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Warhammer frpg - 2e vs 4e
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<blockquote data-quote="Staffan" data-source="post: 8456304" data-attributes="member: 907"><p>Right. There is a slight difference in probability at the ends, but otherwise it works out the same.</p><p></p><p>[SPOILER]Under the normal rules, if my skill is 43, the chances of different SLs is as follows:</p><p>0: 4% (40-43)</p><p>1 through 3: 10% each (30-39, 20-29, 10-19)</p><p>4: 9% (01-09)</p><p></p><p>With fast SL, the ends reverse:</p><p>0: 9% (01-09)</p><p>1 through 3 (10-19, 20-29, 30-39)</p><p>4: 4% (40-43)[/SPOILER]</p><p></p><p>As for how it plays, I have only played it once. We thought the Advantage mechanic was a bit cumbersome but figured it would work itself out once we had more experience with the system.</p><p></p><p>The one thing I thought was weird was the economy, or rather how two parts of it both individually make sense but when combined it becomes nonsensical. The first is that after each adventure, you can spend any money you made on whatever you want. But in between adventures, you normally spend all your money on repairs, living expenses, bribes, donations, whatever. There are two ways around this: Banking or earning Income. Both take one downtime unit, of which you can't have more than three in between adventures. Banking lets you save money either by investing it (not available for the lowest social classes) or just stashing it. Investing is somewhat safer, and can earn you interest, but requires you to spend another downtime unit to get your money back. On one level, I like this idea, as it keeps PCs hungry for lucrative adventuring.</p><p></p><p>Each character has a social standing, primarily defined by what sort of currency they use: Gold (merchant lords, nobles, otherwise wealthy), Silver (respectable tradesmen, professionals, common merchants), or Brass (peasants, criminals, lower-class professions). Within each, there are 5 sub-tiers (so you have Brass 1-5, Silver 1-5, and Gold 1-5). This is primarily dependent on your career, and one of the perks of advancing in your career is that you improve your status (e.g. an Engineer goes from Brass 4 to Silver 2, Silver 4, and Gold 2). Earning income gets you money based on this social standing. This is also cool, because it brings home how socially stratified people of the Empire are. It also carries a fair bit of the "roughness" I like about Warhammer – you start out playing ratcatchers, pit fighters, coachmen, and the like. By my count, 42 of the 64 starting careers in the rule book are brass tier. So an Income endeavour will earn them 2-10 d10 brass pennies, of which there are 12 to a silver shilling and 240 to a gold crown.</p><p></p><p>The problem is that pretty much everything that's of interest to an adventurer has prices listed in Gold Coins. Even a basic Hand Weapon costs 1 GC. A Shield costs 2 GC. A bow is 4 GC. Being fully armored in mail will set you back 6 GCs. A pistol costs 8 GC, so good luck if you're a starting Engineer (Brass 4) who wants to get some use out of your Ranged (Blackpowder) skill....</p></blockquote><p></p>
[QUOTE="Staffan, post: 8456304, member: 907"] Right. There is a slight difference in probability at the ends, but otherwise it works out the same. [SPOILER]Under the normal rules, if my skill is 43, the chances of different SLs is as follows: 0: 4% (40-43) 1 through 3: 10% each (30-39, 20-29, 10-19) 4: 9% (01-09) With fast SL, the ends reverse: 0: 9% (01-09) 1 through 3 (10-19, 20-29, 30-39) 4: 4% (40-43)[/SPOILER] As for how it plays, I have only played it once. We thought the Advantage mechanic was a bit cumbersome but figured it would work itself out once we had more experience with the system. The one thing I thought was weird was the economy, or rather how two parts of it both individually make sense but when combined it becomes nonsensical. The first is that after each adventure, you can spend any money you made on whatever you want. But in between adventures, you normally spend all your money on repairs, living expenses, bribes, donations, whatever. There are two ways around this: Banking or earning Income. Both take one downtime unit, of which you can't have more than three in between adventures. Banking lets you save money either by investing it (not available for the lowest social classes) or just stashing it. Investing is somewhat safer, and can earn you interest, but requires you to spend another downtime unit to get your money back. On one level, I like this idea, as it keeps PCs hungry for lucrative adventuring. Each character has a social standing, primarily defined by what sort of currency they use: Gold (merchant lords, nobles, otherwise wealthy), Silver (respectable tradesmen, professionals, common merchants), or Brass (peasants, criminals, lower-class professions). Within each, there are 5 sub-tiers (so you have Brass 1-5, Silver 1-5, and Gold 1-5). This is primarily dependent on your career, and one of the perks of advancing in your career is that you improve your status (e.g. an Engineer goes from Brass 4 to Silver 2, Silver 4, and Gold 2). Earning income gets you money based on this social standing. This is also cool, because it brings home how socially stratified people of the Empire are. It also carries a fair bit of the "roughness" I like about Warhammer – you start out playing ratcatchers, pit fighters, coachmen, and the like. By my count, 42 of the 64 starting careers in the rule book are brass tier. So an Income endeavour will earn them 2-10 d10 brass pennies, of which there are 12 to a silver shilling and 240 to a gold crown. The problem is that pretty much everything that's of interest to an adventurer has prices listed in Gold Coins. Even a basic Hand Weapon costs 1 GC. A Shield costs 2 GC. A bow is 4 GC. Being fully armored in mail will set you back 6 GCs. A pistol costs 8 GC, so good luck if you're a starting Engineer (Brass 4) who wants to get some use out of your Ranged (Blackpowder) skill.... [/QUOTE]
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