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A few things I really like about WFRP
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<blockquote data-quote="Bill Zebub" data-source="post: 9701757" data-attributes="member: 7031982"><p>I popped into this thread because of a comment in another thread about WFRP. I had never even bothered to look at it because my perception has always been that it is a crunchy tome packed full of rules, and I have gone in the opposite direction lately (Shadowdark, Dragonbane...).</p><p></p><p>But I will say that there are some elements of your description that really appeal to me, especially this one:</p><p></p><p></p><p>This one is HUGE. I've been posting about this forever. I really hate "x times/rest" resources. Games are about decisions, and "will I need this resource in a later encounter more than I need it now?" is mostly unknowable. So the decision making is based on guessing. (Side note: our ability to identify the "end of adventuring day" "boss fight" is really information that we use to make that decision.)</p><p></p><p>An example of good design I often cite is the Barbarian's Reckless Attacks ability. They can use it whenever they want, and they have to make a tactical decision of whether it would be wise to do so <em>for this turn</em>.</p><p></p><p>That said, I'm not opposed to having resources to spend, but I have a fairly strict definition of how they should be used. Which brings me to:</p><p></p><p></p><p>My principle is that advantages you gain <em>before</em> the roll should be based on risk/reward, not a resource. Resources should be spent <em>after</em> the roll, to change the outcome. This grew out of my observation that many players never spend Inspiration in D&D because they keep saving it for something more important, and eventually they forget they have it. We hope, before we roll the dice, that we will succeed, and we don't want to waste a resource on a roll that would succeed anyway. Or waste it on a roll that's so bad that even with the bonus we fail anyway.</p><p></p><p>Not <em>everybody</em> plays this way. I know some players happily add dice to a pool, and never really think about it the way I'm describing. But some (many?) do. So, yeah, my preferred game design involves:</p><ul> <li data-xf-list-type="ul">Taking risks to improve your odds</li> <li data-xf-list-type="ul">Spending resources to alter bad luck</li> </ul></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9701757, member: 7031982"] I popped into this thread because of a comment in another thread about WFRP. I had never even bothered to look at it because my perception has always been that it is a crunchy tome packed full of rules, and I have gone in the opposite direction lately (Shadowdark, Dragonbane...). But I will say that there are some elements of your description that really appeal to me, especially this one: This one is HUGE. I've been posting about this forever. I really hate "x times/rest" resources. Games are about decisions, and "will I need this resource in a later encounter more than I need it now?" is mostly unknowable. So the decision making is based on guessing. (Side note: our ability to identify the "end of adventuring day" "boss fight" is really information that we use to make that decision.) An example of good design I often cite is the Barbarian's Reckless Attacks ability. They can use it whenever they want, and they have to make a tactical decision of whether it would be wise to do so [I]for this turn[/I]. That said, I'm not opposed to having resources to spend, but I have a fairly strict definition of how they should be used. Which brings me to: My principle is that advantages you gain [I]before[/I] the roll should be based on risk/reward, not a resource. Resources should be spent [I]after[/I] the roll, to change the outcome. This grew out of my observation that many players never spend Inspiration in D&D because they keep saving it for something more important, and eventually they forget they have it. We hope, before we roll the dice, that we will succeed, and we don't want to waste a resource on a roll that would succeed anyway. Or waste it on a roll that's so bad that even with the bonus we fail anyway. Not [I]everybody[/I] plays this way. I know some players happily add dice to a pool, and never really think about it the way I'm describing. But some (many?) do. So, yeah, my preferred game design involves: [LIST] [*]Taking risks to improve your odds [*]Spending resources to alter bad luck [/LIST] [/QUOTE]
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