Didn't know whether to post my question here or on the rules questions - some guidance is more than welcome.
As a long-term WFRP GM we are getting our first games of v3 under our belts. I was looking at the combat rules again, with the Target Defence which I found out in the meanwhile what it means. And quite some remarks on this forum that combat is so over-deadly, for both sides. Lots of people get creative with the ACE system, I know, but still…
Now I was also looking at the rules from The Burning Wheel - and I have to say that quite some concepts seems 'borrowed' from that game. But when looking at the combat system there I couldn't think but: did they totally skip the defensive actions in WFRPv3? Ok, you have the active defense cards, but what about really fighting defensively? If I am in a conservative stance, equipped with a shield, having Weaponskill trained twice and Strength 5 this should give me some more than a black or a purple die (purple for the advanced block/parry). Where are the opposed checks? Because weapon skill training should keep snotlings from splitting my skull, right?
And then I broadened up on that question: where are those opposed checks for non-combat? it seems like the game designers needed something simple so they resolved this with varying the amount of purple dice based on the relative level of players. But once you get to the higher levels 3 purple dice are not that hard anymore.
Am I missing something here or would more decent opposed checks resolve quite some issues people have posted on these forums? Is the A/C/E system too simplistic and only balanced at rank 1-2 and almost useless above that level?
And what would a simple fix be? Take the combat example above. As a Bretonnian knight I am fighting an Orc. Would it be a possible fix if:
- During my action I assemble my dice pool based on my profile.
- I leave out a few dice (of my choosing) and put them aside for my defense.
- Then I hit the Orc with my remaining attack dice. Assume for simplicity that the Orc uses all his dice for the attack (a reckless stance in that case).
- When the Orc tries to hit me he rolls his own attack dice. Assume 2 hammers and an eagle as a result.
- Then I roll my defense pool. Each hammer counters a hammer, each eagle counters an eagle and so forth.
This does not seem over-complicated, is it? We still base this on dice pools, they are simply used in a different way.
Am I on to something interesting here or am I seeing problems where in reality there is no real issue?
Thanks in advance