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So... what about WFRP?
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<blockquote data-quote="Wik" data-source="post: 3961620" data-attributes="member: 40177"><p>So, I didn't buy two books today. I was going to, but I got an Xbox 360 for christmas, and I had to spend at least part of my "Spree money" on Halo 3 (obviously!) But I did spend a little bit at my FLGS - although this particular branch had fewer WFRP books than the other one.</p><p></p><p>So, I bought the Savage Worlds Pocket Player's Guide (for seven dollars!) as well as the main WFRP book.</p><p></p><p>So far, I really like it, though I wish the game store had the bestiary. I've been playing around with the system, taking PCs and levelling them up a few times to get an idea for how the careers work. I made up a neat Initiate who functions as a zealous preacher/templar, and an Outlaw that I decided to focus on Archery. </p><p></p><p>There's a few little quibbles with the system that still confuse me (for example, it says to take a new career, you have to have all advances, and it defines advances as improvements to primary or secondary characteristics; it doesn't say you need all talents and skills to progress. Yet, in another chapter, it implies that you need all talents from your career before you can progress to the next. Which is true?)</p><p></p><p>All that being said, though - it seems like a neat enough system. I like how the more powerful your magic is, the more likely it'll screw up. That's a neat little mechanic. And the hit locations system is neat - just switch your die roll, and that's your hit location... a good way to speed things up just a little bit. The combat dodge/parry system seems a bit off - I could see two people, each with one attack and a high Weapon Skill, trying to attack each other, but parrying one another's blows, until one guy finally gets lucky. Seems like fights could take a while that way - but I guess that's okay. Just different from D&D, is all.</p><p></p><p>I don't know if I'm a fan of the attributes, though - My humans have attribute ranges of 20-40, with an average of 31. Easy. I can deal with that. But there's really not a whole that seperates my INT 25 character from an INT 35 character - beyond a 10% difference in skill points. And the difference between a STR 29 character and a STR 30 character is kinda big, which bugs me just a little bit. </p><p></p><p>Ah, well. I'm sure many of the perceived bugs will work out in actual play.</p></blockquote><p></p>
[QUOTE="Wik, post: 3961620, member: 40177"] So, I didn't buy two books today. I was going to, but I got an Xbox 360 for christmas, and I had to spend at least part of my "Spree money" on Halo 3 (obviously!) But I did spend a little bit at my FLGS - although this particular branch had fewer WFRP books than the other one. So, I bought the Savage Worlds Pocket Player's Guide (for seven dollars!) as well as the main WFRP book. So far, I really like it, though I wish the game store had the bestiary. I've been playing around with the system, taking PCs and levelling them up a few times to get an idea for how the careers work. I made up a neat Initiate who functions as a zealous preacher/templar, and an Outlaw that I decided to focus on Archery. There's a few little quibbles with the system that still confuse me (for example, it says to take a new career, you have to have all advances, and it defines advances as improvements to primary or secondary characteristics; it doesn't say you need all talents and skills to progress. Yet, in another chapter, it implies that you need all talents from your career before you can progress to the next. Which is true?) All that being said, though - it seems like a neat enough system. I like how the more powerful your magic is, the more likely it'll screw up. That's a neat little mechanic. And the hit locations system is neat - just switch your die roll, and that's your hit location... a good way to speed things up just a little bit. The combat dodge/parry system seems a bit off - I could see two people, each with one attack and a high Weapon Skill, trying to attack each other, but parrying one another's blows, until one guy finally gets lucky. Seems like fights could take a while that way - but I guess that's okay. Just different from D&D, is all. I don't know if I'm a fan of the attributes, though - My humans have attribute ranges of 20-40, with an average of 31. Easy. I can deal with that. But there's really not a whole that seperates my INT 25 character from an INT 35 character - beyond a 10% difference in skill points. And the difference between a STR 29 character and a STR 30 character is kinda big, which bugs me just a little bit. Ah, well. I'm sure many of the perceived bugs will work out in actual play. [/QUOTE]
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