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A few things I really like about WFRP
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<blockquote data-quote="MNblockhead" data-source="post: 9695973" data-attributes="member: 6796661"><p>Yeah, 4e seems to be more flexible and different DMs handle it differently. Trappings are listed for each level of each career, but there are not clear general rules for how you get them. Some groups just treat it as, okay you have these now. Other want to weave that into the story. My group is somewhere in between. When the wizard in my party progressed from being an apprentice to being a wizards, I had separate one-on-one mini session with that player getting his magical license. If someone is going to be a bandit chief, I would have worked in the attracting of fellow bandits over the course of the first two levels of the outlaw career and have a role play moment for when they agree to band together. For a grave-robber, however, I'd either make them buy the trappings or hand wave it. Their isn't a lot of role playing potential for acquiring a bedroll or horse and cart. </p><p></p><p>The only written rules concerning trappings in the core book are the suggestion that players could have the option of customizing their trappings. In short, trappings in 4e are just things you are expected to have to be recognized and taken seriously as someone in that career. The only mechanical effect of not having them is that the GM may make certain social roles in certain circumstances more difficult.</p><p></p><p></p><p></p><p>Ultimately what your trappings are and how you get them are up to you and the GM. Well, also other players as certain trappings could affect the group and the adventure decisions if you take them overly literal. A high level wizard is expected to have a laboratory, which may be inconvenient for a wide ranging group of roving adventurers if the GM demands that Wizard regularly returns to and does work in it. </p><p></p><p>In 4e trapping are far less rigid and determinative than the amount of coin a PC is expected to spend to keep up appearances and social rank.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9695973, member: 6796661"] Yeah, 4e seems to be more flexible and different DMs handle it differently. Trappings are listed for each level of each career, but there are not clear general rules for how you get them. Some groups just treat it as, okay you have these now. Other want to weave that into the story. My group is somewhere in between. When the wizard in my party progressed from being an apprentice to being a wizards, I had separate one-on-one mini session with that player getting his magical license. If someone is going to be a bandit chief, I would have worked in the attracting of fellow bandits over the course of the first two levels of the outlaw career and have a role play moment for when they agree to band together. For a grave-robber, however, I'd either make them buy the trappings or hand wave it. Their isn't a lot of role playing potential for acquiring a bedroll or horse and cart. The only written rules concerning trappings in the core book are the suggestion that players could have the option of customizing their trappings. In short, trappings in 4e are just things you are expected to have to be recognized and taken seriously as someone in that career. The only mechanical effect of not having them is that the GM may make certain social roles in certain circumstances more difficult. Ultimately what your trappings are and how you get them are up to you and the GM. Well, also other players as certain trappings could affect the group and the adventure decisions if you take them overly literal. A high level wizard is expected to have a laboratory, which may be inconvenient for a wide ranging group of roving adventurers if the GM demands that Wizard regularly returns to and does work in it. In 4e trapping are far less rigid and determinative than the amount of coin a PC is expected to spend to keep up appearances and social rank. [/QUOTE]
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