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WFRP 3 - Our last set up used miniatures and a different party card
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<blockquote data-quote="Emirikol" data-source="post: 5916674" data-attributes="member: 10638"><p>Regarding talent socketing: There are two types. The kind that you "exhaust" such as "exhaust this card to gain a white die to something-check" and the kind that are "always on."</p><p></p><p>In my case, they work the same way, but you don't have to do the stupid (IMO) socketing thing. Instead, it works just like it does in ALL OTHER GAMES. If you have a talent for keen vision, you sudddenly don't have to make up a bandaid roleplaying explanation why you suddenly don't have your keen vision. It's ALWAYS on. In the case of exhaustable talents, they are once per encounter (recharge with a fortune point if you so choose).</p><p></p><p>Some careers have a micro ability relevant to socketing or party sheets. In those cases we just grant them a bonus fortune point that they can use for themselves or for the party (or house rule something more interesting if necessary).</p><p></p><p>Regarding DEFENSES:</p><p>Pick one. It's always on. My players and I considered the nit-picky tracking of this unnecessary. It's gone now. We don't miss it. We don't justify it. It's gone and we're happier and it doesn't break the game one iota. It doesn't break the game because the occurrence of hitting and getting hit is astronomical even for a Rank 1 character. It's 87% on average! </p><p></p><p></p><p>It's not that you can't use these things. They're fine. We just found them to add to the unnecessary burden of "too much accounting" inherent in this game system if you "let it" run "you" like a boardgame. It's a great roleplaying system, but you can tell that fantasy flight wanted to integrate components into everything..and we just found it was more fun without some of that stuff.</p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 5916674, member: 10638"] Regarding talent socketing: There are two types. The kind that you "exhaust" such as "exhaust this card to gain a white die to something-check" and the kind that are "always on." In my case, they work the same way, but you don't have to do the stupid (IMO) socketing thing. Instead, it works just like it does in ALL OTHER GAMES. If you have a talent for keen vision, you sudddenly don't have to make up a bandaid roleplaying explanation why you suddenly don't have your keen vision. It's ALWAYS on. In the case of exhaustable talents, they are once per encounter (recharge with a fortune point if you so choose). Some careers have a micro ability relevant to socketing or party sheets. In those cases we just grant them a bonus fortune point that they can use for themselves or for the party (or house rule something more interesting if necessary). Regarding DEFENSES: Pick one. It's always on. My players and I considered the nit-picky tracking of this unnecessary. It's gone now. We don't miss it. We don't justify it. It's gone and we're happier and it doesn't break the game one iota. It doesn't break the game because the occurrence of hitting and getting hit is astronomical even for a Rank 1 character. It's 87% on average! It's not that you can't use these things. They're fine. We just found them to add to the unnecessary burden of "too much accounting" inherent in this game system if you "let it" run "you" like a boardgame. It's a great roleplaying system, but you can tell that fantasy flight wanted to integrate components into everything..and we just found it was more fun without some of that stuff. jh [/QUOTE]
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