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*TTRPGs General
WFRP3e: Dice mechanics
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<blockquote data-quote="delericho" data-source="post: 4927310" data-attributes="member: 22424"><p>And having now read the article... I don't like it. In fact, the more I hear about this new version of WFRP, the less I like about it.</p><p></p><p>This system is just far too complex. In order to resolve a simple skill application, the player has to roll eight dice, of several different types, each of which has its own meaning and its own special set of symbols (each of which have <em>their</em> own meanings). And you do all this for a net result that is going to be no more exact or 'realistic' than could be had from "roll d% and get lower than your skill - oh, and apply this -10% penalty because it's difficult".</p><p></p><p>I may be wrong about the game, but I am at a loss as to how any of this can represent an improvement.</p></blockquote><p></p>
[QUOTE="delericho, post: 4927310, member: 22424"] And having now read the article... I don't like it. In fact, the more I hear about this new version of WFRP, the less I like about it. This system is just far too complex. In order to resolve a simple skill application, the player has to roll eight dice, of several different types, each of which has its own meaning and its own special set of symbols (each of which have [i]their[/i] own meanings). And you do all this for a net result that is going to be no more exact or 'realistic' than could be had from "roll d% and get lower than your skill - oh, and apply this -10% penalty because it's difficult". I may be wrong about the game, but I am at a loss as to how any of this can represent an improvement. [/QUOTE]
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