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WFRP 4th Edition - How the game has evolved.
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<blockquote data-quote="TheSword" data-source="post: 9030046" data-attributes="member: 6879661"><p>Yes WFRP is about as far from dungeon crawling as it’s possible to be.</p><p></p><p>Interestingly I think on of the things WFRP 4e has tried to do is make it possible to not be a combat master and yet genuinely contribute to the adventure/party/campaign.</p><p></p><ul> <li data-xf-list-type="ul">The Career system starts it off by describing characters based on what they. Rat catcher, merchant, envoy, nun etc.</li> <li data-xf-list-type="ul">The skill system is extensive and with SL used to identify not just if you pass or fail but how much.</li> <li data-xf-list-type="ul">Non combat skills can be used in combat. The assess action for instance or using skills like animal handling, charm or lore to defend in combat.</li> <li data-xf-list-type="ul">The status system built into the game which affects a range of things from skill tests to income to ettiquette.</li> <li data-xf-list-type="ul">Extensive crafting systems such as the herbology, potions, weapon smithing, Magic items etc. the system even has rules for collecting monster parts for such things… including how long they would stay fresh.</li> <li data-xf-list-type="ul">Sub systems such a sailing and merchant rules that make skills actually mean something.</li> </ul><p></p><p>I respect a person wanting rules light. It’s not my cup of tea but I get why some people do. I just think having a crunchier system - when that system isn’t just about combat - brings with it a lot of opportunities.</p><p></p><p>At the same time, tables can chose to dwell or not on some or all of these elements and the game still works fine. I know status hasn’t come up a lot in our games so far for instance. However I know in the next part of enemy within it will become a big deal as the start to interact with an elector count’s court.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9030046, member: 6879661"] Yes WFRP is about as far from dungeon crawling as it’s possible to be. Interestingly I think on of the things WFRP 4e has tried to do is make it possible to not be a combat master and yet genuinely contribute to the adventure/party/campaign. [LIST] [*]The Career system starts it off by describing characters based on what they. Rat catcher, merchant, envoy, nun etc. [*]The skill system is extensive and with SL used to identify not just if you pass or fail but how much. [*]Non combat skills can be used in combat. The assess action for instance or using skills like animal handling, charm or lore to defend in combat. [*]The status system built into the game which affects a range of things from skill tests to income to ettiquette. [*]Extensive crafting systems such as the herbology, potions, weapon smithing, Magic items etc. the system even has rules for collecting monster parts for such things… including how long they would stay fresh. [*]Sub systems such a sailing and merchant rules that make skills actually mean something. [/LIST] I respect a person wanting rules light. It’s not my cup of tea but I get why some people do. I just think having a crunchier system - when that system isn’t just about combat - brings with it a lot of opportunities. At the same time, tables can chose to dwell or not on some or all of these elements and the game still works fine. I know status hasn’t come up a lot in our games so far for instance. However I know in the next part of enemy within it will become a big deal as the start to interact with an elector count’s court. [/QUOTE]
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