anyone who RAN it... not liking it?
(I think I lost my first post, so here it is again)
I ran the DEMO again last Tuesday night. All the players were new to WFRP3. We've all played WFRP2 before and are all experienced D&D players.
It took 45 minutes to teach the game (teaching outline here:
Jay H's Maptool Stuff)
The players took about 2-3 rounds of combat to get the system down. Then it moved at a good clip (will be a little slowed b/c of lack of dice with 5 player game..until I get my extras in the mail!). Since players only have 3-6 "POWER CARDS" each (race, career, talent(s), action(s)), that's pretty easy to manage. I put all the basic actions on one sheet of paper since they don't need cards floating around. I also put the maneuver list, universal effects, and "what you can do in one round" on their sheet too.
As a GM, it runs about 50% easier and 50% faster than my comparable D&D4e games as there aren't round to round tracking modifers. It's about 75% more creative because you aren't trapped in rules, 5'steps, and the endless computing either.
Some things that sped us up:
1. Creating Three new stats: TOTAL SOAK, TOTAL DEFENSE value, TOTAL DAMAGE. Having these pre-calculated and on an actual BOX on the character sheet helps IMMENSELY. While only shaving off a few seconds from each person's turn (including the GM), those seconds add up over nights and campaigns.
2. Tracking token-chits have been switched to easier-to manipulate acrylic gems. Again, saving a second or two every turn adds up.
3. I put the Party Sheet and "Location Details" on a stand up that everyone can see and instantly work with. (see my pictures in the other post).
I like the game and the system. MUCH more roleplaying than I was used to with other game systems (not including WFRP2 of course).
jh