One of things I liked about WFRP (previously) was the limitation on 'special' moves. Ie, strike mighty blow simply reflected your ability to hit your opponent harder than your strength would suggest.
But it seem RPGs have adopted the computer game convention of giving all your attacks special names, despite them not being special at all. WFRP seems to have followed this trend. Even worse is the idea of cool downs or X per day. If I can stab you in the back when behind you, I can do it EVERY TIME I am behind you, I don't simply forget where your kidneys are after I've done it 2 times during the day. When people sword fight at most they might comment on the school of swordmanship they are fighting with, not using 'super death slash' or sumsuch. An example is the fencing duel between Inigo Montoya and the Man in Black from The Princess Bride.
I don't see the attraction, nor the point of having super special kewl moves, expecially in a universe like WFRP where you aren't all powered by magic and therefore CAN'T do superspecial moves.
The naming convention aside (aesthetically I find their names all cheesy) the cooldown concept is what I loathe the most. It is an EXTREMELY gamist concept used to balance an ability that could have been balanced by not making it so over the top in the first place. I don't need balance on SMB because it only grants 1pt of extra damage. But as soon as you give the character 'Righteous Decapitation - if you hit with 2 or more successes the target instantly dies' type abilities suddenly it overbalances the game and you are mysteriously restricted in trying to decapitate people more than once a day. Apparently there is a limited quota on heads.
That contrived balance for me breaks the versimilitude of the game for the sake of a cheap thrill 'yeah! I use "death strike to the nadges" on the orc warboss! I rock!'
There are ways to limit the use of special abilities that don't require such abstraction. For example, if a character wishes to strike harder/more vigourously then he loses fatigue everytime he does it. Afterall you can't keep it up all day. This not only limits a special ability but ties it back into the story so that it actually MAKES SENSE.
I just find it sad that having 'kewl powerz' is perceived as a must and that the only way designers can be bothered with balancing them is an extremely abstract 'you can't do it more than X times a day, or only after Y number of rounds.'
Cooldowns and powerz plus mook rules were the things that were going to make or break WFRP3 for me. Unfortunately it turned out like I thought it would.
Hellebore