Beren Eoath said:
In WFRP there are to many Taletns (when players will use max 3 of them),
That doesn't prove true in my game. 6 PCs, all rank 4. All have multiple talents. Talents can be socketed by using a manoeuvre. So you can have different talents for different situations.
While I agree that the number of components can be overwhelming if you don't tame the beast, for our game, things are spiffy.
The only rule I don't use is the recharge for NPCs action cards. I do space the uses and get inspiration from the recharge value, but I wing it. Since NPCs share action cards, it rarely happens that the same NPC will want to use the same card twice in a row. As I said, I just wing those recharge values.
I use 12 sided dice to record NPC normal wounds. Faster than Wound cards.
Aside from that, we are pretty much RAW.
The abundance of cards suits me well since they are just ideas on how to adjudicate special signature moves that a character should be good at. When characters do Perform a Stunts, which they do, I have to come up with something mechanically. Having to do this once in a while is ok. Having to this every time someone acts is mind numbing.
In regular RPGs, the same mechanic will be used for every check. It easy because it is streamlined, always the same. But by experience, I would say that it often becomes stale in the long run. Especially combat rules. Especially in WFRP v1 and v2.
Having all these cards to choose from makes it easy for the GM to surprise the players with something new every encounter. That really spices up the game! And speaking of spices, I think the real failure of WFRP v3 is that the rules don't teach you well enough HOW to deal with all these possibilities. They do tell you to choose what you want, and that the GM can basically do anything in the end. But they don't WALK you through the process of building encounters.
The result: all these people stressed out because creature actions aren't clearly tagged to creatures. The rules do say that these traits are suggestions and show the action was initially designed for a certain wide type of creature, but you can use them for anyone! THe rules also say that! Use the Dragon breath for a Dwarf flamethrower. Etc. Etc.
My point is that WFRP v3 is a nightmare for control freaks and statisticians. But for people with more of a "just wing it" attitude, it offers a huge toolbox of stuff that can or may not be used to enhance a game.
As I said earlier, this game works fine for me and my v1 grognards. We love it. We think it still works at rank 4. It does have traces of work in progress design and isn't completely clean (traits, for example). But in game, all this really doesn't matter at all. As GM, I just give NPCs any card I feel will be dramatically interesting and logical for this character.
That is why I want more cards !