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A few things I really like about WFRP
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<blockquote data-quote="TheSword" data-source="post: 9724837" data-attributes="member: 6879661"><p>So the core advantage rules were designed to create a sense of momentum in combat. Earlier editions were accused for being to whiffly - you could spend round after round ineffectually whaling on your opponent to no avail. Instead <strong>advantage</strong> meant every time you won an opposed test you would gain cumulative +10 bonus to all your checks until you lost a check or took damage. Because in 4e you roll to defend as well as attack it became easy to build a substantial amount of advantage in only a round or two. Particularly if facing weaker opponents.</p><p></p><p>Firstly tracking a continuously changing bonus for every foe on an individual basis every round is frankly ridiculous. Even in small combats it becomes laborious.</p><p></p><p>Secondly it can easily build to points at which you become ridiculously likely land every one of your attacks and deflect any incoming ones.</p><p></p><p>The opposed nature of combat in WFRP already means damaging foes is much more likely, particularly with crits working even on failed attacks and on defense rolls.</p><p></p><p>Lastly it can be abused/countered in some really weird ways. A dart spell which only does 1w could strip advantage off multiple foes. While a wizard could defend with their staff against several foes and then get a massive bonus to cast a spell - which makes no sense in the fiction.</p><p></p><p>All in all it’s a pretty naughty word mechanic particularly when compared to how awesome and simple the Group Advantage rules are.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9724837, member: 6879661"] So the core advantage rules were designed to create a sense of momentum in combat. Earlier editions were accused for being to whiffly - you could spend round after round ineffectually whaling on your opponent to no avail. Instead [B]advantage[/B] meant every time you won an opposed test you would gain cumulative +10 bonus to all your checks until you lost a check or took damage. Because in 4e you roll to defend as well as attack it became easy to build a substantial amount of advantage in only a round or two. Particularly if facing weaker opponents. Firstly tracking a continuously changing bonus for every foe on an individual basis every round is frankly ridiculous. Even in small combats it becomes laborious. Secondly it can easily build to points at which you become ridiculously likely land every one of your attacks and deflect any incoming ones. The opposed nature of combat in WFRP already means damaging foes is much more likely, particularly with crits working even on failed attacks and on defense rolls. Lastly it can be abused/countered in some really weird ways. A dart spell which only does 1w could strip advantage off multiple foes. While a wizard could defend with their staff against several foes and then get a massive bonus to cast a spell - which makes no sense in the fiction. All in all it’s a pretty naughty word mechanic particularly when compared to how awesome and simple the Group Advantage rules are. [/QUOTE]
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