New Star Wars: Are any of the rule changes worth taking into WFRP?

By Doc, the Weasel, in Warhammer Fantasy Roleplay

Emirikol said:

Hmm. What other major clunk did they get rid of?

jh

Mainly all.

No action cards, no cards for NPCs, no wound cards for critics, conditions, tracking tokens…

So, what's remaining? :)

Just kidding!

Still, in regards to Actions, what actions can PCs and NPCs do then (Sorry I haven't read the document posted by Emirikol)? Is there basically a list of fixed actions, like WFRP2 that can be done? I think it's sad that this concept went away (although I am not sure whether it would have be appropriate for a Science Fiction setting). Actions cards are fun! Yes, they are not balanced, yes somewhat many of them do very similar results, but the name of it, the picture of it, the content/effects make them very fun, plus it really helps new players to the genre to get a feel of what they can do with their heroes.

The limited list of combat actions for WFRP2 is quite boring, and if you're GM is a stick to the rules kind, any "perform a stunt" kind of action in WFRP2 is nearly impossible. All of this make a combat really boring (although it's faster).

Ditto for the wounds, miscasts, diseases etc… Of course, all of this can be in a table format a la WFRP1 or WFRP2, but it's so fun to have it on the table as well. It's simply a shift in perception. It's interesting to see some beta players of SWEotE are moving towards creating such cards.

Still, from listening to SWEotE live play, it sounds like very fun and I can't wait for the Beginner's Box as I didn't get the beta.

Cheers

Ceodryn

They still have conditions and wounds but put them on charts (like WFRP lite), but it will be interesting to see what rules "mechanics" they changed as opposed to whether you have to reference charts as opposed to cards.

So, there are no special actions at all? Every character can do melee or ranged attack and that's it?

Talents are on all the time? (i.e. you can now walk AND chew gum at the same time?)

The charts, from what I can see changed little from WFRP, but they don't explain the rules otherwise.

A player of mine brought it by, but all I got to see was the overly complicated chart of how you gather talents (geez', I wonder sometimes if game companies sacrifice simplification in favor of stupid gimmicks like that ..just to say they did). In this case, it doesn't need to be presented that way, but "just is." No it's not keen or smart. It's just the flow-chart method of describing what D&D 3.0 invented 12 years ago.

jh

Emirikol said:

Talents are on all the time? (i.e. you can now walk AND chew gum at the same time?)

We've only had the chance to make characters so far, but as far as I know there are no talents of the kind WFRP has. The talents you get from the specialisation trees can be similar to the WFRP talents, but they can also grant you some special "actions". I think they are conceptually more similar to the the feats/talents from DnD3/SW:SAGA.

I also think that the specialisation trees are a bit boring. They do look nice and you start to think about future options for your characters when you look at them, which is nice of course, but they don't really offer any big changes compared to the class talent system from SW:Saga (well, of course they are very different mechanically).

If anything, I think EotE is a kind of hybrid between SW:Saga and WFRP3e. But these are two of my favorite systems, so I'm really looking forward to trying it in play.

Cool. Keep us up to date on it :)

jh

Emirikol said:

Talents are on all the time? (i.e. you can now walk AND chew gum at the same time?)

jh

Talents in EotE function like a mix of both the Action Cards, Career abilities and Talents from WFRP - they all fall intol in the category of :

1) Always on - ei. +1 damage

2) Activatable ei. pay X strain (strain is not used for everything fatigue/strain is in wrfp) or pay a destiny point (=fortune point kinda)

3) Crits ei. can be activated upon rolling a 'Triumph' (1/12 chance per skill die = ½ as likely as sigmars comet, though slightly more skill dies are to be expected than in wfrp)

4) One-time use per session ei. reroll a skill …