Title: ZWEIHANDER Grim & Perilous RPG Pdf Revised Core Rulebook
Author: Daniel D. Fox
Published Date: 2019-06-11
Page: 688
Zweihander RPG won the golden ENnie for the best game in 2018, and to be honest, it deserves it. I'd heard a little about the game, but never had the chance to give it a go until recently. Zweihander considers itself a retroclone of Warhammer Fantasy 1st Edition, and if you were listening to me earlier, it'll be clear to you why this is #1 for me. First off, the book is huge. 692 pages of grim dark fantasy is an absolute delight to behold, let me tell you. Zweihander is without doubt a huge reading project to undertake, but the beauty of this game is it's deceptive simplicity. While traditional D&D players may feel overwhelmed upon initial glance, the core mechanics of Zweihander are quickly and efficiently explained. For WFRP fans it's like meeting an old friend. Similarly to WFRP, Zweihander combat is intense and pulls no punches. Each round you begin with 3 Action Points, or AP, with which you can move, attack and pull stunts. The huge range of moves you can make within combat allows for parries, ripostes, doges and feints without the clunky advantage mechanics of the aforementioned Warhammer 4th Edition. Zweihander doesn't have an official campaign setting that comes in the book. The Grim & Perilous system is designed to inhabit any world to your liking - Game of Thrones, the Witcher, or even a historical medieval world. This means that it's modular, and adaptable to a variety of situations, though it still includes rules and monsters for almost any given world you could imagine. (Will Jones, Encounter Roleplay)I'm not generally a fan of heartbreaker roleplaying games. When I've sat down to read them I've always had this little voice in the back of my head telling me that what I'm about to experience is, quite simply, the game I already own with material added by some house rules, and some changes or additions to address the writer's vision of how the game should have been. It's not a fair way to approach books such as these, I know, but it's always a nagging doubt that sits there and skews my view of the game.In all honesty, I pretty much ignored ZWEIHÄNDER when it first came up on my Warhammer radar. It was a few changes by gamers who loved the old-school Warhammer RPG, a fan edit of the game, nothing more than a few house rules thrown out into the ether to attract attention. However, the more it hung around the more it intrigued me, and when the Kickstarter began I then began to give it more than casual attention.And my curiosity turned into surprise, then excitement. Then I started asking questions and before I knew what was happening a copy was being winged to me and it landed on my desk with an almighty thump. And I stared at it long and hard. Then I slowly opened the book and, with a deep nervous breath, I got stuck in.The damn thing is huge! Huge I tell you! A single volume of almost 700 pages, hardback, with a full-colour cover and a black-and-white interior. It was so heavy the delivery man who dropped it off has been sending me his physiotherapy bills. Calling it ZWEIHÄNDER is accurate; you could wield this tome with two hands and beat someone to death with it.It's a gorgeous book, with a nice red page-marking ribbon that just about sticks out at the bottom. This is the version with the Kickstarter edition cover; in the dank sewers of some dark place, a mage summons fire, a hammer-wielding warrior takes a swing at some rat-men, a scarred elf attacks a larger rat, a soldier aims a musket and a dwarf attends to a wounded fellow, all while being guarded by a small but vicious dog. It's action packed and a lot of fun, really getting across the action-packed darkness of the setting.And the interior art - wow. Dejan Mandic has produced some amazing work that captures the atmosphere of the game wonderfully. The number of illustrations is staggering, from small page-fillers to depictions of races, monsters and careers, to full-page chapter introductions and images. It's all done in an old-fashioned way and it suits the book perfectly, meeting the design halfway between old-school 1980s goodness and modern design choices with evocative borders and layout. It's fully black-and-white but that only adds to the grimness. It's excellent stuff and throughout it looks great, and the use of a single artist keeps the atmosphere constant.ZWEIHÄNDER is now my go-to system for dark fantasy games. In fact, I'm looking at creating my own world and also using an existing one. My own world is a discussion for another time, but the established world I'm looking at is Robert E. Howard's 'Solomon Kane'. I do love the original stories but I was quite taken by the Michael J. Bassett movie from 2009 (I said at the time that it was the greatest Warhammer movie never made) so the imagery from that film makes for an excellent background. Adventuring across the world with rapier and flintlock would make for a great campaign, with enough dark gods and raving badguys to keep players on their toes. ZWEIHÄNDER's system makes the game edgy, dangerous and somewhat unpredictable, so that's perfect for a game where the players are kept on the edge of death and madness. I'm basically going