I could see Advantage working that way. An enemy that gets the upper hand keeps getting the upper hand. After 10 successful checks he can have +100% to his attacks.What is this 'death spiral'?
I could see Advantage working that way. An enemy that gets the upper hand keeps getting the upper hand. After 10 successful checks he can have +100% to his attacks.What is this 'death spiral'?
I could see Advantage working that way. An enemy that gets the upper hand keeps getting the upper hand. After 10 successful checks he can have +100% to his attacks.
I just realized I got this (as well as the wonky success levels math) from Zweihander. Apparently reading both books too closely together got me mixed up.Not sure where you’re getting the reroll s from. That’s not how advantage works in 4e. It’s an accruing bonus you get in combat to represent the momentum of the fight and to speed things up.
I'm no expert, but last summer I bought Zweihander which, from my understanding, is a retroclone of an older Warhammer edition. It's a gorgeous book with plenty of content. Maybe that's your solution?
My groups are moving more and more to OSR systems and away from trying out "new" systems.
If it were "simple," they would try it. Zweihander is a 600+ page rulebook, and from the reviews I've read (and my own impressions after reading it myself) it's considered over-written and needlessly fiddly. I can't expect players to read and study a 600+ page rulebook. That's larger than most college textbooks.No new systems- Zweihander is d100. I'd totally agree to use it- it's a great system has a great feel like WFRP, but that requirement kills it.
Yup. Paul runs his Ten Dead Rats campaign very much in this mode, where fights are uncommon like in WFRP. I like the way he's incorporated those critical injuries too, as a buffer between 0 HP and death. It's simple but maintains the flavor from WFRP.I think where WFRP breaks from the mould is in providing Fate Points, the opportunities to easily switch career, the multiple ways of breaking advantage and the general ‘combat is a last resort’ approach to WFRP.l adventures. The last is the reason critical injuries etc survive in that system. It is perfectly possible to have 1-2 fights in an two session adventure, whereas that would be very unusual in a d&d game.
Yeah. I downloaded his PDF and it looks like a good basis for converting things to OSR D&D.Yup. Paul runs his Ten Dead Rats campaign very much in this mode, where fights are uncommon like in WFRP. I like the way he's incorporated those critical injuries too, as a buffer between 0 HP and death. It's simple but maintains the flavor from WFRP.
What is this 'death spiral'?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.