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<blockquote data-quote="Jay Verkuilen" data-source="post: 7748148" data-attributes="member: 6873517"><p>I ran WFRP1E with some tweaks and house rules for a while in the early '00s. The "whiff" factor really stunk for starting PCs but went away with experience. A fairly experienced warrior was often attacking at about 50% or 60%, which, with multiple attacks, meant they'd beat the snot out of many targets in fairly short order. Like a lot of games, the fun wasn't really with starting characters, but ones that were more mid-career. </p><p></p><p>I can't recall what my rules were but here are a few:</p><p></p><p>-Doubles were crits, either critical hits or misses. This meant that one of the Luck abilities, which allowed you to flip dice on a D100 roll, didn't affect them. It also meant that a more skilled attacker would have a critical more often and critical failure less so. </p><p>-The book had some situational modifiers and I was pretty good about handing them out. There was a +10 attack for winning in the last round of combat, along with the ability to push back a foe, as well as some other situational bonuses. I think this was official, actually. You would also often want to figure out how to chain together bonuses from multiple sources. Getting a +20 or so on the roll really mattered a lot. </p><p></p><p>The only really huge problem I recall having in WFRP was the infamous "Naked Dwarf Syndrome" due to the fact that a really high Toughness dwarf could effectively ignore most mundane attacks. This could end up being quite ridiculous. However as long as you didn't allow T to get totally out of hand, it ran pretty well with some tweaks.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7748148, member: 6873517"] I ran WFRP1E with some tweaks and house rules for a while in the early '00s. The "whiff" factor really stunk for starting PCs but went away with experience. A fairly experienced warrior was often attacking at about 50% or 60%, which, with multiple attacks, meant they'd beat the snot out of many targets in fairly short order. Like a lot of games, the fun wasn't really with starting characters, but ones that were more mid-career. I can't recall what my rules were but here are a few: -Doubles were crits, either critical hits or misses. This meant that one of the Luck abilities, which allowed you to flip dice on a D100 roll, didn't affect them. It also meant that a more skilled attacker would have a critical more often and critical failure less so. -The book had some situational modifiers and I was pretty good about handing them out. There was a +10 attack for winning in the last round of combat, along with the ability to push back a foe, as well as some other situational bonuses. I think this was official, actually. You would also often want to figure out how to chain together bonuses from multiple sources. Getting a +20 or so on the roll really mattered a lot. The only really huge problem I recall having in WFRP was the infamous "Naked Dwarf Syndrome" due to the fact that a really high Toughness dwarf could effectively ignore most mundane attacks. This could end up being quite ridiculous. However as long as you didn't allow T to get totally out of hand, it ran pretty well with some tweaks. [/QUOTE]
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