to run my campaign as horror action games with a Call of Cthulhu-type angle of danger. I'm sure ZWEIHÄNDER will handle that easily.And that's the very thing I loved the most about Warhammer Fantasy Roleplay 1st Edition. ZWEIHÄNDER has done the legacy proud. (Jonathan Hicks, RPG.net)I'm an RPG veteran with decades of D&D and other games under my belt, and I've been watching Zweihänder RPG for a while. I've had the PDF version for months and just got the book today. I played Warhammer Fantasy RPG 1st Edition decades ago, which was followed by 3 more editions. Warhammer Fantasy 2E is acclaimed as the "best version", and Zweihänder is heavily influenced by WFRP 2E. It's more than just an old school retroclone, it truly has taken a life of its own. They adapted & enhanced it to keep the good, change the bad, give it a more modern approach in terms of language and teaching the rules, but still preserving the old school gritty, dark, grim & perilous essence of the game. Like WFRP, in Zweihänder you don't have a fixed class, it's more like an expansive profession system. You're technically supposed to roll your profession at random (which is part of the fun), and these are all mundane jobs, from rat catcher and laborer, courtier to sellsword, etc. So you begin with a starter profession, and when you acquire enough skills, you can basically learn a better profession. Eventually you can learn your way to the Expert Professions, which are more heroic like Assassin, Archmage, Druid, Inquisitor, Shaman, etc. There are 72 professions and 46 expert professions in the core rulebook alone (the Main Gauche supplement adds even more), that's a good reason why the book is so big at 674 pages, combining what would be the PHB, DMG, and Monster Manual for D&D, + a starter adventure. The art is old school and gritty, not everyone might like the style, I think it's awesome. These are not your high fantasy heroes, this stuff is dark. Zweihander is also setting agnostic, it doesn't come with its own world setting, so you can adapt it to whatever campaign world you want. The main gotcha are the races since there are no weird high fantasy races here. Most people play humans in Zweihander. There are other classic races like Dwarf, Elf, Gnome, Halfling, and Ogre, but nothing fancy, and they are considered exceptions. The book is super high quality, the layout is very professional and the pages are nice and glossy. It's well polished. Nothing is cheap here, except the purchase price. Highly recommended. (Nick Landry, Target.com Review) This tabletop RPG is nearly five years in the making, adopted from pages (and pages) of personal notes, scribbles in sketchbooks, house rules and the private wiki I use around my gaming table. I started writing on a whim back in November 2011. A year and several months later in August 2013, I released an early version called Project Corehammer on Strike-To-Stun.net. However, it became clear that the project was evolving into a wholly unique game system. From there, I scrapped the title, as Corehammer just didn't have the right ring to it. Thanks to a few enterprising folks over at Strike To Stun, I embraced the community-suggested title of ZWEIHÄNDER. It roughly translates into "big friggin' sword" in German and "press tongue firmly into cheek" in English.Following this, I brought a reliable group of playtesters onboard to help test and perfect the system. The watchwords were this - make it dark and gritty; make it perilous and challenging; make it a system that carries uncertain outcomes in an unforgiving world; and make it world-agnostic, so it can be used with any low fantasy campaign world. I shortened this to simply 'grim & perilous' gaming.Following internal play testing, I released the GRIMDARK Public Beta in December 2014. It proved to be wildly popular with OSR players. Shortly thereafter, the largest Spanish-speaking tabletop RPG forum IGARol.org translated the beta into Spanish. This set everything into motion for self-publication. But, I needed help along the way to make it a reality.Realizing that I could have something material to bring to market, I contracted Dejan Mandic to begin working on concept art. He helped envision what a grim & perilous RPG would look like through his lens of creativity. Jussi Alarauhio beautifully illustrated the cover image and logo. Tanner Yea joined on as co-writer, reshaping the narrative of the game without inherently disrupting the system's rules. Milena Lakicevic - our Mother of Dragons - began layout, working alongside Dejan to bring the formatting and publication standards up to snuff. Following a successful Kickstarter and the sheer volume of work ahead of us, I contracted veteran editor Matthew Pook to bring it home. And, after many years of hard work and play testing, ZWEIHÄNDER became the product we present to you today.ZWEIHÄNDER has been revised and rebuilt through three major iterations across 240 playtest sessions and countless hours of number-crunching, with invaluable feedback from our internal and public playtest groups. We feel confident in saying that there isn't any other tabletop RPG on the market that comes near its slavish devotion to the original influences behind the system.Welcome to grim & perilous gaming!
