WFRPG 3E: How's It Working out for You?

The new guide books give the option to play without the fiddly bits if your not a fan of them (they contain all the info on the cards & etc).

Haven't heard if these clean up the organization though.

The new guidebooks (I suppose the newest ones just released redoing the stuff from the core set)

Do they give an option to play without the special dice or not?

Other than that I didn't notice to many other fiddly bits. The cards are there, but once you know what they are, you can simply write down the information and tell the GM and all, same goes for the rest, you can adapt it easy enough to pen and pencil and cover it on the back of your character sheet.

Is that what they mean or something else?
 

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Fiddly bits/components - cards, tokens, standups, stance meters, etc

They released a players, gm and monster guide that contain all of the info released thus far (all the expansions and some new monsters in the monster book); They do not include any of the components, the idea is to enable people who want a more traditional method an easier entry point. It sounds like errata and some reorganization is involved in these from what I've been reading on their forums.

Sorry the dice are required they really are the heart of the system (you could use numbered dice if you assigned a symbol to each number - might be slow cross referencing though).
 

Fiddly bits/components - cards, tokens, standups, stance meters, etc

They released a players, gm and monster guide that contain all of the info released thus far (all the expansions and some new monsters in the monster book); They do not include any of the components, the idea is to enable people who want a more traditional method an easier entry point. It sounds like errata and some reorganization is involved in these from what I've been reading on their forums.

Sorry the dice are required they really are the heart of the system (you could use numbered dice if you assigned a symbol to each number - might be slow cross referencing though).

I guess we already were doing some of that stuff already...noted what we did and had references on paper.

The dice...well...I understand how you get the numbers and all...but I still haven't really calculated or figured out my real percentage chance with each roll (like in D&D, with a D20, each 1=5%, or with a D12 each 1 = ~8.3%, or with a d10 each 1 = 10%...) which means I can figure that I roll more dice, but my actual chance can be harder to figure out. Even harder is when the DM tosses in extra dice to the check or roll...since I've never really checked to see which faces have what on them.

I was just hoping for something a little easier for me to figure my chances out on. Some of it gets more of a feel of how it will turn out over time because you understand how the dice interact with an ability and the overall chances with the dice you roll the most...but with some checks, I really have no clue on what my chances to suceed or fail are.
 

I'm currently running a game, and it's working great. It's not very often that I run published adventures, but I find myself making an exception for WFRP. The quality of the adventures is great, the variety of adventure types is good: mystery, intrigue, action, and horror are all represented. And the cards, maps, and tracking sheets that come with the adventure really add to the experience. The storm tracking sheet in "The Gathering Storm" was particularly good for establishing the setting and theme for that adventure.

No problems with the rules or the bits at my table--but I've got players who are generally good at rules and also play boardgames--I can see where it might trip up groups that are less rules-savvy or less able to adapt to new games.
 

The dice...well...I understand how you get the numbers and all...but I still haven't really calculated or figured out my real percentage chance with each roll (like in D&D, with a D20, each 1=5%, or with a D12 each 1 = ~8.3%, or with a d10 each 1 = 10%...) which means I can figure that I roll more dice, but my actual chance can be harder to figure out. Even harder is when the DM tosses in extra dice to the check or roll...since I've never really checked to see which faces have what on them.

I was just hoping for something a little easier for me to figure my chances out on. Some of it gets more of a feel of how it will turn out over time because you understand how the dice interact with an ability and the overall chances with the dice you roll the most...but with some checks, I really have no clue on what my chances to suceed or fail are.


I like the fact that this is hard to analyse & I think it helps keep the game on a qualitative level rather than being just numbers.

I have reservations that the designers don't understand the numbers either though so I think the system would break under stress (as is traditional for WFRP afterall).
 


I like the fact that this is hard to analyse & I think it helps keep the game on a qualitative level rather than being just numbers.
The WFRP 3e dice aren't hard to analyze at all. That's actually what makes the system so elegant: it's easy to see how hard a task really is, and it's easy to know the worst & best that can happen. Also, player choice really matters (for e.g. stance when rolling).

See here for some examples: WFRP 3rd Edition: A Primer on the Dice | Warhammer Fantasy Roleplay (3rd Edition) | RPGGeek

I have reservations that the designers don't understand the numbers either though so I think the system would break under stress (as is traditional for WFRP afterall).
Nah, the dice pool scales well.

Cheers, -- N
 

Sorry the dice are required they really are the heart of the system (you could use numbered dice if you assigned a symbol to each number - might be slow cross referencing though).

Its not as bad as it looks, just keep the blanks in the middle. Put a chart on the table like for the blue d8 5+ = Hit, 2- = boon, rinse wash repeat.
 

I like the system in general, though it seems a bit limited (in character options) overall.

I also totally disliked that you have to flip through all the cards when making characters, but the new guides are very useful in that regard (having tables of all those action and whatnot cards really helps).

However, I really like the wound mechanics with the cards. Very nice!

The dice pool mechanics also seem to work well, though sometimes if you roll tons of one symbol you get nothing for all those extras beyond the first 2 or 3 (after comparing with the challenge dice, of course).

Using the counters to determine range (esp. when it is a bit more complex than just one group of characters versus one group of enemies) works very well.

The stance meter, OTOH, seems to be a pretty pointless addition. It would work as well, if you could simply choose your stance freely from those available for every roll, I believe.

What bugs me a bit is, that Agility has almost no influence in defending against attacks (all it does is unlocking the Dodge action). This makes Agility-based warriors (like the famed Wardancers) pretty silly (because you will end up raising Strength and Toughness as much as possible with them, which is totally against the character).

I have thought about a house rule to make Agility more important, but since we do not play this regularily, I havn't been able to test it, yet. :)

[SBLOCK=House Rule]Whenever you make an attack roll, if your Agility is higher than the Defender's Agility, add a number of white Fortune dice to the dice pool equal to the difference, or if your Agility is lower than the Defender's Agility, add a number of black Misfortune dice to the dice pool equal to the difference.[/SBLOCK]

Bye
Thanee
 

Its not as bad as it looks, just keep the blanks in the middle. Put a chart on the table like for the blue d8 5+ = Hit, 2- = boon, rinse wash repeat.

Uhh... I don't think this would be very practical. :lol:


One more thing about the cards... the one thing where the cards would be really handy was not supplied with the box (creature cards for the GM to have as handy references).

Luckily, the creature vault will correct this. :D

Bye
Thanee
 

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