I'm just going to throw my two cents in with this semiannual discussion.
I have loved WFRP since 1st Ed, and I like 3rd Ed as well (and I've spend a lot of money on it), but I would personally welcome a 4th edition in the near future, because I can see from the Star Wars RPG that FFG has learned a great deal by making 3rd Ed, and I want to benefit from that.
Thing is; while I really respect a lot of the things FFG are trying to do with 3rd Ed, it's really a bit of a mess, isn't it?
IMO, what could be a really elegant system get's somewhat buried under a mountain of components and conflicting rules.
Why do I get a single copy of hundreds of different of actions and talents, many of which are poorly balanced, and most of which won't ever see use?
What I want is 20 actions and 20 talents that are diverse and well balanced - and I want six copies of each, so my players don't have to share cards (which kind of negates the whole point of putting the rules on cards in the first place).
Why do "brief" conditions get three tracking tokens when exhausted talents get four?
I had to look that up by the way, because I can never remember which gets how many! - and I will never understand why there needed to be a difference at all. This is just one example of weirdly complicated rules in what is, at heart, a relatively simple system.
Why did I have to download a basic equipment list from Liber Fanatica?
That should have been in the rulebook.
And so on, and so on...
In short: I like and admire WFRP 3ed Ed, but IMO it's an, only mostly successful, experiment - and I'd like to see how good it really could be. If that means getting rid of 70 percent of the components (and it does IMO), then so be it. "Kill your babies", as they say....
Edited by Croaker13, 29 January 2014 - 12:55 PM.