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The Grim World Of Warhammer Fantasy Role-Play Second Edition
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<blockquote data-quote="dco" data-source="post: 7730644"><p>Inherited the actions from the D&D 3e, that was awful, you could not parry if you didn't have 2 weapons and got flat footed. 2 weapons (including shields) were a big advantage. We tweaked some things here.</p><p>Insanity charts were also unplayable, we reused the tables from the first edition.</p><p>We also weren't very happy with the magic system and with the professions outside the core rulebook but they work without problems.</p><p></p><p>For the rest of things the systems works very well, if the DM lets you some re-rolls for abilities you could have most abilities above 30, the average in any case is 31. You have a free raise, in 4-6 sessions you could have completed the first profession, that means lots of rolls between 40-50 with re-roll from luck points, the second profession have raises of +20, we are talking about dice rolls of 50-60% or more. That as a base, then there are modifiers, if you aim you have +10%, 2vs 1 is another +10%, a best craftmanship weaponi s +5%, etc. For RP it wil ldepend on the bonuses the DM gives you.</p><p></p><p>A new character can die easily if the fight is difficult, but the same happens with D&D and a lot of other games, 1 hit and you are dead, here you will probably need more than 1 hit (characters usually have more than 10 hit points) and if you die you can spend a fate point. You should be facing opponents with worse stats than you and without luck points.</p></blockquote><p></p>
[QUOTE="dco, post: 7730644"] Inherited the actions from the D&D 3e, that was awful, you could not parry if you didn't have 2 weapons and got flat footed. 2 weapons (including shields) were a big advantage. We tweaked some things here. Insanity charts were also unplayable, we reused the tables from the first edition. We also weren't very happy with the magic system and with the professions outside the core rulebook but they work without problems. For the rest of things the systems works very well, if the DM lets you some re-rolls for abilities you could have most abilities above 30, the average in any case is 31. You have a free raise, in 4-6 sessions you could have completed the first profession, that means lots of rolls between 40-50 with re-roll from luck points, the second profession have raises of +20, we are talking about dice rolls of 50-60% or more. That as a base, then there are modifiers, if you aim you have +10%, 2vs 1 is another +10%, a best craftmanship weaponi s +5%, etc. For RP it wil ldepend on the bonuses the DM gives you. A new character can die easily if the fight is difficult, but the same happens with D&D and a lot of other games, 1 hit and you are dead, here you will probably need more than 1 hit (characters usually have more than 10 hit points) and if you die you can spend a fate point. You should be facing opponents with worse stats than you and without luck points. [/QUOTE]
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