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A few things I really like about WFRP
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<blockquote data-quote="TheSword" data-source="post: 9354958" data-attributes="member: 6879661"><p>Any examples though, it’s difficult to understand what your describing? It might be because WFRP was the first game I DMd back in the early 90’s so I take a lot of stuff for granted. To be clear I’m not trying to argue you out of your feeling. WFRP is not a perfect system by any means. It’s just a ‘best fit’ system for me where the disadvantages don’t bother me too much and are outweighed by the awesome bits.</p><p></p><p>Is there any specific elements that seem janky?</p><p></p><p>I definitely think the way shields were implemented originally was somewhat off. But that was fixed with the simple shield option in Up in Arms.</p><p></p><p>I kinda like that weirdness and swinginess is baked in through tactical circumstances - advantage, outnumbering, range etc rather than too many random tables. Though they can be great.</p><p></p><p>The only random tables that come up for us are crits, and fumbles with occasional miscasts. That said my witch player was trying to secretly explore a ships deck at night and miscast the silent steps cantrip causing her to inflate with air and float like Aunt Marge. It was pretty hilarious as she bounced off the deck above trying to hang onto something.</p><p></p><p>On a side note I ran Rough Night at the three feathers for that first DM experience aged 16 and described the cult of Morr as Cultists meaning the players thought they we daemon worshippers all the way through. I also described a room as containing a trapdoor with a carpet over it… back then I did better with boxed text. My comprehension is better now.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9354958, member: 6879661"] Any examples though, it’s difficult to understand what your describing? It might be because WFRP was the first game I DMd back in the early 90’s so I take a lot of stuff for granted. To be clear I’m not trying to argue you out of your feeling. WFRP is not a perfect system by any means. It’s just a ‘best fit’ system for me where the disadvantages don’t bother me too much and are outweighed by the awesome bits. Is there any specific elements that seem janky? I definitely think the way shields were implemented originally was somewhat off. But that was fixed with the simple shield option in Up in Arms. I kinda like that weirdness and swinginess is baked in through tactical circumstances - advantage, outnumbering, range etc rather than too many random tables. Though they can be great. The only random tables that come up for us are crits, and fumbles with occasional miscasts. That said my witch player was trying to secretly explore a ships deck at night and miscast the silent steps cantrip causing her to inflate with air and float like Aunt Marge. It was pretty hilarious as she bounced off the deck above trying to hang onto something. On a side note I ran Rough Night at the three feathers for that first DM experience aged 16 and described the cult of Morr as Cultists meaning the players thought they we daemon worshippers all the way through. I also described a room as containing a trapdoor with a carpet over it… back then I did better with boxed text. My comprehension is better now. [/QUOTE]
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A few things I really like about WFRP
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