing so.
The Role Playing rules of Firsthammer, being summary as they are, do
not include a lot of guidelines on high level play and character
(class)-goals like in D&D, but FoF. Vol.2 gives an insight in
what the advancement goals of characters may be from the Hero
Generation rules:
- Finding a magic weapon
- Getting some miscellaneous magical equipment
- attracting followers, both humanoid and non-humanoid
- finding and taming a Fantastic Mount.
i.e. these are things a randomly generated hero might have, and thus
should conceivably be obtainable by Fighter player characters. Magic
weapons and items could obviously be found in dungeons, and humanoid
followers are available as hirelings. The non-humanoid “creature”
followers pose more of a problem, how to handle these? A character
might need an “Erberard's Leash”, a binding spell or come across
a puppy of the creature and raise/train it as pet. More involving
stuff. Fantastic Mounts include warhorses and horse-sized riding
animals. While (war)horses are relatively easy to obtain, the more
fantastic mounts such as riding reptiles, griffins, manticores etc.
are more difficult to get... I noticed Centaur to also be an option
as mount, which would obviously require the deep trust and friendship
of such a creature (but, hey, that would be awesome!).
The Wizard
Being
a Wizard in Firsthammer is a player's option provided his Character's
intelligence is 5 or higher. By becoming a wizard you get the ability
to sense magic in items, discover if there are people using magic
nearby and of course the ability to cast spells. Your advancement
focusses on the arcane arts, so physical attributes (fighting
characteristics) advance at a slower rate than fighters, making you
comparatively fragile at higher levels. Even so, the survivability of
a wizard is not that much worse than that of a fighter if compared to
D&D, mainly because the combat system is a wargame and handles
'hit points' differently. Up to experience level 500 (points),
fighters and wizards have an equal amount of wounds, the fighter's
advantage lying in his faster fighting skill advancement, which does
contribute to survivability. It is even possible for a wizard to have
a head start on a fighter concerning the fighting characteristics,
though the fighter is bound to catch up and gain the lead eventually.
That being said, the Wizard is very resource management intensive as
a character type. Your ability to cast spells is restricted by your
constitution points and access to spell ingredients (philtres,
amulets, talismans and staffs) and most ingredients are not easy to
acquire. Thus, a wizard who has run out of constitution or
ingredients is relegated to being a fighter who advances his fighting
skills rather slowly. The magic system does give wizards a strong
incentive to go out into the world on adventures to get the all
important resources and ingredients required for many spells. Most of
these can only be found in dungeons, lairs, other wizard's towers
etc. And while they do turn op in random treasure tables (both in
WTMCRPG vol.3 and FoF. Vol.3), a GM should take some care that wizard
players have some opportunities to renew their resources or get those
spell-ingredients, such as talismans, that are not expended while
casting spells.
For “character goals” based on FoF Vol.2's chapter on heroes and
wizards, the wizard has a few additional objectives, namely getting a
(special) staff and spell ingredients/talismans. The random wizards
generated using those rules acquire followers and mounts at later
“levels” than heroes, and get fewer followers to boot, but
includes the possibility of having apprentices (level 1 wizards) and
lesser heroes among them.
Conclusion
Firsthammer RPG offers two “character classes”, Fighter and
Wizard (actually: Fighter/Mage). The choice between both being
largely a matter of personal preference. If you like resource
management and arcane arts, go wizard. The fighter is in essence your
average hack and slash guy.
*though, the addition of warrior/liche priests, assassins and scouts
provide additional 'classes' to some races, these are generally just
a variation on either of the two main classes.
I'm really pleased to see your blog up and running again. I often go back to my 'white box' and imagine playing the game as the booklets imply, as a roleplaying/adventure game with miniatures.
BeantwoordenVerwijderenthanks Andy, I guess I was in that mood again ;)
BeantwoordenVerwijderenI had a bunch of posts made earlier, but didn't actually post them, and reading them again got me thinking: yeah, I want to play that stuff. sadly, haven't got around to it yet.
As to playing a game, what's holding you back?
One hiccup for me to organise a game is the fact that it's a bit incomplete in my opinion. I have lots of idea's to expand the system, but too much and I might as well play Warhammer Quest, WFRP or (O)D&D. I got a bit of analysis paralysis I think, or a fit of perfectionism. I want it to be awesome when I play it with my friends... But gradually I'm beginning to think that if I go at it, I should keep it simple, just a few bits and bops (non-combat resolution stuff, few modifications to the skill-list) to start off. Then have some mates over for the game and add things such as new special abilities and classes (thieves, clerics etc.) once there is a need for it.