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What D&D is up to..what WFRP has left to re-design


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#1 Emirikol

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Posted 29 January 2013 - 05:39 AM

 

I just checked out an article on what D&D is going to design for their "advanced" rules.  It got me thinking what WFRP has left to have designed for it (by fans of course):

 

From the article:

  • Include tactical combat rules that allow the option to add more miniatures gaming elements to combat. This would include a grid, options for facing, rules for more detailed zones of control, and so on.We've done this for WFRP for online gaming.  30' per range increment.  Facing is a stupid idea except for Battletech.
  • Provide a system that emphasizes refreshing resources by encounter instead of by day. The nice thing about our approach is that since this is an option, we don't have to settle for half measures. Everything can be encounter-based, even hit points.   I would like to have a "per encounter" option for special abilities in WFRP, but tracking 3-4 cards doesn't really wrack my brain.
  • Create rules for giving mechanical weight to character motivation, personality traits, and so on. WFRP:  been there, done that.
  • Provide a structure for a more story-based approach to D&D, treating the DM and players as co-authors of a narrative with a specific focus.WFRP:  been there, done that.
  • Use action points, fate points, or a similar meta-mechanic as a reward or a way to give players a mechanical option to boost their power for a specific moment.  WFRP:  been there, done that.
  • Create variant XP rules, using XP as a way for a DM to place the emphasis on fighting, interaction, exploration, finding treasure, and so on. WFRP:  been there, done that.
  • Add in rules for firearms, including both a historical take and one driven by fantasy.  WFRP:  been there, done that.
  • Include rules for mass combat between armies, both for resolving two armies fighting and battles where the PCs can play a role.  WFRP: A simple translation tool could be done to create characters into WFB heroes.
  • Design rules for speeding up battles that involve lots of monsters and the characters.  WFRP solution:  Henchmen, and don't revolve your game around combat.
  • Provide rules for sea battles.  WFRP solution: We have DREADFLEET.
  • Create rules for realms management and strongholds.   WFRP solution:  WFRP2 did these rules in the Border Princes product.  It didn't get much support, but could be updated if necessary.
  • Design rules for finding ingredients and reagents to craft magic items.  WFRP:  This would simply be house ruled.
  • Provide critical hit and critical failure tables. WFRP been there done that.
  • Design rules for using armor as damage reduction, along with rules for hit locations. WFRP been there done that.
  • Introduce rules for lingering wounds, a gritty approach to health and well being.  WFRP been there done that.
  • Include alternative magic systems.  WFRP: I would like to have a quicker, easier spell-point system.
  • Provide rules for horror and sanity, along with other rules to change D&D's genre. WFRP been there done that.

 

 

 

 

 



#2 simpatikool

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Posted 29 January 2013 - 07:33 AM

I presume the "Dreadfleet" comment was sarcastic. I sure read it as such.

 

One of the things I love about the system is the ease in which DMs have in preparation. It so much easier than the days of building encounters, hit points, spell lists etc.



#3 x13phantom

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Posted 29 January 2013 - 01:54 PM

In 2nd edition sorcery book they gave rules for finding ingredients for potions,that could be expanded.



#4 Doc, the Weasel

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Posted 30 January 2013 - 05:07 AM

Emirikol said:

  • Create rules for giving mechanical weight to character motivation, personality traits, and so on. WFRP:  been there, done that.

Are you talking house rules here? I mean, I have added my own stuff before because there is nothing in RAW for this.


Listen to my actual play podcasts at BeggingForXP.com.

 

Take a look at my Talent Trees (Edge of the Empire and Age of Rebellion), YT-2400 deck plans for the Lazy Bantha, as well as my other handouts.


#5 Superchunk

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Posted 30 January 2013 - 10:17 AM

I see a lot of talents as personality traits.



#6 Doc, the Weasel

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Posted 30 January 2013 - 11:36 AM

Superchunk said:

I see a lot of talents as personality traits.

Yeah, I don't think that's what they are talking about in the original document. I think they are thinking about rulesets like BIGs from Mouseguard or Distinctions from Cortex+. 


Listen to my actual play podcasts at BeggingForXP.com.

 

Take a look at my Talent Trees (Edge of the Empire and Age of Rebellion), YT-2400 deck plans for the Lazy Bantha, as well as my other handouts.


#7 darkgritty

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Posted 30 January 2013 - 09:04 PM

Provide rules for horror and sanity, along with other rules to change D&D's genre.

Rules to change D&D genre eh? Fear Horror and Madness mechanics were present in Ravenloft setting long before WFRP 2nd edition even started to exist, one can use em right away in any D&D game. All things new is well-forgotten old I guess )))



#8 Emirikol

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Posted 02 February 2013 - 03:30 AM

Yes, I remember the fear/horror checks from Ravenloft.  They look suspiciously like WFRPs stuff. 

 

jh






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