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Warhammer 3e Demo Experiences -OR- How I Learned to Stop Worrying and Love the Bits
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<blockquote data-quote="arscott" data-source="post: 5039482" data-attributes="member: 17969"><p>Once you've learned the basics, the different kinds of die don't really factor into the difficulty of assembling the dice pool. You just grab dice for your characteristic and stance, dice for your skill, and dice for spending fortune. The fact that some of those are blue, some red or green, some yellow and some white just becomes second nature by the end of a session.</p><p></p><p>misses are surprisingly rare in combat (maybe one in four attacks miss), and combat is over pretty quickly. </p><p></p><p>The reckless dice have banes on them, but they also have more boons than the conservative die. Both the reckless and conservative dice have their special drawback symbols (exertion and delay respectively) while the characteristic dice do not, but they also have more successes.</p><p></p><p>I've found it useful to narrate the circumstances as I gather up the dice pool--describing how the darkness makes spotting a target difficult as I assign a misfortune die to an archer's attack, or describing an opponent's attack as exceptionally skillful as I spend their expertise. I think it works especially well when I describe how the side effect of some previous action (boons or banes on previous checks that went unspent at the time) now aids or hinders their current attempt (fortune or misfortune dice).</p><p></p><p>Critical wounds are the only thing I see causing problems here, being fairly common and relatively minor in effect. Conditions are rare enough and powerful enough that they won't be forgotten. Haven't seen enough insanities in play to know how they'll work out, and as you mention, the limit on talents make them easy to track.</p><p></p><p>The magic of WFRP is rare and setting specific. While I could see using this to run Greyhawk, FR and Eberron are both a little bit too high-magic to thrive under these rules.</p></blockquote><p></p>
[QUOTE="arscott, post: 5039482, member: 17969"] Once you've learned the basics, the different kinds of die don't really factor into the difficulty of assembling the dice pool. You just grab dice for your characteristic and stance, dice for your skill, and dice for spending fortune. The fact that some of those are blue, some red or green, some yellow and some white just becomes second nature by the end of a session. misses are surprisingly rare in combat (maybe one in four attacks miss), and combat is over pretty quickly. The reckless dice have banes on them, but they also have more boons than the conservative die. Both the reckless and conservative dice have their special drawback symbols (exertion and delay respectively) while the characteristic dice do not, but they also have more successes. I've found it useful to narrate the circumstances as I gather up the dice pool--describing how the darkness makes spotting a target difficult as I assign a misfortune die to an archer's attack, or describing an opponent's attack as exceptionally skillful as I spend their expertise. I think it works especially well when I describe how the side effect of some previous action (boons or banes on previous checks that went unspent at the time) now aids or hinders their current attempt (fortune or misfortune dice). Critical wounds are the only thing I see causing problems here, being fairly common and relatively minor in effect. Conditions are rare enough and powerful enough that they won't be forgotten. Haven't seen enough insanities in play to know how they'll work out, and as you mention, the limit on talents make them easy to track. The magic of WFRP is rare and setting specific. While I could see using this to run Greyhawk, FR and Eberron are both a little bit too high-magic to thrive under these rules. [/QUOTE]
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