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What else to I need to consider for a 5e realism hard mode?
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<blockquote data-quote="Charles Rampant" data-source="post: 7231373" data-attributes="member: 32659"><p>My big beef with the careers system was the fact that, ultimately, the characters were <em>not</em> advancing in those careers; they were adventuring! So your Acrobat just became a Guild Merchant? Uh, mate, you didn't do any merchanting, you stabbed some Skaven. Now sometimes you can make these things work - the Spymaster might actually have some spies to master - but after a while you mostly saw people head into the combat careers for a reason. </p><p></p><p>I find the 5e method of your 'career' being a background element rather than your class much more coherent in play, but then I know that the Careers system is actually a lot of fun to plan around and offers benefits of both classes (limited choices keep it easy to analyse, strong identity for the character) and point buy (freedom to choose what suits your character concept).</p><p></p><p>So I'd certainly not try and rip the WFRP system out or anything, but it sure is a bit of a headscratcher if you think about it too hard (which is always a bad idea with RPG systems, to be fair). I wonder what approach they'll take for 4th edition WFRP - since Cubicle 7 are already doing OGL with Adventures in Middle Earth, we might even see them double dip with a custom system <em>and</em> a D&D setting book. (Age of Sigmar would probably work far better in D&D than WFRP 2e rules, for example).</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7231373, member: 32659"] My big beef with the careers system was the fact that, ultimately, the characters were [I]not[/I] advancing in those careers; they were adventuring! So your Acrobat just became a Guild Merchant? Uh, mate, you didn't do any merchanting, you stabbed some Skaven. Now sometimes you can make these things work - the Spymaster might actually have some spies to master - but after a while you mostly saw people head into the combat careers for a reason. I find the 5e method of your 'career' being a background element rather than your class much more coherent in play, but then I know that the Careers system is actually a lot of fun to plan around and offers benefits of both classes (limited choices keep it easy to analyse, strong identity for the character) and point buy (freedom to choose what suits your character concept). So I'd certainly not try and rip the WFRP system out or anything, but it sure is a bit of a headscratcher if you think about it too hard (which is always a bad idea with RPG systems, to be fair). I wonder what approach they'll take for 4th edition WFRP - since Cubicle 7 are already doing OGL with Adventures in Middle Earth, we might even see them double dip with a custom system [i]and[/i] a D&D setting book. (Age of Sigmar would probably work far better in D&D than WFRP 2e rules, for example). [/QUOTE]
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What else to I need to consider for a 5e realism hard mode?
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