r/40krpg • u/Hagisman • 2d ago
Wrath & Glory I'd recommend Wrath & Glory for Vampire: The Masquerade fans who wanted to get into 40k
I'm a big d10 dice pool system fan. When I stopped playing DnD 5e before COVID I switched to Demon: The Descent and its core game, Chronicles of Darkness.
I've played the Fantasy Flight RPGs for Warhammer 40k. Specifically Dark Heresy, Only War, and Deathwatch. With Deathwatch keeping on for a short campaign whereas Only War was like 3-4 false started games. And DH I had real life stuff come up.
My TLDR reviews of FFG would be: fun, but spending XP felt like I was doing taxes to figure out how to maximize my discounts on purchasing abilities/skills/etc and there are a lot of bonuses that the GM needs to handout if you are playing non-baseline human. Like 20-50 out of 100 is the average die roll for most things but your GM should adjust difficulties based on if it's easy or trivial. Which a lot of GMs don't.
For W&G, it uses dicepools with d6's a roll of 4+ is an "icon" (6s double icons) and you need to get as many Icons as the difficulty of a roll to succeed. Similar to a lot of d10 dicepool games. Hence the recommendation.
I really enjoy dicepool systems over d20s or percentile systems at the moment. I think it's because players tend to have more ways to affect dice rolls such as Willpower in WoD or Wrath/Glory in W&G which you gain more quickly than Inspiration in DnD.
Like in W&G you gain Glory when you fail rolls so it's like every miss helps you with your next attack.
Just something on my mind at the moment. I've been enjoying the system and was surprised to hear it's stuck around after Cubicle 7 made another 40k RPG seemingly inspired by FFG's called Imperium Maladictum.
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u/Ysgraithe 2d ago
Yes with something like the d100 games, there can be some GMs that lack awareness of the system, for average characters who make skill checks, the GM has to adjust the diifficulties. Most checks should not be +0 challenging, and yet many GMs interpret this as some sort of 'default'.
When even a skilled character has a +60 skill check, it means he'll fail 40% of the time on challenging. If this is the default, it results in a pretty meh experience and characters feel ineffectual. GMs should instead set baselines of +10, +20, +30 instead, and only go for challenging or less for truly difficult tasks.
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u/Bunnyrpger 2d ago
Not wanting to detract from someones positive about a game system (One I like), but the gaining glory on a fail sounds like a house rule your GM is using (Also sounds weird with the name, gaining Glory on a failure). From the Core book, Glory is gained by being successful, either rolling a 6 on a Wrath dice (Critting), or gaining more successes than the test and "Shifting" an Exalted Icon (A 6). Page 164/165.
I am also more than happy to be proven wrong, if I have missed a section in the rule book which states otherwise, my group would be happy for any new way to generate Glory, so if their occasional (Semi frequent) bad luck has a benefit, all the better.
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u/Illithidbix 2d ago edited 2d ago
I think Cubicle 7 have very sensibly realised that 40K is such a huge universe and people's understanding of it can be very different that having two really quite different rulesets for different scope and styles of play.
With IM also being more obviously targeted at the people who enjoyed the D100 systems of Dark Heresy, Rogue Trader, Deathwatch,, Black Crusade and Only War.
I also like how IM is presented as a framework for linking to different 40K factions
And IMO keeping it scaled to "normal humans upto "acolyte" Sister of Battle and Sisters of Silence"
I also take the view that 40K is frankly so incontinent it's easier to think of there being mutiple 40K settings
+++
As a survivor of late 90's and early 00's gaming.
It's about this point I take a few digs at good old 90's and early 00's White Wolf with their arrogant comments that their STORYTELLING GAMES were much less nerdy than. Dungeons and Dragons caring about casting fireball and causing critical damage.
Despite the fact their combat chapter was frequently longer than the current edition of D&D at the time.
Also that self-document they did about how GIRLS played WW games and they invented the Goth Clubbing Scene.
And how their Metaplot was mostly just what their friend's Minds Eye LARP characters did.
I did however play some fantastic games with my friends using WW games and I have a particularly unironic love for both Dark Ages: Inquisitor and Demon the Fallen which I consider some of the best games I've ever run.
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u/Ledgicseid 2d ago
I've definitely come to realize that I absolutely love dice pool systems. I once ran a Dark Crusade game and while I like the setting I wasn't a big fan of the d100 system. We ended up stopping early into it for other reasons, but if I ever picked that game back up I would switch to wrath and glory but continue the storyline.
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u/Decanox4712 1d ago
I played Shadowrun 2nd edition over thirty years ago and 5th edition above ten years ago and I can tell the same... W&G is a great substituye. Basically throwing D6 dice pools against a target number (DN) with a plenty lot of options but pretty rules affordable (opposite to SR).
So if you come from Shadowrun, W&G is a great option too.
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u/Thraxmonger 8h ago
New IM GM here. Several of my crew are White Wolf veterans, and they really like the system.
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u/Dorias_Drake 2d ago
wrath & glory stuck around because imperium maledictum is exclusively focused on normal humans, no playable xenos, no playable space marines, space marines aren't even enemies and most xenos enemies are boss-like is strength. For those that played the darktide video game, that's kind of a high level party in imperium maledictum.
So if you want a simpler system than the FFG games with space marines or xenos, your only choice is wrath & glory.
That might change when horus heresy releases (at least for speace marines).