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WotC_Rodney's WFRP3 review
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<blockquote data-quote="arscott" data-source="post: 5035816" data-attributes="member: 17969"><p>The nice thing about WFRP3e is that you can build a perfectly valid character with no recharging actions (well, it'd be awkward to build a character without any of the active defenses, but I doubt you'll much mind the recharge on those).</p><p></p><p>Once you've got your race and your career, you have a number of creation points that you can spend on different things:</p><p></p><p>•Characteristics (equivalent to D&D ability scores)</p><p>•Actions (similar to D&D 4e powers. Some have recharge ratings but others can be used constantly)</p><p>•Talents (similar to D&D 4e feats, some exhaust and must be recharged, but others offer passive benefits)</p><p>•Skills & Specializations</p><p>•Wealth & Equipment</p><p></p><p>So if you prefer the old-school fighter that just swings with his sword every round instead of using these new-fangled maneuvers, then sink your points into Characteristics, Skills, and/or Wealth, and just use your basic melee strike action every round (and your catch-all "perform a stunt" action when you want to do something cool and different).</p><p></p><p>Also, on an unrelated note, I have to share the following condition card from the adventurer's kit:</p><p></p><p><strong>Intoxicated</strong></p><p><em>Lingering Effect</em></p><p>Add 2 misfortune dice and</p><p>1 fortune die to all checks.</p><p></p><p>Being drunk usually makes you worse, but sometimes it makes you better. how cool is that?</p></blockquote><p></p>
[QUOTE="arscott, post: 5035816, member: 17969"] The nice thing about WFRP3e is that you can build a perfectly valid character with no recharging actions (well, it'd be awkward to build a character without any of the active defenses, but I doubt you'll much mind the recharge on those). Once you've got your race and your career, you have a number of creation points that you can spend on different things: •Characteristics (equivalent to D&D ability scores) •Actions (similar to D&D 4e powers. Some have recharge ratings but others can be used constantly) •Talents (similar to D&D 4e feats, some exhaust and must be recharged, but others offer passive benefits) •Skills & Specializations •Wealth & Equipment So if you prefer the old-school fighter that just swings with his sword every round instead of using these new-fangled maneuvers, then sink your points into Characteristics, Skills, and/or Wealth, and just use your basic melee strike action every round (and your catch-all "perform a stunt" action when you want to do something cool and different). Also, on an unrelated note, I have to share the following condition card from the adventurer's kit: [B]Intoxicated[/B] [I]Lingering Effect[/I] Add 2 misfortune dice and 1 fortune die to all checks. Being drunk usually makes you worse, but sometimes it makes you better. how cool is that? [/QUOTE]
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