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General Tabletop Discussion
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WFRP3e: Dice mechanics
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<blockquote data-quote="Primal" data-source="post: 4934104" data-attributes="member: 30678"><p>So these 'stances' in WFRP 3e work like conditions in D&D, in the sense that they affect all rolls? Am I confusing them now with the "party alignment" which affected everyone? Or is it talent-based? I want to make sure I understand what we're talking about, but I still don't think it's nothing new on tabletop RPGs (I think I've seen systems which allow you to take, for example, 'Aggressive' stance/action which nets you damage bonuses and social penalties).</p><p></p><p></p><p></p><p>I don't know about you, but I'm easily distracted by all sorts of props on the table; the less stuff there's on the table (including dice and miniatures) the easier it's for me and my friends to focus on what's happening in the game. So that's why I don't think I'm overly excited about the amount of colorful cards, plastic sheets, various dice types, counters, and so on in the game (not only that, but seems like all this extra stuff is one reason why the core box is so expensive; around here this will cost 100 *euros*). </p><p></p><p>As for the revolution... you're right, the trick is in how it all blends together; somehow I feel very suspicious of WFRP 3E managing to do that in a way that still feels more like a RPG than a boardgame. I just don't see anything truly innovative or how it all comes together in *new* ways there. Like I said, I could steal all the mechanics from a handful of games and call it "revolutionary"; maybe I could even make it all actually *work* seamlessly. Would that mean I actually did something worthy of praise? I don't think so, but naturally your mileage may vary.</p><p></p><p>There are still games that come up with new "innovations" (I would call the negotiation phrases used in Polaris as a good example), but not every such mechanic is actually revolutionary by my standards; for example, an indie game called 'Mist-Robed Gate' has mechanics linked to a real, sharp KNIFE that's kept in the center of the table so the players can slash and cut their character sheet with it (I don't know how you feel, but I wouldn't play any game that includes real guns or knives in the mechanics and/or props... not even with a group of good friends).</p></blockquote><p></p>
[QUOTE="Primal, post: 4934104, member: 30678"] So these 'stances' in WFRP 3e work like conditions in D&D, in the sense that they affect all rolls? Am I confusing them now with the "party alignment" which affected everyone? Or is it talent-based? I want to make sure I understand what we're talking about, but I still don't think it's nothing new on tabletop RPGs (I think I've seen systems which allow you to take, for example, 'Aggressive' stance/action which nets you damage bonuses and social penalties). I don't know about you, but I'm easily distracted by all sorts of props on the table; the less stuff there's on the table (including dice and miniatures) the easier it's for me and my friends to focus on what's happening in the game. So that's why I don't think I'm overly excited about the amount of colorful cards, plastic sheets, various dice types, counters, and so on in the game (not only that, but seems like all this extra stuff is one reason why the core box is so expensive; around here this will cost 100 *euros*). As for the revolution... you're right, the trick is in how it all blends together; somehow I feel very suspicious of WFRP 3E managing to do that in a way that still feels more like a RPG than a boardgame. I just don't see anything truly innovative or how it all comes together in *new* ways there. Like I said, I could steal all the mechanics from a handful of games and call it "revolutionary"; maybe I could even make it all actually *work* seamlessly. Would that mean I actually did something worthy of praise? I don't think so, but naturally your mileage may vary. There are still games that come up with new "innovations" (I would call the negotiation phrases used in Polaris as a good example), but not every such mechanic is actually revolutionary by my standards; for example, an indie game called 'Mist-Robed Gate' has mechanics linked to a real, sharp KNIFE that's kept in the center of the table so the players can slash and cut their character sheet with it (I don't know how you feel, but I wouldn't play any game that includes real guns or knives in the mechanics and/or props... not even with a group of good friends). [/QUOTE]
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