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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Akrasia" data-source="post: 2413951" data-attributes="member: 23012"><p>If you're claiming that WFRP is not 'newbie friendly' in that someone who has never played RPGs before is going to have a hard time getting the hang of the game, you're probably right. But that was not really my claim.</p><p></p><p>If you're claiming that WFRP is not as 'newbie friendly' as the 3e PHB, I could not disagree more.</p><p></p><p>If you read the rules, you will see that (percentages aside) the rules are a 'lighter' than 3e in *many* important respects -- *especially* in terms of character generation, the magic system, and the kinds of modifiers that apply to skills.</p><p></p><p>Also, ironically, WFRP is easy to run *without* minis (unlike 3e combat).</p><p></p><p></p><p></p><p>Well, I'm not going to dispute your data, but it strikes me as odd that people have difficulty understanding the idea that 'climb skill of 80 percent' = 'the PC has an 80 percent chance of succeeding at climbing' (sorta like how most people understand that '80 percent chance of rain' means that there is an 80 percent chance of rain on the daily weather forcast).</p><p></p><p>At any rate, I suspect that newbies have an easier time understanding WFRP's skill system (skill percentage = percentage chance of success) than 3e's skill system (where it is not immediately clear what 'climb +4' means in terms of likely success).</p><p></p><p></p><p></p><p>That sounds like a good bookstore.</p></blockquote><p></p>
[QUOTE="Akrasia, post: 2413951, member: 23012"] If you're claiming that WFRP is not 'newbie friendly' in that someone who has never played RPGs before is going to have a hard time getting the hang of the game, you're probably right. But that was not really my claim. If you're claiming that WFRP is not as 'newbie friendly' as the 3e PHB, I could not disagree more. If you read the rules, you will see that (percentages aside) the rules are a 'lighter' than 3e in *many* important respects -- *especially* in terms of character generation, the magic system, and the kinds of modifiers that apply to skills. Also, ironically, WFRP is easy to run *without* minis (unlike 3e combat). Well, I'm not going to dispute your data, but it strikes me as odd that people have difficulty understanding the idea that 'climb skill of 80 percent' = 'the PC has an 80 percent chance of succeeding at climbing' (sorta like how most people understand that '80 percent chance of rain' means that there is an 80 percent chance of rain on the daily weather forcast). At any rate, I suspect that newbies have an easier time understanding WFRP's skill system (skill percentage = percentage chance of success) than 3e's skill system (where it is not immediately clear what 'climb +4' means in terms of likely success). That sounds like a good bookstore. [/QUOTE]
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