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A few things I really like about WFRP
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<blockquote data-quote="TheSword" data-source="post: 9701874" data-attributes="member: 6879661"><p>Yeah it’s one of my favourite things about the system. It’s so liberating when it comes to adventure design and scenario building.</p><p></p><p>So it’s probably best to consider Advantage in WFRP 4e as ‘momentum’, or the ebb and flow of battle. One of the big criticisms of 1st and 2nd edition is that combats could easily become bogged down as the combination of percentile attacks, parrying, armour and toughness meant that combat could be a case of flailing ineffectually against each other. Advantage was a way of success leading to future success. I don’t know what the technical name for the opposite of a doom cycle is but Advantage would be an example of it.</p><p></p><p>I think Fortune fits the description of what you’re describing. A meta currency that lets you make a reroll after the fact. Before the roll you can get optional modifiers to hit based on how you approach the combat… outnumbering your foe, charging, staying still before shooting, taking aim, getting closer etc etc. there are many of them. Unfortunately remembering these rules is a big part of why I call WFRP 4e a crunchy system. It’s the trade off… Allow players to tactically make choices to improve or mitigate their odds? You’re gonna have to have some clear ideas of what is possible and what impact it will have.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9701874, member: 6879661"] Yeah it’s one of my favourite things about the system. It’s so liberating when it comes to adventure design and scenario building. So it’s probably best to consider Advantage in WFRP 4e as ‘momentum’, or the ebb and flow of battle. One of the big criticisms of 1st and 2nd edition is that combats could easily become bogged down as the combination of percentile attacks, parrying, armour and toughness meant that combat could be a case of flailing ineffectually against each other. Advantage was a way of success leading to future success. I don’t know what the technical name for the opposite of a doom cycle is but Advantage would be an example of it. I think Fortune fits the description of what you’re describing. A meta currency that lets you make a reroll after the fact. Before the roll you can get optional modifiers to hit based on how you approach the combat… outnumbering your foe, charging, staying still before shooting, taking aim, getting closer etc etc. there are many of them. Unfortunately remembering these rules is a big part of why I call WFRP 4e a crunchy system. It’s the trade off… Allow players to tactically make choices to improve or mitigate their odds? You’re gonna have to have some clear ideas of what is possible and what impact it will have. [/QUOTE]
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