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WFRP3e: Dice mechanics
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<blockquote data-quote="delericho" data-source="post: 4930807" data-attributes="member: 22424"><p>Perhaps, but the bookkeeping in WFRP is surely in the weapon properties and creature talents (essentially, the same problem as with D&D 3e spell-like ability lists - you get a one-word descriptor, and then have to look up what that means). The dice mechanic and skill system is actually remarkably straightforward - roll d% and get less than your characteristic (skill mastery gives a +10, 20 or 30% bonus).</p><p></p><p>This dice mechanic makes such rolls massively more complex, where before there was simplicity.</p><p></p><p>The introduction of item, spell and monster cards may help to mitigate this, but the same could just as well be achieved by using the 4e model of reprinting all the relevant information with the monster in full (taking more room if necessary). And adding item or spell cards is a nice idea, but could just as easily (perhaps better) be done as an optional supplemental product for the game.</p><p></p><p>However, it is possible that doing all of this will actually result in a very good game; I clearly cannot say until I see the finished product. It may well prove to be a very elegant design. I just fear that in all the excitement of the "shiny bits", they're losing sight of the things that actually made WFRP one of the <em>great</em> games.</p></blockquote><p></p>
[QUOTE="delericho, post: 4930807, member: 22424"] Perhaps, but the bookkeeping in WFRP is surely in the weapon properties and creature talents (essentially, the same problem as with D&D 3e spell-like ability lists - you get a one-word descriptor, and then have to look up what that means). The dice mechanic and skill system is actually remarkably straightforward - roll d% and get less than your characteristic (skill mastery gives a +10, 20 or 30% bonus). This dice mechanic makes such rolls massively more complex, where before there was simplicity. The introduction of item, spell and monster cards may help to mitigate this, but the same could just as well be achieved by using the 4e model of reprinting all the relevant information with the monster in full (taking more room if necessary). And adding item or spell cards is a nice idea, but could just as easily (perhaps better) be done as an optional supplemental product for the game. However, it is possible that doing all of this will actually result in a very good game; I clearly cannot say until I see the finished product. It may well prove to be a very elegant design. I just fear that in all the excitement of the "shiny bits", they're losing sight of the things that actually made WFRP one of the [I]great[/I] games. [/QUOTE]
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