RyanD said:
I think his third decision was "apply the lessons learned by Wizards of the Coast on how to design a successful RPG, taking into account player & GM task load, play patterns, and stable, consistent mechanics.
This I can agree with - I appreciate that a lot of serious thought went into designing D&D 3E, and it is indeed good to see to see other game designers give more thought to the actual process of (re)designing an RPG.
Emulating the
process of designing something does not mean that the final
product is derivative, however.
I have read and played various prior versions of WFRP. What I remember clearly from those experiences was that the prior games were very chaotic - many different systems, little consistency, several places where mechanics overlapped, or contradicted themselves, or were supposed to be delivered in future products that never got released. I'm certain that bits and pieces (sometimes large bits and pieces) of those earlier editions are resident in this version of WFRP. But I do not believe that those versions were the foundation on which the game was rebuilt from scratch. Their presence is important - heritage, familiarity, and suitability to task are all praiseworthly reasons for their inclusion. But to ignore the extensive, deep, and systemic similarities with D&D is, in my opinion, to ignore the truth of what the game actually represents.
Let me see if I can list all the changes from WFRP 1E to 2E, and see how much they resemble D&D 3E:
- All primary characteristics are now percentage values - Strength and Toughness used to be values from 1 to 10.
It could be argued that this follows a similar trend of "cleaning up" attribute values like that from AD&D2E to D&D3E (Str 18/98, anyone). Still, many gaming systems have used the same scale for all attributes (like Call of Cthulhu), and this is only a minor point.
- The distinction between Skills & Talents, as well as Skill Mastery.
Yes, this has similarities with the distinction of Skills and Feats with D&D. Still, there always was such a distinction between them mechanically in WFRP1E - it was just that this difference was not spelled out explicitly. Skill Mastery is new, but it is rather different from the way D&D 3E handles things.
- Changing the damage dice from 1d6 to 1d10
If this is derived from any other system, I'd say the Storyteller system, since the goal here was to use one single dice type for all mechanics - something which D&D has not implemented (though several d20 variants have).
- Distinctions between "full actions" and "half actions"
Here the influence of D&D is readily observable, and I will concede this point. Still, it is only one of many.
- Cleaned up "Basic Careers" and "Advanced Careers" for better game balance
This is more of an "internal housecleaning". And the "prestige classes" of D&D3E are a rather obvious derivative of the Advanced Classes of WFRP1E, so here it is actually the other way around than you suggest!
- An advance will give you a 5% bonus, rather than a 10% bonus.
While this is similar to the basic 5% chance that you get on a d20 when you improve or lower the odds by one step, I wouldn't make too much of it. Players have complained for a long time that mundane characters will rapidly gain all advances from interesting Advanced Careers while spellcasters take forever to get anywhere. This, combined with the cleaned up careers and the new Skill Mastery, merely means that characters take a longer time until they "max out" their abilities, and thus enhances long-time play.
- The new magic system
This is actually a huge step
away from D&D3E - the old magic system was a rather conventional "resource management" system, while now we have a "risk management" system - the spellcaster always has to ask himself: "Am I willing to risk casting another spell, even though it might have negative consequences for me?" This is more similar to Call of Cthulhu, where casting spells almost always comes with a price.
- Reduced number of magic items
Another conscious design decision that represents a huge step away from D&D3E. It used to be that magic items were relatively common that PCs might eventually own several of them. Now they are as rare as in Call of Cthulhu - each one is a unique artifact.
This is all that I can think of at the moment.. And only in
one instance is the derivation from D&D3E obvious - so I maintain that claiming that WFRP is "a clever derivative of D&D 3rd Edition" is wrong.
In Inquisitor, we have a wholly separate branch of the "Warhammer Roleplay" tree and it looks very little like D&D. If we created a systems map featuring "old" WFRP games, Inquisitor, "new" WFRP products and D&D 3e, the "new" WFRP product is going to show an extremely close affinity to D&D 3e compared to the other potential data points.
I haven't played it myself, but from what I heard, Inquisitor isn't a "true" RPG but a miniature wargame with RPG elements. But I will leave others who actually know the game to comment on it.
Here's another test to consider. If I took the time to mark up my "new" WFRP book to convert all values to constants, set the DCs at 20, and changed the die roll from percentile to a d20, I could play WFRP with my D&D group with little more than an explanation of the ability scores, how to buy advances of the character templates when they get XP awards, how critical hits work and how to determine what spells they can cast. That briefing is maybe a half hour long at most. Can you imagine how much of a re-write I'd have to make to previous versons of WFRP to reach the same level of direct compatibility? Or how long and involved the "conversion" conversation would have to be if I did not do the conversion to the text directly?
Hardly longer at all. The two editions are very similar to each other, apart from the changes I have outlined above.
If I can explain your game to someone familiar with D&D using D&D terminology, and they can play the game with a reasonably high degree of mechanical accuracy, your game is a very close cousin to D&D. I submit to you that I can perform that test with "new" WFRP, and not with any previous version.
Actually, it could be easily done with WFRP1E as well. In fact, it might even be easier, since the old magic system is closer to D&D than the new one...