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Yeah, that maps well to how I remember it from playing WFRP. But the system we used was pretty similar to that - certainly there were crit hits, and damage was calculated likewise. I seem to remember there was a parry roll, too, but it was over a decade ago* so I might be mixing it up with another d100 system
Yeah, a defender can attempt to parry a roll if they have an Attack left and an appropriate weapon - it's a D100 roll against their own WS, success reducing Damage by D6.
So let me repeat the question, this time with emphasis: what are the advantages of WFRP1e over 2e? From the description, the combat system was pretty much the same - which maps well to what the WFRP hands had explained to me, too. From what I gathered the magic system was a bigger** difference!
I don't personally know 2e at all. I only know reviewing Zweihander it had overcomplicated the whole thing quite a bit, and was told the game was based on 2e not 1e, so I can't say how well it reflected 2e vs how much it was just Fox f---in' the whole thing up with a bunch of extra rules and dice pools.