My, how the adventures have changed...


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Wik said:
Alright. That made me laugh. Pretty hard. I think you win the thread.

I kind of want to learn how to play WFRP, now.
Ditto, although since I kinda know how to play, I just want to play it.
 

Wik said:
Alright. That made me laugh. Pretty hard. I think you win the thread.

I kind of want to learn how to play WFRP, now.
I'm guessing Stoat's description is of WFRP 1e and/or isn't any more representative than the various ones of the other systems on this thread are. I recently got into WFRP and am currently involved in three 2e campaigns as a player and one as a DM, and none of them seem to work that way. Heck, WFRP 2e is specifically written as less lethal than D&D 3e, with PCs being created possessing fate points that allow one to survive something that would kill them. Which, personally, I think is a very good thing.
 

Wik said:
Yeah. Some people really don't like it when I suggest that their prefferred eddition may have had "Flaws". The funny thing is, I've been accused of slamming both 2e and 3e - even though those are both editions I have loved in my time. The one edition I like the least - 1e - I haven't been accused of knocking! Kind of funny.

Durn grognards! :D

The thing is the way you wrote it, it does kind of come off as someone who think's Gary's vision is the One True Game or something. Or something diaglo would say. :)
 

You know, I think I'm glad I stick with just D&D. All four D&D versions of the module sound better.


Not too bad, but don't really like all the nods to realism. :D

RIFTS

GreatMaw the Horned Dragon Pup, Dances-With-Faeries the Ley Line Walker, Spork the renegade Juicer, and X98012z10v2.89 the full conversion Borg set out to find a new location to battle the Coalition from.

While the GM planned to play out the discovery of a hidden network of tunnels underneath an abandoned orphanage within the slums of Chi-Town, creating characters took 7 hours of game time.

Hahaha! That certainly sounds like everything I've heard about RIFTS. I swear, the more I read about this game, the more seemingly broken it becomes. :]

Shadowrun

Shadowrun always seems so weird, I'm not sure if it's cool or not. :) Still, if I wanted to play the futuristic version of the adventure, Shadowrun sounds a hell of a lot more fun than RIFTS. :D

Call of Cthulhu

Well, lets see everyone in the first group died or went nuts and then died, so it must be an authentic CoC experience. :)

Let's see though, we still need at least one game in the WoD.
 

WayneLigon said:
The battle takes about 30 minutes;

GURPS measures combat time second by second. That would be one heck of a long battle in game, and in my experience no combat of this magnitude would be resolved that quickly in table time.
 

Wik said:
… and I think it lacks weapon proficiencies (I know it lacks specialization rules)
WRONG.

AD&D 1st Edition does indeed have weapon proficiencies! 1st level fighters are proficient in 4 weapons and gain a new proficiency every 3 levels thereafter.

So in your example, nobody in the party uses the longsword since it is not an automatic proficiency. But in fact your example is a corner case. Every player who read the DMG knows that 70% of all magic swords are longswords.

Likewise in 2nd edition longswords are the most common magic weapon. But I do think that characters proficient in weapons other than longsword become more common in 2nd edition for roleplaying reasons.

If you're going to be snarky, at least get your facts straight.
 

Wik said:
BECMI (or, "old D&D")
… The wizard takes out a few with a well-cast sleep spell, before retreating and doing little in the combat, while the fighter and cleric perform much more ably.
Ah but you forgot one of the most formidable weapons in the magic-user's arsenal — burning oil. In BD&D, flaming oil does 1d8 the first round and 2d8 point of damage the second round! While I only played a few BD&D games, in every OD&D game I played in or DMed, the magic-user always carried flasks of oil.
 

T. Foster said:
Original D&D (1974):

…. The magic-user takes out a few with a well-cast sleep spell, before retreating and doing little in the combat.
In my personal experience, magic-users would lob flasks of oil (we called them Molotov cocktails).

As far as I can tell, there are no explicit rules in OD&D (1974) or any of the supplements either (excluding Holmes BD&D). I think the house rule my group used was 1d6 points of damage per round for 2 rounds. I do know that when the Holmes BD&D game out and said that it should be 1d8 the first round and 2d8 the second round we were shocked and were divided as to whether to up the damage or not.
 

Griffith Dragonlake said:
WRONG.

AD&D 1st Edition does indeed have weapon proficiencies! 1st level fighters are proficient in 4 weapons and gain a new proficiency every 3 levels thereafter.

So in your example, nobody in the party uses the longsword since it is not an automatic proficiency. But in fact your example is a corner case. Every player who read the DMG knows that 70% of all magic swords are longswords.

Likewise in 2nd edition longswords are the most common magic weapon. But I do think that characters proficient in weapons other than longsword become more common in 2nd edition for roleplaying reasons.

If you're going to be snarky, at least get your facts straight.

Alright. My bad. If you read what I'd been saying, I'm least familiar with 1e. So, sure, I guess 1e had the same problems 2e stood by. Woops. Didn't get my "facts straight".

*shrug*
 

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