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Jon Peterson: Does System Matter?
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<blockquote data-quote="Neonchameleon" data-source="post: 8201073" data-attributes="member: 87792"><p>Objection: that was me. And I merely described them as very similar because they come from similar places and do fairly similar things. There are three major differences that mean although similar adventures work it's going way too far to call them basically the same system:</p><ul> <li data-xf-list-type="ul">The character progression system is very different; D&D characters through the levelling system almost level on rails and gain skill basically uniformly. WFRP characters, through the career system, develop different focuses as they grow in experience and are much more grounded in their role in the world.</li> <li data-xf-list-type="ul">The healing system; D&D characters (in any edition) basically heal "clean" and free of consequences, even death being reversible (with respect to the Combat as Sport/Combat as War supposed dichotomy I refer to this as Combat As Paintball). WFRP characters on the other hand take long term consequences and injuries from when they get into fights, plus permanent mutations.</li> <li data-xf-list-type="ul">The (post-1e) magic system. In D&D magic is simple and reliable and will always do what you expect. WFRP 1e used a spell point system, but subsequent editions have you roll to cast spells and it's entirely possible to fail to cast your spell and entirely possible to get an accident which curdles milk or even summons a hostile demon (which may happen whether or not the roll succeeded). This means using magic is always dangerous.</li> </ul><p>This combination has a <em>significant </em>impact on e.g. how gritty the world is and all three are examples of the system mattering.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8201073, member: 87792"] Objection: that was me. And I merely described them as very similar because they come from similar places and do fairly similar things. There are three major differences that mean although similar adventures work it's going way too far to call them basically the same system: [LIST] [*]The character progression system is very different; D&D characters through the levelling system almost level on rails and gain skill basically uniformly. WFRP characters, through the career system, develop different focuses as they grow in experience and are much more grounded in their role in the world. [*]The healing system; D&D characters (in any edition) basically heal "clean" and free of consequences, even death being reversible (with respect to the Combat as Sport/Combat as War supposed dichotomy I refer to this as Combat As Paintball). WFRP characters on the other hand take long term consequences and injuries from when they get into fights, plus permanent mutations. [*]The (post-1e) magic system. In D&D magic is simple and reliable and will always do what you expect. WFRP 1e used a spell point system, but subsequent editions have you roll to cast spells and it's entirely possible to fail to cast your spell and entirely possible to get an accident which curdles milk or even summons a hostile demon (which may happen whether or not the roll succeeded). This means using magic is always dangerous. [/LIST] This combination has a [I]significant [/I]impact on e.g. how gritty the world is and all three are examples of the system mattering. [/QUOTE]
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