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A few things I really like about WFRP
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<blockquote data-quote="TheSword" data-source="post: 9349960" data-attributes="member: 6879661"><p>On a side note there are a few ways a character who isn’t specialized in combat can make a difference. Just by being involved. They can grant +20 or +40 to the attack roll by being the second or third engaged (or benefit from it themselves) which is pretty big in a d100 system. They can also fight defensively which gives them a +20 bonus to defensive rolls. If they win they are building advantage for their side even if they don’t do much damage. Alternatively they can assess the encounter using Intuition or another appropriate skill to build quite a bit of advantage depending on how good the roll is.</p><p></p><p>The other nice thing is that most of these things aren’t gated behind class or talents. For instance someone with a bow or crossbow taking up both hands could use it as an improvised weapon to defend with potentially giving the attacker a thwack on lucky roll. Not as good as a sword obviously but the visual of that crossbow stock smashing someone’s nose in is a great image. In D&D that would be limited to a special subclass but in WFRP anyone can have a go at it.</p><p></p><p>There are talents, but these mostly make you better at doing things instead of unlocking things. Mostly because there are some talents that unlock maneuvers like fighting two handed or disarming but because of training, anyone can learn these given specific time, money and XP.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9349960, member: 6879661"] On a side note there are a few ways a character who isn’t specialized in combat can make a difference. Just by being involved. They can grant +20 or +40 to the attack roll by being the second or third engaged (or benefit from it themselves) which is pretty big in a d100 system. They can also fight defensively which gives them a +20 bonus to defensive rolls. If they win they are building advantage for their side even if they don’t do much damage. Alternatively they can assess the encounter using Intuition or another appropriate skill to build quite a bit of advantage depending on how good the roll is. The other nice thing is that most of these things aren’t gated behind class or talents. For instance someone with a bow or crossbow taking up both hands could use it as an improvised weapon to defend with potentially giving the attacker a thwack on lucky roll. Not as good as a sword obviously but the visual of that crossbow stock smashing someone’s nose in is a great image. In D&D that would be limited to a special subclass but in WFRP anyone can have a go at it. There are talents, but these mostly make you better at doing things instead of unlocking things. Mostly because there are some talents that unlock maneuvers like fighting two handed or disarming but because of training, anyone can learn these given specific time, money and XP. [/QUOTE]
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