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Sell me on Warhammer fantasy rpg?
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<blockquote data-quote="TheSword" data-source="post: 9429348" data-attributes="member: 6879661"><p>One more point that I have never mentioned before. The casual group of players that I DM for (all novice TTRPGers, that mainly play board/CRPG games) got far more engaged in WFRP than in D&D. The simplest things in WFRP tend to be more interesting and engaging than in D&D because the system is far more nuanced.</p><p></p><p>One of my shyer players plays an apprentice physician. He got in a fist fight with two pirates what were picking on him. In D&D they would have been making attack rolls and 1d3 damage until one side or the other ran out of hp and then fell unconscious.</p><p></p><p>In WFRP he luckily blocked the first to attacks from the pirates. One of which stumbled with a fumble. The good doctor managed to strike the first pirate in the head with a critical and not only did extra damage but knocked the pirate unconscious. He was then able to convince the second not to strike by using intimidate as a defence roll to shake his bloodied fist in the second pirates face. These aren't DM fiat abstractions this is a defined part of the rules. I find casual players engage far more with the unpredictability and wackiness of the system than D&D's finely tuned norms.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9429348, member: 6879661"] One more point that I have never mentioned before. The casual group of players that I DM for (all novice TTRPGers, that mainly play board/CRPG games) got far more engaged in WFRP than in D&D. The simplest things in WFRP tend to be more interesting and engaging than in D&D because the system is far more nuanced. One of my shyer players plays an apprentice physician. He got in a fist fight with two pirates what were picking on him. In D&D they would have been making attack rolls and 1d3 damage until one side or the other ran out of hp and then fell unconscious. In WFRP he luckily blocked the first to attacks from the pirates. One of which stumbled with a fumble. The good doctor managed to strike the first pirate in the head with a critical and not only did extra damage but knocked the pirate unconscious. He was then able to convince the second not to strike by using intimidate as a defence roll to shake his bloodied fist in the second pirates face. These aren't DM fiat abstractions this is a defined part of the rules. I find casual players engage far more with the unpredictability and wackiness of the system than D&D's finely tuned norms. [/QUOTE]
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