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It's Not D&D - My Experiences
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<blockquote data-quote="Retreater" data-source="post: 8951988" data-attributes="member: 42040"><p>Sorry. We're getting our wires crossed here.</p><p>The slayer vs. dragon sample combat was in 3e WFRP. In that game, the slayer completely outmatched the other characters I ran through the sample combat.</p><p></p><p>But when we're talking about the "beginner traps" of random character creation, I'm speaking directly about Cubicle 7's current 4th edition. </p><p>I'll give a few examples:</p><p>1) You have a 10% chance of being a species other than human.</p><p>2) Humans have a greater chance of having a "bad" career like Rat Catcher or Beggar. (Elves are typically careers like wizards, hunters, etc. - humans are basically dung farmers.)</p><p>3) Look at the attribute bonus for a Dwarf. Over a Human, a Dwarf gets +10% Weapon Skill, Toughness, and Dexterity; +20% Willpower; with only -10% Agility and Fellowship</p><p>4) What about an Elf? Over a Human, an Elf gets +10% to Weapon Skill, Ballistic Skill, Agility, Dexterity, Intelligence, and Willpower; +20% to Initiative. Better in literally every characteristic. Better on paper in every metric. </p><p>5) Let's say you also pick "Knight (Squire)" as your Career. What do you get? Mail Shirt and Shield, Weapon, Horse. What do you get if you roll a Rat Catcher? A sling, a sack, and a small but vicious dog.</p><p>6) Even if we're talking about roleplaying potential - and that the game isn't all about the stats - let's look at the Rank of random classes. Silver or Gold classes start with greater wealth and have the ability to form connections with civil servants, merchants, and nobles. What's a Beggar going to do besides sitting and being worthless? </p><p></p><p>Even though it goes about it a different way, WFRP has the same thing I don't like as Dungeon Crawl Classics. It's a game system designed with random charts to decide everything randomly to hope that you don't get stuck with a randomly terrible character or get randomly decapitated, all for the LOLZ of the other players at your table. It's is impossible to plan for as a GM, and I can't imagine it not wearing out its welcome beyond a few sessions.</p><p>And for me, it's an unfortunate waste. It's a great setting. The books are gorgeous. The campaign is one of the best ever written (so I've heard). I like the concept of skill-based, percentage systems. But the system is too convoluted for what it needs to do. It's too deadly and imbalanced to have longevity for a campaign.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8951988, member: 42040"] Sorry. We're getting our wires crossed here. The slayer vs. dragon sample combat was in 3e WFRP. In that game, the slayer completely outmatched the other characters I ran through the sample combat. But when we're talking about the "beginner traps" of random character creation, I'm speaking directly about Cubicle 7's current 4th edition. I'll give a few examples: 1) You have a 10% chance of being a species other than human. 2) Humans have a greater chance of having a "bad" career like Rat Catcher or Beggar. (Elves are typically careers like wizards, hunters, etc. - humans are basically dung farmers.) 3) Look at the attribute bonus for a Dwarf. Over a Human, a Dwarf gets +10% Weapon Skill, Toughness, and Dexterity; +20% Willpower; with only -10% Agility and Fellowship 4) What about an Elf? Over a Human, an Elf gets +10% to Weapon Skill, Ballistic Skill, Agility, Dexterity, Intelligence, and Willpower; +20% to Initiative. Better in literally every characteristic. Better on paper in every metric. 5) Let's say you also pick "Knight (Squire)" as your Career. What do you get? Mail Shirt and Shield, Weapon, Horse. What do you get if you roll a Rat Catcher? A sling, a sack, and a small but vicious dog. 6) Even if we're talking about roleplaying potential - and that the game isn't all about the stats - let's look at the Rank of random classes. Silver or Gold classes start with greater wealth and have the ability to form connections with civil servants, merchants, and nobles. What's a Beggar going to do besides sitting and being worthless? Even though it goes about it a different way, WFRP has the same thing I don't like as Dungeon Crawl Classics. It's a game system designed with random charts to decide everything randomly to hope that you don't get stuck with a randomly terrible character or get randomly decapitated, all for the LOLZ of the other players at your table. It's is impossible to plan for as a GM, and I can't imagine it not wearing out its welcome beyond a few sessions. And for me, it's an unfortunate waste. It's a great setting. The books are gorgeous. The campaign is one of the best ever written (so I've heard). I like the concept of skill-based, percentage systems. But the system is too convoluted for what it needs to do. It's too deadly and imbalanced to have longevity for a campaign. [/QUOTE]
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