Edited by Brother Orpheo
d% Engine Failure
Edited by Brother Orpheo
This seems to be like something that DOES need to be addressd and I agree with it at 100%-
Stat caps is necessary, adding BC/OW's unnatural stats would fix that up for some of those monsters that "deserve it".
Edited by SaldreThis seems to be like something that DOES need to address and I agree with it at 100%-
Stat caps is necessary, adding BC/OW's unnatural stats would fix that up for some of those monsters that "deserve it".
You got it straight out of the gate, Saldre! (applauds)
The Unnatural Characteristics Trait in BC/OW further defines DoS/DoF, an excellent representation of the benefit of having one (or more) Unnatural Characteristic(s). Unnatural Characteristics also do not affect the actual d% roll in any way- UCs are divorced from dice rolling. These are exactly the reasons I use this mechanical convention.
Edited by Brother OrpheoEven in their admittedly flawed early incarnation, Unnatural Characteristics were a vast improvement over the previous d% systems by GW. I've seen characters in WFRP 2e running around with effective 100% Weapon Skill, and it wasn't fun or balanced.
Returning to potentially completely uncapped TN values is a huge, huge step backwards. I'm feeling like I'm actually reading a ruleset that was created somewhere between WFRP 1e and 2e, not a second edition of the latest incarnation of that engine that was constantly improved throughout five different iterations.
I know some people are going to groan, but please read me out...
HarnMaster uses a d% game engine. Though the game is extremely comprehensive (some might use the words "unnecessarily complicated") it makes use of a d% system that requires no special rules considerations for target numbers greater than 100 for the simple fact that 100 is as good as it gets. That's as it should be in a game system with a d% engine.
Edited by Brother Orpheo