MortonStromgal
06-28-2010, 02:35 PM
So I finally finished reading and understanding the rules. We have not played yet but I have run some mock combats and have a generally good handle on the core box.
It is in fact a roleplaying game and not a board game. The art and pieces are all fantastic, the mechanics are a mix of many dice pool games (oWOD, Ubiquity, etc) and some new good ideas. If they had stopped there I could have given it 5 out of 5 however the editing, writing, and presentation of the mechanics is horrible. The failure of this game is not in the cards, tokens, dice or anything like that but in the 4 books that while very pretty are one of the wost RPGs to read ever. Why are they so terrible? Because without the cards the books are useless.
First off you cant skip a chapter because the examples are incomplete and if you didn't read the previous chapter you'll have no idea what they are talking about. Next they reference cards but don't tell you what is on the cards. There is also no option not to use their dice in the books (which would have been an easy table to create) So basically if you loose cards or dice your screwed because you need them (you can buy new dice, but still). The character sheet is horrible but I can forgive this as many character sheets are. They also don't put all the information needed for your profession on you profession card which is asinine. No you have to find your second profession card for your profession ability. So here is the deal. Its a pretty good update to WFRP 2e and a quirky but solid system but rather than making their props a bonus to make the game easier they made them required (a basic melee attack is a card for example) So over all I can only give it a 3 outta 5 because of the required junk on the table, even though this could have easily (by the rules) been optional.
[edit] I've been asked if I think the game is an improvement itself, once you get the hang of the rules. I would say yes, but I have never been a fan of percentile systems so for me moving to a quirky dice pool is an improvement.
The new dicepool works as follows (sorta) for WFRP 2 people
for every 10% you had in an attribute you gain one d8 50% die
for each training you had you gain one d6 33% die
The GM will select how many difficulty dice you get (50% again but some sides count as double)
You trade in your attribute dice for stance dice if you wish (d10s with 50% but doubles on some sides)
There are two other dice that come in based on particular things but I wont go into
Roll attribute+training+difficulty, count the icons, if your attribute+training > difficulty you succeed.
There are a lot more complications and special icons but thats the basics.
If I ever buy a video camera I'll put up a youtube of how it all works and maybe some play sessions so you can judge for yourself.
It is in fact a roleplaying game and not a board game. The art and pieces are all fantastic, the mechanics are a mix of many dice pool games (oWOD, Ubiquity, etc) and some new good ideas. If they had stopped there I could have given it 5 out of 5 however the editing, writing, and presentation of the mechanics is horrible. The failure of this game is not in the cards, tokens, dice or anything like that but in the 4 books that while very pretty are one of the wost RPGs to read ever. Why are they so terrible? Because without the cards the books are useless.
First off you cant skip a chapter because the examples are incomplete and if you didn't read the previous chapter you'll have no idea what they are talking about. Next they reference cards but don't tell you what is on the cards. There is also no option not to use their dice in the books (which would have been an easy table to create) So basically if you loose cards or dice your screwed because you need them (you can buy new dice, but still). The character sheet is horrible but I can forgive this as many character sheets are. They also don't put all the information needed for your profession on you profession card which is asinine. No you have to find your second profession card for your profession ability. So here is the deal. Its a pretty good update to WFRP 2e and a quirky but solid system but rather than making their props a bonus to make the game easier they made them required (a basic melee attack is a card for example) So over all I can only give it a 3 outta 5 because of the required junk on the table, even though this could have easily (by the rules) been optional.
[edit] I've been asked if I think the game is an improvement itself, once you get the hang of the rules. I would say yes, but I have never been a fan of percentile systems so for me moving to a quirky dice pool is an improvement.
The new dicepool works as follows (sorta) for WFRP 2 people
for every 10% you had in an attribute you gain one d8 50% die
for each training you had you gain one d6 33% die
The GM will select how many difficulty dice you get (50% again but some sides count as double)
You trade in your attribute dice for stance dice if you wish (d10s with 50% but doubles on some sides)
There are two other dice that come in based on particular things but I wont go into
Roll attribute+training+difficulty, count the icons, if your attribute+training > difficulty you succeed.
There are a lot more complications and special icons but thats the basics.
If I ever buy a video camera I'll put up a youtube of how it all works and maybe some play sessions so you can judge for yourself.