Kunimatyu said:I'm curious -- what makes WFRP combat more 'tactical' as opposed to D&D?
I wouldn't say it's more tactical. You have a lot of tactical choices in both games. I would say D&D focuses more on tactical positioning whereas WFRP focuses more on tactical time management. There are a number of different actions you can take during combat in the W2e combat system that allow you to essentially trade part of your actions during the round for bonuses to offensive or defensive capability. It's similar to fighting defensively, flanking, aiding another, etc. in D&D, but IMO handled in a more intuitive and easy to use way.
The de-emphasis on positioning in W2e means it's probably easier to do without a battlemat in that system, but the system certainly meshes well with a combat grid and I would say the rules pretty much assume you'll want to use a combat grid (or at the very least a tabletop setup with miniatures and a ruler) for major combats.
JoeGKushner said:Let the peasants come and defy Imperial edict! They will be accused of heresy!
I think this is one of the issues the GM is going to have to work very hard to balance. On the one hand, Wizards are now a protected and respected part of the Imperial machinery. On the other, even the best intentioned Wizard is probably going to create some kind of magical mishap at some point. If he does so in front of witnesses, the line between "servant of the Empire" and "secretly a Demonologist - just look at that thing he summoned when he was supposed to be driving away the Goblins" can get very thin. If the wrong person sees his inadvertant Chaos Manifestation your Wizard may go from town hero to kindling very quickly.
If the GM makes this too harsh, no one will want to use magic or become a magic using character. If he doesn't make it harsh enough, a lot of the balancing effects of Chaos Manifestations go away (i.e. - magic becomes safer to use and therefore more powerful than it's supposed to be within the system). Add into that the political power and ramifications of having the College of Wizards as an important part of the power structure of the Empire and the GM has a lot to consider when handling magic using PCs.
It's a really cool system, but it's definitely one that requires a GM with good judgement and a thorough understanding of the implications of making magic use both a mechanical and a roleplaying hazard. It's probably the most complex setting/mechanics issue in the whole game.
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