
Its War! WFRP vs d20; Career vs.
Class
Let me say something controversial: the d20 character
is more flexible and better at conveying the feel of the WFRP
world than the clunky WFRP mechanic itself. That's right! I
said that d20 does WFRP better than WFRP.
Maybe this column wasn't generating enough debate.
Maybe I only partly believe the above position. Whatever the
point, having said it I'll now defend it.
Remember d20 doesn't mean Dnd. Remember that while
WFRP has classes d20 doesn't have to. Remember that both games
have level based systems. The two tier career system, basic/advanced,
have parallels in the d20 class system, base/prestige.
One thing that the d20 system does have is a leveled
system where benefits are distributed upon reaching a certain
plateau at which at once all the benefits of experience are
rewarded upon attainment. This does differ from the WFRP system
which is a gradual increase of experience, but the effect is
much the same - over time in both systems characters may change
careers/classes, learn skills, increase in their ability to
sustain damage, increase attributes/profile stats and open access
to new professions and experiences.
So why say that the d20 system is potentially
better than the existing WFRP system? First, the WFRP system
relies upon a class system: Warrior, Ranger, Rogue, and Academic
that are artificial distinctions, for example, why is "servant"
placed in the "warrior" class? A d20 game can be "classless".
You have one chart that tells which benefits are awarded at
which experience point level but beyond that there is no need
for any kind of distinction, so the d20 game is not dependant
upon an arbitrary system to decide experience point costs.
WFRP also has peculiar requirements: the character's
starting career must be completed, but then all later adventuring
careers need not be completely purchased, unless one is taking
a multi-level career (Druidic Priest, Mercenary Captain, Sea
Captain, and Wizard). While seeming flexible, it actually serves
as a flowchart where characters enter a career in name only
merely to exit into the desired career or to pick up a coveted
skill or advance. The consequences is that the career changes
are not so much role play opportunities but obstacles to a desired
skill, advance, or career exit.
This is not to say that the WFRP career system
isn't valuable, but it does however reduce a character's life
time experience not to a host of factors but rather one factor:
their career. Factors directly ignored by WFRP are the environment
they are in, the companions that they travel with, the people
they encounter, or the skills and professions of their family
and friends. All of these should prove a factor in what skills
one has but these are neglected in WFRP. A "labourer"
who sails on a ship need not enter the "seaman" career
to pick up a skill or advance that they may have picked up at
sea, but the WFRP career seems to require this. A d20 system
allows for players to spend a few points here for skills or
pick up a feat to reflect their experiences. The WFRP experience
system only effectively works within the strict and limited
confines within a particular career until another career is
embraced.
D20 is a fluid and open system open to various
possibilities and recently in the d20 conversion notes for Godlike
by Mike Mearls even the d20 combat system is turned into a skill
based system for players to invest in rather than a level dependent
system. It shouldn't be too difficult for a GM to structure
the experience point system so that players can gradually increase
in experience so that the strength of the WFRP experience system
is integrated into the d20 system.
How could this be done? Well assume that all first
level characters have completed their first level and are now
buying their way through the second level. As they gain experience
point towards completing their next level they gain incremental
benefits of their next level, skill points at different increments
and hit points or vitality points as the character increases,
and as they finally purchase enough experience points to "buy"
off the second level they finally gain their feats or other
benefits as the culmination of their training.
Even better is porting the entire WFRP experience
point system over to D20. Experience systems are not necessarily
dependent upon the game system. Award 100 to 200 experience
points per level - after every 500 experience points they gain
a new level, with every 100 points gained between the levels
they gain their incremental perks: skill points, vitality points
or fractions of their hit points and upon the attaining the
full amount of points to complete the level they finally gain
all their new magic points or feats or stat advances requisite
to their level.
In the end what you have is a incremental experience
point system that responds better to the realities of the world
and is less contingent upon the awkward mechanics of the WFRP
career system which is the primary mechanism for learning -
a fallacy in regards to how real characters experience and interact
within the world.
Enough talk about careers - over the last couple
of columns I've discussed the career and class system. In the
next column I'll demonstrate how the d20 system can duplicate
the dirty and dark atmosphere of the WFRP world - perhaps maybe
even better than WFRP does!
-- by Rev. Lepper