S
Sunseeker
Guest
I am pleased to inform you that 2nd ed Warhammer frpg works quite well as a system when separated from the lore. I have 3-4 year campaign that proved it.
I don't think I've played that Warhammer.
I am pleased to inform you that 2nd ed Warhammer frpg works quite well as a system when separated from the lore. I have 3-4 year campaign that proved it.
I don't think I've played that Warhammer.
Can you elaborate on the career classes? There was a system in the career compendium that did what I think you are talking about, but I am not certain...Or the worst.
WFRP 2E did some good things, but it laid a bunch of bad ideas in - like d10's for damage reducing the righteous fury frequency, and thus making combats actually last longer - and it removed career classes, making it harder to pick a type and get to play it. And the magic system went away from spell points to "don't roll this number"... From a fan of WFRP 1st, it's got a lot of bad ideas, and only fixed a fewer number of things broken from first.
WFRP 3E was a very different thing...
Can you elaborate on the career classes? There was a system in the career compendium that did what I think you are talking about, but I am not certain...
As far as the d6 vs d10, that is a valid point, but it helped reduce the impact of dwarven toughness and also armor, so that pushes in the other direction...
The 1st ed had 4 classes: Warrior, Ranger, Rogue, Academic
All careers were in 1-2 of the classes.
When you opted for a new basic career, you picked in-class for 100, or outside of class for 200 XP.
Each had requirements based upon attributes.
Fortune system?Absolutely. My problems with SW are largely in its fortune system which I find manages to be both unnecessarily complex and too limiting at the same time.
Whereas I find it incredibly simple, elegant, and flexible. Interesting.Again, I find its dice pools hit a bad spot that is both unnecessarily complex and too limiting at the same time,
That's fair, but I also don't think that the game is necessarily trying to suit everyone. There are many other simulationist-oriented games out there, and 3.X had already been out for a number of years before Fate Core came out.This happens because the creators of FATE ...made decisions about what sort of game people ought to play that may suit themselves but don't necessarily suit everyone.
If you want others to understand why Fate doesn't scratch your simulationist itch and 3.0 does, it would probably be beneficial for you to reciprocate that by bothering to learn and appreciate why others get a lot out of the Fate system.(I actually even question whether the game that they made meets their own goals, but that's an even more difficult matter to resolve. Certainly FATE is going to have its defenders, though for the life of me I don't know why.)
Fortune system?
That's fair, but I also don't think that the game is necessarily trying to suit everyone.
There are many other simulationist-oriented games out there, and 3.X had already been out for a number of years before Fate Core came out.
If you want others to understand why Fate doesn't scratch your simulationist itch and 3.0 does, it would probably be beneficial for you to reciprocate that by bothering to learn and appreciate why others get a lot out of the Fate system.
So in the context of SW, you are speaking of the "roll to beat a TN 4 or higher" mechanic?Whatever method that a system uses to decide whether or not a game proposition is successful. Classically speaking, the sort of dice that are rolled, but for example the pull of a jenga block in Dread.
Mainly from the observation that you had a game system that spoke to your needs and preferences prior to the publication of Fate. So there would be little need for Evil Hat to make Fate to suit the needs or preferences of people who already prefer the d20 system of D&D 3.X.Where did that comment come from?
There is neither need for snark nor posturing, Celebrim, especially not for a cordial conversation.Unintentionally fully and ironic.
Here's the problem, Celebrim: you assume that I haven't applied that advice. You have requested before that I understand your tastes and preferences regarding 3E or not liking Fate, abd you have made those preferences known before. You have requested that I understand why 3e d20 fulfills your preferences. I have. But you show no evidence of extending that same basic courtesy for fans of other systems that you dislike, such as Savage Worlds or Fate. Even your paragraph below comes from a self-centered perspective of "its not working for me, so how could it possibly work for others?" Speaking of a social contract, that lack of good faith in this conversation that strikes me as a breach of the social contract at play here. In contrast, I have said repeatedly before that I have played (and even enjoyed) D&D (3-5e) and Pathfinder, and that I can appreciate the appeal that these particular games have for players who enjoy those games, but also that these games also can get tiring for me and are not always what I want out of a game system for all gaming contexts, hence my enjoyment of alternative game systems.If you want to understand why people don't have the same tastes that you do, perhaps it would be beneficial for you to apply that advice by bothering to learn and appreciate why others feel as they do.
I don't think that this exists, even in 3.X D&D. Or, rather, I think that this is a mentality or approach that stems more from the Gamemaster/Table than it does from the system. Even in Fate, for example, a lot of the gamemastering advice is driven by a sense for "what is appropriate/fair in this context?" Also your phrasing has me somewhat curious on a more philosophical level: "impartial" in regards to what? Most judges of law, for example, are attempting to be impartial in respect to the treatment and adjudication of law(s) regarding two (or more) agents in dispute against each other. If it is a matter of impartiality of the rules towards the players, I don't think that there is really much of a system that will advocate treating the players harshly under the rules or providing preferential treatment to particular players.What was actually on my mind during those comments is that aside from anything else about a game, I personally have a peeve with any system regardless of what it is so supposed to produce through play where there is not a contract between the players and the game master that the game master will be (among whatever other hats that they wear) an impartial judge.
In Forge terms, my problem with FATE is primarily that it doesn't scratch my Narrativist itch. I could put up with the system if it seemed to encourage story telling and created the experience of being in a great narrative almost as one were a character within a novel or movie that was unfolding as you played. My problem with it is that it not only doesn't do that, it does that more poorly that just about any system I've ever encountered. I have no idea what 'itch' it is scratching for other people, because ostensibly it is a story telling game but just as the mechanics of Vampire: The Masquerade didn't actually support the story that it's fluff proposed to the player (in the original game book) so too does FATE actually create a game that seems utterly ill suited to producing a story from its mechanics and rituals of play.
I don't think that Fate is claiming to be a storytelling or narrativist game, though I do think that these labels often get applied, perhaps inappropriately, by many people, including some of the systems fans, who assume sort of D&D normative perspective. (A position that assumes that anything "left" or "right" of norm falls into the "extreme" camp.) The game does incorporate things that could be regarded as narrativist (e.g., fate points), but I think that the heart of the game still amounts to rolling Fudge dice on a ladder and adding appropriate modifiers (skills, approaches, aspect invokes, etc.) to determine success. Its major innovation primarily entails its usage of concept-driven aspects for 1) character building, 2) scene-interaction (e.g., create an advantage, scene aspects, etc.), and 3) interaction with fate points, which I also regard as part of Fate's checks-and-balances social contract system between GM and players.But, aside from that, it doesn't even feel like it's a good narrativist game (as Forge educated folks would put it).