Renshai
First Post
Most of the critiscms posted here were fairly accurate. There were a few that were off base though.
WFRP has a combat option called Manoeuvre, that allows you to move your opponent up to 1 square a turn.
We've never had a problem quickly adjudicating critical hits. Your mileage may vary, of course. There are suggestions for running combat in a more abstract manner, and it really speeds the game up. In our campaigns (I've been running it about a year or so now), we usually have about 1, maybe 2 combats a night. That is very different from our D&D days, so we don't mind a bit of added time or complexity.
A house rule for this was not needed. Every character starts with one. (Page 20)
I think you are a little off on this one. To parry, you simply need to enter a "parrying stance". Bascially you use a half-action to assure that you get to parry an attack.
A shield isn't that hard to to get either, its about 10 gold. A character starts off with 2d10gc... with some shrewd Haggling or pooling of resources, it isn't that tough.
Parts of it aren't rules light, for instance critical hits. We've imported a few rules ad-hoc from DnD, such as bull rushing. (This came in handy when my character repeatedly tried to shove another character off a ten foot drop. It worked the first time, too.)
WFRP has a combat option called Manoeuvre, that allows you to move your opponent up to 1 square a turn.
We've never had a problem quickly adjudicating critical hits. Your mileage may vary, of course. There are suggestions for running combat in a more abstract manner, and it really speeds the game up. In our campaigns (I've been running it about a year or so now), we usually have about 1, maybe 2 combats a night. That is very different from our D&D days, so we don't mind a bit of added time or complexity.
If the DM didn't houserule that we all got a free hand weapon, I would have been totally screwed despite having generally very high stats. The DM let some of us "trade" careers.
A house rule for this was not needed. Every character starts with one. (Page 20)
For such a harsh game, they really need decent parrying rules. They do have them, but in order to parry, you need:
1) A special talent (or feat-like thing) which is hard to get. One of the elves in the party has it, and it's really good.
2) A shield. This is actually hard to get early on in the game if it's not in your starting trappings. My character has a shield; it's a literal life-saver.
3) An off-hand weapon.
I think you are a little off on this one. To parry, you simply need to enter a "parrying stance". Bascially you use a half-action to assure that you get to parry an attack.
A shield isn't that hard to to get either, its about 10 gold. A character starts off with 2d10gc... with some shrewd Haggling or pooling of resources, it isn't that tough.