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Old 04-19-2005, 09:34 AM
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RE: experience?

Post originally by Fulsrush at 2005-04-19 08:34:57
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On the subject of XP, you can get XP for hacking your way through hordes of goblins, but personally, I wouldn't give that many out as a GM, unless it was in some way useful.

Maybe 30-40XP for a full warband of gobbos (with 100 required for a single advance, and with as many as 20+ advances in a career).

Uncovering plots and resolving them (whether by hacking it apart, turning the baddy over to the watch, or simply burning the baddy's house down while he's asleep) earns XP.


There is no direct equivalent to Defence in WFRP. The nearest parallels are Toughness Bonus, which helps absorb damage, Agilty, which is where the Dodge blow skill comes from, and Weapon Skill, which is used to parry.

Yes, these increase, but not hugely.

A human, for example, will (almost) never get a WS higher than 80%, and that's assuming a maxed out starting stat (randomly rolled, of course), and completion of the WS advances (+40%) in one of the most powerful warrior careers.

Off the top of my head, I can't think of any careers that offer the same advancement possibilities to Agility.

Toughness Bonus is subtracted from any damage you take, and can get pretty good in conjunction with armour.

However, you will take a little damage every now and then, no matter how hard you are. And there's always the chance of 'Ulric's Fury', where one or more extra dice are added to the damage taken.

Since you can never gain more than +8 Wounds over the course of your lifetime, and the average human starts with about 11, there's none of that stupidly powerful 100+ hit points that you get in D&D.

And once you hit 0 Wounds and start taking critical injuries, those effects can stay with you forever, rather than vanishing when your Wounds increase again.

WFRP's vicious.
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