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WFRP 2e needs to completely embrace wacky steampunk.

Started by B.T., September 01, 2010, 03:41:17 PM

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MonkeyWrench

Quote from: B.T.;402866The other options are pretty boring and they don't allow meaningful choices.  Guarded attacks and all out attacks are just pushing numbers around.  Maneuvering is very "meh"; the ability to move an opponent one square is pretty lame.  Feinting is okay.  Swift attacks are ridiculous and annoying because they fall into the same trap of D&D 3e: nobody moves and they just trade swift attacks back and forth.

Ok, so we disagree.

You said in the OP that you'd want to introduce gadgets to make melee more interesting.

How would you make melee combat more interesting and with meaningful choices?  is it solely about equipment or are there other options?

I think there's plenty of room in Warhammer for steampunk gadgets.  You already have experimental guns in the game, and steamtanks, gyrocopters, and lightning guns exist within the setting.  Perhaps looking to Iron Kingdoms would be a good start.

RPGPundit

No, it does not need steampunk.  Nothing needs steampunk.

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