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A few things I really like about WFRP
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<blockquote data-quote="TheSword" data-source="post: 9724500" data-attributes="member: 6879661"><p>So there are a few things I would say to this.</p><p></p><p>Firstly, modifiers based on choices/environmental factors are amazing. They turn combat from two groups of folks wailing on each other to a game of tactical choices, where it’s not just about stripping wounds off folks as fast as they can. I use the RAW engagement rules for outnumbering where you are engaged in combat to anyone you attacked or attacked you since the start of the last round. The outnumbering bonuses are specific to every individual in combat not to the number of combatants in the overall fight. Is it more complex… sure. But it’s worth it. Because folks have to really think about who they fight and even a herbalist with a dagger can make the difference in combat. You don’t have to be optimized to contribute meaningfully.</p><p></p><p>Players need to keep track of their own bonuses. I remind players of penalties and outnumbering. Half the amount of stuff for me to remember as a DM. Honestly it’s a question of practice and building rules up slowly. Don’t forget a player is likely to be using the same rules repeatedly. It’s not too hard to learn. In fact you want players to make decisions - move or not move, engage A or B, charge or not, dual wield or not those then give the bonuses or penalties as appropriate. I find because of how dangerous combat can be players will remember their bonuses for the most part. If you think there are a lot of bonuses here you should try playing 3e D&D</p><p></p><p>Regarding your example of spells, there aren’t actually that many modifiers to spell casting. They are mainly equipment based and perhaps a couple of talents which will apply every time. Again I find players usually fight to remember these and they will take actions to try and obtain them. (Setting people on fire for bright wizards for instance)</p><p></p><p>Don’t use core Advantage rules. <strong>Switch to Group Advantage from Up In Arms.</strong> It is a substantial improvement and removes an entire raft of complicated unnecessary bonuses.</p><p></p><p>If you use Foundry this is much easier because most bonuses and penalties are factored in.</p><p></p><p>Finally, if you don’t like something just take it out. If you don’t want environment modifiers to spells, remove them. If you don’t care if people move and shoot just remove the penalty. You can play a system without modifiers but then we’re back to something with the combat tactics of 5e which is one of the reasons I love to play WFRP 4e.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9724500, member: 6879661"] So there are a few things I would say to this. Firstly, modifiers based on choices/environmental factors are amazing. They turn combat from two groups of folks wailing on each other to a game of tactical choices, where it’s not just about stripping wounds off folks as fast as they can. I use the RAW engagement rules for outnumbering where you are engaged in combat to anyone you attacked or attacked you since the start of the last round. The outnumbering bonuses are specific to every individual in combat not to the number of combatants in the overall fight. Is it more complex… sure. But it’s worth it. Because folks have to really think about who they fight and even a herbalist with a dagger can make the difference in combat. You don’t have to be optimized to contribute meaningfully. Players need to keep track of their own bonuses. I remind players of penalties and outnumbering. Half the amount of stuff for me to remember as a DM. Honestly it’s a question of practice and building rules up slowly. Don’t forget a player is likely to be using the same rules repeatedly. It’s not too hard to learn. In fact you want players to make decisions - move or not move, engage A or B, charge or not, dual wield or not those then give the bonuses or penalties as appropriate. I find because of how dangerous combat can be players will remember their bonuses for the most part. If you think there are a lot of bonuses here you should try playing 3e D&D Regarding your example of spells, there aren’t actually that many modifiers to spell casting. They are mainly equipment based and perhaps a couple of talents which will apply every time. Again I find players usually fight to remember these and they will take actions to try and obtain them. (Setting people on fire for bright wizards for instance) Don’t use core Advantage rules. [B]Switch to Group Advantage from Up In Arms.[/B] It is a substantial improvement and removes an entire raft of complicated unnecessary bonuses. If you use Foundry this is much easier because most bonuses and penalties are factored in. Finally, if you don’t like something just take it out. If you don’t want environment modifiers to spells, remove them. If you don’t care if people move and shoot just remove the penalty. You can play a system without modifiers but then we’re back to something with the combat tactics of 5e which is one of the reasons I love to play WFRP 4e. [/QUOTE]
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