WFRP Slayer Cool: 1e vs 2e

WarHammer Fantasy Roleplay slayers are dwarves who have been disgraced and seek death by the most violent means possible. They are constantly looking for a big, bad opponent that is worthy of bringing the dwarf their "mighty doom." In that regard, it seems silly to have them running from a scary opponent.

This point, and my research of this point, let to this side-by-side comparison of first edition vs second edition.

First edition:

The dwarf starts with a Cool of 2d10+40, so anywhere between 42 and 60. That already means he's keeping his cool and not running away during Fear and Terror tests 42-60% of the time. The Troll Slayer (beginning career) has an advance scheme of +20 for Cool. Now the Slayer is not running away 62-80% of the time. That's much better.

Second edition

The dwarf starts with a Willpower of 20+2d10. (Keep in mind that WP replaces Cl in 2e). That means he's only keeping his cool 22-40% of the time. Now give the dwarf Stout Hearted, and that bumps the WP test up to 32-50% of the time. He's still running away 50% of the time, and that's if he rolled the best WP possible at character creation. Top that off with an advance scheme of +10 for WP and he's maxed at first career with running away 42-60% of the time. That's significantly less cool than a first edition Troll Slayer.

Second Career

Step both of these up to the second career, Giant Slayer. In first edition there are no additional relevant skills. The advance scheme goes up to +30 for Cool. This leaves a 72-90% chance of the slayer facing a fearsome or terrible foe and not running away. That seems pretty decent.

However, second edition's advance scheme moves the WP advance up to +20% AND gives you a talent called Fearless. This talent makes you immune to fear checks and you treat terror checks as fear checks. The check is at 52-70% chance and no chance of running away with an insanity point.

I'm not sure which is "better."

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