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Witch Hunter: time for buyer's remorse?
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4403136" data-attributes="member: 43283"><p>I personally think you're jumping the gun here. Have you read the thread I made? It talks about some if this stuff. It also addresses some of your concerns.</p><p><a href="http://www.enworld.org/forum/showthread.php?t=232745" target="_blank">http://www.enworld.org/forum/showthread.php?t=232745</a></p><p></p><p>Parrying can be really nice, yes. It also means you lose your next action. That's not exactly clear in the book, but it's mentioned in the errata.</p><p></p><p>Two weapon fighting... *shrug* this is a common problem in any game system that gives a mechanical advantage. They're either going to give it an advantage, which means people will suddenly declare how _everyone_ has to fight with two weapons. Or they don't, and people all complain about how it's worthless and not realistic that fighting with two weapons does nothing.</p><p></p><p>I handled it by telling the player that thought about it, "Well you can actually _use_ two weapons and get a mechanical benefit from it in the form of an attack against 2 different targets and all that. But you're going to be at the penalties in the book.</p><p></p><p>Or, your character can simply use two weapons as a stylistic thing and there's no real mechanical benefit in terms of extra damage or attacks. Just being able to do something like throw an axe at someone and still have a weapon in hand".</p><p></p><p>He went with the stylistic approach, and in the course of combat we simply described him chopping around with with both hatchets and so forth. It works especially nicely with the mook rules, but it works fine for the "real" monsters too.</p><p></p><p>Combat _can_ be a long drawn out affair if you're not clear on the rules. Like I was the first time. I got that straight though, and combat went _much_ quicker.</p><p></p><p>Ganging up on someone/something? It's _deadly_. Armor only gives you successes. It doesn't soak up damage versus everything. The group learned _really_ quick that a few good blows from someone means that everyone else is going to hammer the opponent unopposed.</p><p></p><p>For example, my Big Bad gets 4 successes on his Defense Pool and has armor that grants 2 points. That means he's got 6 total. The first player smacks him and scores 5 successes.</p><p>Player 2 smacks him and scores 3 successes.</p><p></p><p>Player 2 has just blown through all the defense of the Big Bad and scores damage. Player 3 and every other player after that? As long as they score a success, they're doing damage. Because Player 1 and 2 chewed up the Big Bad's defense.</p><p></p><p>Stats being useless? *shrug* I dunno, I guess. Every game that has fixed stats is going to have "dump" stats of some sort or another. I haven't seen any stats that I'd consider useless at this point, although it's possible that it'll change.</p><p></p><p>Witch Hunter isn't my favorite rule system, but it certainly seems serviceable. I made one critical misstep with the way combat worked my first time out, and otherwise it's gone pretty smooth actually.</p><p></p><p>Then again, I don't just buy games just to read the book. I've got no idea if the complaints that you've seen are coming from people actually running the game or not. I also tend to be a pretty easy going GM, and the players I've got are relatively easy going as well.</p><p></p><p>But any system _can_ be broken if someone tries hard enough. Just because someone's figured out how to be obnoxious doesn't mean that it's actually going to be a problem in the real world.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4403136, member: 43283"] I personally think you're jumping the gun here. Have you read the thread I made? It talks about some if this stuff. It also addresses some of your concerns. [url]http://www.enworld.org/forum/showthread.php?t=232745[/url] Parrying can be really nice, yes. It also means you lose your next action. That's not exactly clear in the book, but it's mentioned in the errata. Two weapon fighting... *shrug* this is a common problem in any game system that gives a mechanical advantage. They're either going to give it an advantage, which means people will suddenly declare how _everyone_ has to fight with two weapons. Or they don't, and people all complain about how it's worthless and not realistic that fighting with two weapons does nothing. I handled it by telling the player that thought about it, "Well you can actually _use_ two weapons and get a mechanical benefit from it in the form of an attack against 2 different targets and all that. But you're going to be at the penalties in the book. Or, your character can simply use two weapons as a stylistic thing and there's no real mechanical benefit in terms of extra damage or attacks. Just being able to do something like throw an axe at someone and still have a weapon in hand". He went with the stylistic approach, and in the course of combat we simply described him chopping around with with both hatchets and so forth. It works especially nicely with the mook rules, but it works fine for the "real" monsters too. Combat _can_ be a long drawn out affair if you're not clear on the rules. Like I was the first time. I got that straight though, and combat went _much_ quicker. Ganging up on someone/something? It's _deadly_. Armor only gives you successes. It doesn't soak up damage versus everything. The group learned _really_ quick that a few good blows from someone means that everyone else is going to hammer the opponent unopposed. For example, my Big Bad gets 4 successes on his Defense Pool and has armor that grants 2 points. That means he's got 6 total. The first player smacks him and scores 5 successes. Player 2 smacks him and scores 3 successes. Player 2 has just blown through all the defense of the Big Bad and scores damage. Player 3 and every other player after that? As long as they score a success, they're doing damage. Because Player 1 and 2 chewed up the Big Bad's defense. Stats being useless? *shrug* I dunno, I guess. Every game that has fixed stats is going to have "dump" stats of some sort or another. I haven't seen any stats that I'd consider useless at this point, although it's possible that it'll change. Witch Hunter isn't my favorite rule system, but it certainly seems serviceable. I made one critical misstep with the way combat worked my first time out, and otherwise it's gone pretty smooth actually. Then again, I don't just buy games just to read the book. I've got no idea if the complaints that you've seen are coming from people actually running the game or not. I also tend to be a pretty easy going GM, and the players I've got are relatively easy going as well. But any system _can_ be broken if someone tries hard enough. Just because someone's figured out how to be obnoxious doesn't mean that it's actually going to be a problem in the real world. [/QUOTE]
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