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<blockquote data-quote="Primal" data-source="post: 4086198" data-attributes="member: 30678"><p>My thoughts exactly. I especially like WFRP Second Edition, which modeled its action system from 3E but IMO managed to do it far more elegantly than I would have ever expected. It's quite simple, actually, because WFRP offers you so much tactical possibilities with its 20 or so potential actions in combat and yet retains a grim and gritty feeling that has always been an essential part of the game. Want to "shift" your foe and then attack him with a "Combat Advantage"? Use a Maneuver Action (Weapon Skills vs. Weapon Skill test) to move him next to your ally and you'll get WS+10% on your attack. Most of the combinations of tactical options in WFRP combat require you to take feats in D&D, or to have a certain class "attack power" in 4E to accomplish. </p><p></p><p>And I wish the designers had paid more attention to how weapons work in WFRP. All of them have 'Qualities' (e.g. Slow -- all your foes get +10% to Parry and Dodge) and this works really well in game-play: do you want to use a Claymore two-handed, which prevents you from parrying with your shield, but gives the sword 'Impact'-quality (i.e. you get to roll damage die twice, which is *really* effective and doubles your chance to roll for "Ulric's Fury")?</p><p></p><p>My only gripe with WFRP is that Dodge is an advanced skill, which means that while everyone knows how to parry, only certain characters know how to dodge. If this did not "downplay" the importance of Agility, in my experience it's more often beneficial to lose Initiative, because it gives you a lot more tactical choices and most of the foes have probably already used their parry/dodge attempts for the round. </p><p></p><p>'Fortune points' in WFRP work just like Action Points in 4E seem to do, but since the basic options in the game are less "cinematic" or flashy than in 4E, they don't make combats feel any less grittier.</p></blockquote><p></p>
[QUOTE="Primal, post: 4086198, member: 30678"] My thoughts exactly. I especially like WFRP Second Edition, which modeled its action system from 3E but IMO managed to do it far more elegantly than I would have ever expected. It's quite simple, actually, because WFRP offers you so much tactical possibilities with its 20 or so potential actions in combat and yet retains a grim and gritty feeling that has always been an essential part of the game. Want to "shift" your foe and then attack him with a "Combat Advantage"? Use a Maneuver Action (Weapon Skills vs. Weapon Skill test) to move him next to your ally and you'll get WS+10% on your attack. Most of the combinations of tactical options in WFRP combat require you to take feats in D&D, or to have a certain class "attack power" in 4E to accomplish. And I wish the designers had paid more attention to how weapons work in WFRP. All of them have 'Qualities' (e.g. Slow -- all your foes get +10% to Parry and Dodge) and this works really well in game-play: do you want to use a Claymore two-handed, which prevents you from parrying with your shield, but gives the sword 'Impact'-quality (i.e. you get to roll damage die twice, which is *really* effective and doubles your chance to roll for "Ulric's Fury")? My only gripe with WFRP is that Dodge is an advanced skill, which means that while everyone knows how to parry, only certain characters know how to dodge. If this did not "downplay" the importance of Agility, in my experience it's more often beneficial to lose Initiative, because it gives you a lot more tactical choices and most of the foes have probably already used their parry/dodge attempts for the round. 'Fortune points' in WFRP work just like Action Points in 4E seem to do, but since the basic options in the game are less "cinematic" or flashy than in 4E, they don't make combats feel any less grittier. [/QUOTE]
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