WELCOME TO GRIM & PERILOUS GAMING
Featured on Forbes.com, ranked one of the best-selling fantasy tabletop role-playing games at DriveThruRPG, and having sold over 90,000 copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer, and grittier version of classical tabletop role-playing games. This revised edition is published in celebration with Andrews McMeel Publishing and features a refreshed layout, new artwork, rules clarifications, color plates by Dejan Mandic, and errata.
ZWEIHÄNDER Grim & Perilous RPG is a game where your characters will:
- Live in a gritty, "realistic" fantasy world
- Make morally grey decisions & enact vicious reprisals
- Uncover insidious plots & political intrigue
- Take part in heart-pumping chase scenes
- Venture into the wilderness & survive its perils
- Desperately fight in clandestine & open field combat
- Defend themselves from injuries, madness, & mutations
- Encounter sanity-blasting creatures & their minions
This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules, and a bestiary brimming with creatures both fair & foul. All that’s left are a few friends, pencils, and a handful of dice.
ZWEIHÄNDER Grim & Perilous RPG awaits, and the fate of your grim & perilous tale hangs in the balance!
One book and you have the whole game! Just received my copy of Zweihander RPG today. The book is massive, 670 pages. The last time I bought 1 book that was the entire game was 1986, WFRP 1st Edition. I've had the PDF for a while now and I have to say this game is great, multitudes of careers and playing ancestries to create a character. Tons of skills, talents and trait to make your character your own. The full assortment of weapons, armor and spells. Just an all around excellent game you will be playing with your friends for years to come.Zweihander a new take on the Grim & Perilous Rpg There are several things that make Zweihander a fresh take on the Grim & Perilous Rpg. How it handles damage is interesting. Instead of subtracting damage from toughness then hit points you have a damage threshold which is the brawn stat plus armor if any. There are unharmed, lightly wounded, moderately wounded, seriously wounded, grievously wounded, and slain. On the character sheet you have the base damage threshold which is Brawn Bonus plus armor if any. Then you calculate 6 + Damage Threshold to move two steps down damage track, 12 + Damage Threshold to move three steps down the damage track, and 18 + Damage Threshold is instantly Slain. If you do more damage than the damage threshold you move 1 down the damage track. If you take a moderate, serious, or grievous injury you roll 1d6 (moderate), 2d6 (Serious), 3d6 (Grievous). If one of the d6 turns up as 6 you suffer a moderate, serious, or grievous injury. There are tables for these injury type. They are d100. 100 being the worse result on given table. Another major difference is that in Warhammer Rpgs. The career gives you access to talents that define the career, In Zweihander the are called professions and give you a unique ability that defines the profession. There are talents also that add to the character, but the profession has the defining ability. That is very nice touch in my opinion. Also there is meaningful choices with weapons based on qualities. Finally Zweihander does not have a setting attached to it. It is ideal for running games in the books/setting Solomon Kane or the Black Company. This is truly an outstanding game that is different than the Warhammer Rpgs. It is often compared to Warhammer Rpg 2nd. I personally like Zweihander better than Warhammer 2nd.Great system and gorgeous book First things first: this book is very high quality. The materials, the binding, the inclusion of the bookmark, I have a few RPG books and none of them come close in this category. I got this copy for $40, but even at $60 I would have been happy. Also, while speaking about price, the fact that this contains the equivalent of "The Most Popular RPG in the World's" players handbook, dragon masters guide, and creature manual for that price is a steal.As for the system itself, I've become quite enamored of it. The core mechanic is simple: want to do something, roll a d100 and if you're under your skill (say 67%) you succeed. However, from this simple core, the folks behind Zweihander have built several clever mechanics that help GMs and Players actually feel like the characters are living in a grim and perilous world.While I was initially hesitant to get into Zweihander, as I assumed "Grim & Perilous" was code for "Edgy and Violent," I've discovered that the system is really about characters that are all too human and how the world tries to crush them, and the story that emerges is about how those characters either rise above the corruption or fall to it into chaos. I absolutely love the health system, the peril system (the flipside of "physical health," think stress, strain, and horror "damage"), the random character generation, and the fact that the three pillars (combat, social intrigue, and exploration) of RPGs are actually all supported by the mechanics.If you're at all curious, check out the free "Quick Play Guide" at their website.
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