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WFRP3e: Dice mechanics
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<blockquote data-quote="gribble" data-source="post: 4933155" data-attributes="member: 12430"><p>I'll ignore the fact that the market for WFRP 3e is probably substantially different from the market for indy RPGs, and therefore it probably <strong>is </strong>new to most of the target market.</p><p></p><p>Aside from that:</p><ul> <li data-xf-list-type="ul">The combination of action cards, custom dice and dice pools constructed from dice of different types is something I haven't seen before in a RPG (indy or otherwise)</li> <li data-xf-list-type="ul">Stances and the stance meter is something I haven't seen before in a mainstream RPG</li> <li data-xf-list-type="ul">The introduction of the party card and a real mechanic for party interaction is something I haven't seen before in a mainstream RPG</li> <li data-xf-list-type="ul">The main unique/different elements of previous versions of WFRP - careers and the career advancement system and critical hits - are both present.</li> </ul><p></p><p>So <strong>I </strong>certainly see a lot of new and revolutionary things, both in terms of the components of the game <strong>and </strong>the actual systems behind those components.</p><p></p><p>Now I'll admit I don't know every indy RPG ever released (let alone every RPG ever released), so some may have one or more of the above features. When you consider all of the above in combination though, I don't see how anyone can honestly claim that WFRP 3e isn't new and revolutionary (regardless of whether you like the direction it's going in or not)!</p></blockquote><p></p>
[QUOTE="gribble, post: 4933155, member: 12430"] I'll ignore the fact that the market for WFRP 3e is probably substantially different from the market for indy RPGs, and therefore it probably [B]is [/B]new to most of the target market. Aside from that: [LIST] [*]The combination of action cards, custom dice and dice pools constructed from dice of different types is something I haven't seen before in a RPG (indy or otherwise) [*]Stances and the stance meter is something I haven't seen before in a mainstream RPG [*]The introduction of the party card and a real mechanic for party interaction is something I haven't seen before in a mainstream RPG [*]The main unique/different elements of previous versions of WFRP - careers and the career advancement system and critical hits - are both present. [/LIST] So [B]I [/B]certainly see a lot of new and revolutionary things, both in terms of the components of the game [B]and [/B]the actual systems behind those components. Now I'll admit I don't know every indy RPG ever released (let alone every RPG ever released), so some may have one or more of the above features. When you consider all of the above in combination though, I don't see how anyone can honestly claim that WFRP 3e isn't new and revolutionary (regardless of whether you like the direction it's going in or not)! [/QUOTE]
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