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WFRPG 3E: How's It Working out for You?
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<blockquote data-quote="C_M2008" data-source="post: 5434386" data-attributes="member: 65375"><p>Love it, the system runs great once you put in the effort to really grasp the rules (admittedly the book is poorly organized) and play 3 to 5 sessions. The variety of outcomes from a single die roll is amazing, far beyond a simple pass/fail that every other system uses and its easy to rule things on the fly by adding fortune/misfortune/challenge dice to the dice pool.</p><p> </p><p>The party card is a brilliant innovation and one that I hope is further developed in future products.</p><p> </p><p>Combat is quick, brutal and as tactical as you wish to make it, it's really up to the GM & Players.</p><p> </p><p>I haven't had a problem with career balance as there isn't intended to be: the variety of skills, advances and combat capabilities of each career mean each career excels at various different things. If 4e D&D's "everyone has to be good at combat" thing has become your mantra then you might not agree, but I fail to see the issue - WHFRP ain't all about the combat, if there isn't a good mix of intrique, mystery & diplomacy it isn't a WHFRP adventure.</p><p> </p><p>I also fail to see how $100 (it was $60 on amazon - don't know if it still is) is any different than the traditional PHB, DMG & MM offering costs. Especially considering you don't have to add any dice (although it helps) or any other accessories, it's a reasonably priced product IMO, it's just all at once in one product instead of 3 or 4.</p><p> </p><p>I also don't think any of the expansions are required to enjoy the game for a long time, allowing the reuse of careers is essentially the same as taking a more advanced one.</p><p> </p><p>WHFRP 3e is by far the best system I've ever run, I have no desire to play any other RPG at this point and don't see it happening any time soon.</p></blockquote><p></p>
[QUOTE="C_M2008, post: 5434386, member: 65375"] Love it, the system runs great once you put in the effort to really grasp the rules (admittedly the book is poorly organized) and play 3 to 5 sessions. The variety of outcomes from a single die roll is amazing, far beyond a simple pass/fail that every other system uses and its easy to rule things on the fly by adding fortune/misfortune/challenge dice to the dice pool. The party card is a brilliant innovation and one that I hope is further developed in future products. Combat is quick, brutal and as tactical as you wish to make it, it's really up to the GM & Players. I haven't had a problem with career balance as there isn't intended to be: the variety of skills, advances and combat capabilities of each career mean each career excels at various different things. If 4e D&D's "everyone has to be good at combat" thing has become your mantra then you might not agree, but I fail to see the issue - WHFRP ain't all about the combat, if there isn't a good mix of intrique, mystery & diplomacy it isn't a WHFRP adventure. I also fail to see how $100 (it was $60 on amazon - don't know if it still is) is any different than the traditional PHB, DMG & MM offering costs. Especially considering you don't have to add any dice (although it helps) or any other accessories, it's a reasonably priced product IMO, it's just all at once in one product instead of 3 or 4. I also don't think any of the expansions are required to enjoy the game for a long time, allowing the reuse of careers is essentially the same as taking a more advanced one. WHFRP 3e is by far the best system I've ever run, I have no desire to play any other RPG at this point and don't see it happening any time soon. [/QUOTE]
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