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WFRP3 - Agile Warriors?
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<blockquote data-quote="Thanee" data-source="post: 5334096" data-attributes="member: 478"><p>Actually, backgroundwise (judging from the tabletop here), there are quite a few nimble dudes (like those Wardancers, but they are not the only ones, though that concept is surely most present with the elves) who should beat the crap out of a good number of strong dudes regularily. It's just that the concepts that make those work (better at attacking (i.e. higher weapon skill) or attacking more often) don't seem to exist in WFRP3.</p><p></p><p></p><p></p><p>Oh, I have no problem with Strength being used for the damage. That certainly makes sense. It is also clear, that some Strength is also required to wield a weapon effectively.</p><p></p><p>But Agility should usually also make it easier to hit someone (power isn't everything, precision and coordination is also very important) or make you harder to hit in some general way (i.e. give some natural Defense as long as you are not encumbered), not just against one attack every other round.</p><p></p><p></p><p></p><p>I do not play such a character (or even plan to do). In fact, I am more likely to be GM rather than player. Just wondering, whether they are a feasible choice. If Dodge (and Initiative) is pretty much the only thing, that makes Agility affect melee combat, I don't think they really are. Agile characters are probably better off being archers then.</p><p></p><p>Also, it's not like I am trying to squeeze that concept into the game world... there are careers that are built that way (i.e. Primary Attributes: Agility, but not Strength for a pure melee fighter). But when the rules don't support such concepts, why should one bother with those careers? The Wardancer seems to be a weaker combatant all around than a simple Thug (unless, of course, you use all your freebie points to buy up Strength and Toughness, but that can hardly be the point of that career). That's just wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>It's also kinda weird, that all those super elite warriors (Wardancers, Swordmasters, Ironbreakers, and whatnot) are basic careers, BTW.</p><p></p><p></p><p></p><p>Well, Strength seems to do so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>An idea for a house rule to make Agility more important could be adding a number of Fortune or Misfortune dice to the attack roll equal to the attacker's Agility - defender's Agility (white if positive, black if negative).</p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 5334096, member: 478"] Actually, backgroundwise (judging from the tabletop here), there are quite a few nimble dudes (like those Wardancers, but they are not the only ones, though that concept is surely most present with the elves) who should beat the crap out of a good number of strong dudes regularily. It's just that the concepts that make those work (better at attacking (i.e. higher weapon skill) or attacking more often) don't seem to exist in WFRP3. Oh, I have no problem with Strength being used for the damage. That certainly makes sense. It is also clear, that some Strength is also required to wield a weapon effectively. But Agility should usually also make it easier to hit someone (power isn't everything, precision and coordination is also very important) or make you harder to hit in some general way (i.e. give some natural Defense as long as you are not encumbered), not just against one attack every other round. I do not play such a character (or even plan to do). In fact, I am more likely to be GM rather than player. Just wondering, whether they are a feasible choice. If Dodge (and Initiative) is pretty much the only thing, that makes Agility affect melee combat, I don't think they really are. Agile characters are probably better off being archers then. Also, it's not like I am trying to squeeze that concept into the game world... there are careers that are built that way (i.e. Primary Attributes: Agility, but not Strength for a pure melee fighter). But when the rules don't support such concepts, why should one bother with those careers? The Wardancer seems to be a weaker combatant all around than a simple Thug (unless, of course, you use all your freebie points to buy up Strength and Toughness, but that can hardly be the point of that career). That's just wrong. ;) It's also kinda weird, that all those super elite warriors (Wardancers, Swordmasters, Ironbreakers, and whatnot) are basic careers, BTW. Well, Strength seems to do so. :) An idea for a house rule to make Agility more important could be adding a number of Fortune or Misfortune dice to the attack roll equal to the attacker's Agility - defender's Agility (white if positive, black if negative). Bye Thanee [/QUOTE]
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