
Overrated: The Lethality of WFRP
Last time, I mentioned that the d20 system can
do just as good a job, or even better, of duplicating the WFRP
career system, and then I suggested that combat can be just
as deadly using the d20 system. Let's see if I can make the
point.
First of all, let's put it in its context, and
when I mean that, I'm suggesting that the WFRP combat system
is not as deadly as it is reputed to be. In fact, combat in
WFRP can be quite farcical rather than deadly. Allow me to illustrate:
Start with two humans, angry with each other
and drawing their swords. Two typical, standard humans from
the bestiary, bitter at each other over some long running dispute.
Facing each other, they have a measly 33 percent chance to hit,
that is only one out of every three swings. Combat starts. They
each miss. And they miss again. And again. And again. Every
one in three rounds, one connects, driving their weapon through
the others torso... Damage: S3 (d6) - T, so we end up with 3-4
Wounds caused per hit. Later, rather than sooner, odds are both
of them will have taken two sword wounds each, both will still
be fighting with the same (in)effectiveness, never mind the
fact that one has taken a sword wound to the head and sword
arm and the other, hit both times in the right leg have no penalties
despite their wounds. Its only after the third successful attack
that one will bring the other crashing down.
This system gets uglier with unarmed combat.
The two have been drinking, dispute, and start punching at each
other. If we use the new unarmed combat rules from Restless
Dead or Apocrypha Now, they have a -20 penalty to their Weapon
skill, so now they hit each other only on a 13 or less. Combat
takes even longer, and when a hit does succeed, it does S +
d6 - T (-3) damage, so the average damage per successful hit
is 0-1.
The two examples above are loaded, but in a deadly
game, shouldn't even commoners be able to kill each other relatively
easy? Instead, it becomes a bumbling series of misses and critical
failures. Of course, characters are able to become more powerful,
but when they do so, they often become too powerful. Your average
PC should be more powerful and dangerous than a bear - there
is no way that a human should be as strong, or stronger, than
a ten foot tall bear! And Toughness does much to make the game
quite absurd, when a Dwarf or any other for that matter can
soak up wound after wound with no repercussions at all.
When a character does fall victim to an attack
and is killed, they have a stock of fate points to prevent their
untimely death. Thus even this deadly combat takes place with
the players knowing that they can weasel out of it should combat
turn afoul. A game that prides itself on its deadliness is curious
giving players a deux ex machina to avoid any real repercussions.
Lethality in d20 Games
Alright, so with that in mind, let's look at
the d20 system. First count against it is its hit point system.
The Wound and Toughness problem that WFRP has pales in comparison
to characters with 100 hit points, as characters will have in
D&D3e. But remember, D&D3e is not the same as d20! Thus
hit points can be reduced in number per level, turned into a
Vitality and Wound system like Star Wars for example, or completely
done away with: the character's hit points is equal to its Constitution
score, and never goes higher (except for the addition of Toughness
feats for example).
Thus there are a number of ways around the Hit
Point problem. The next problem would be the old Armor Class
problem - the fact that a person in plate mail is sometimes
impossible to hit, and that armor should instead reduce damage.
With the d20 system, we can use a damage reduction system instead
- turn the Armor Class bonus into amount reduced by each hit,
and this has already been done in some d20 games, like Star
Wars 2nd edition for example.
I would imagine the loudest complaints would
be about the absence of WFRP Critical Charts. Let's be honest,
WFRP didn't pioneer these ghoulish charts, Rolemaster did. And
after a while, rolling the same 15 and 16 results over, and
over, and over again got tedious. The charts are unnecessary.
Critical hits, or "additional damage"
is a neat mechanic in WFRP and it works well. While D&D3e
and other d20 games do have a critical hit system, they do not
have the elegant "endlessly rolling d6" mechanic that
WFRP has. There's no real reason to duplicate this since the
d20 system uses a variety of dice.
The D20 system does have something potentially
deadlier and worse than any single WFRP rule: the Massive Damage
rule (The Player's Handbook p. 129) that states should an entity
receive more than 50 points of damage they must make a Fortitude
Save (similar to a Toughness test) or instantly die. Now 50
points of damage is a lot of damage. But the Dungeon Master's
Guide (p. 66) states that as an optional rule, the Massive Death
can be made variable based upon size. d20 Call of Cthulhu goes
one step further, it makes the threshold 10 - any attack causing
ten or more hit points may cause instant death. This variant
makes the d20 system far more deadlier than even the WFRP system.
After all, damage over ten is quite easy to cause in the d20
system. For those who want a less deadly system, the number
could be raised to 15 or 20. Personally, I set the Massive Damage
rule equal to the Creature's Constitution.
Making combat just as deadly is another rule
from the Dungeon Master's Guide (p. 64) where all Critical Hits
will kill. Although there are a few issues with this rule, it
can make a game even deadlier. After all, WFRP still requires
that a character be reduced to less that zero wounds, be struck
again, and get a fatal critical on a table, whereas the d20
system can arrange that death happens in combat outside the
bean counting hit point system.
So what are the ways that the game can be made
more deadly through a d20 variant?
Reduce the number of hit points, or remove the
hit point increases by level entirely.
Make all criticals instant death criticals.
Reduce the Massive Damage rule to between 10
and 20 or equal to the creature's constitution (and potentially
increase the number needed to pass the Fortitude save by).
With these adjustments, the d20 system turns
out to be even deadlier than the WFRP's system! So now that
I've argued that the d20 system can do a better job at career
development and combat, two of the sacred cows of the WFRP community,
the arguments against the d20 system are much reduced. After
all, the WFRP system's magic system is quite poor and background
can be divorced to some degree from the rules or easily duplicated.
What's the Point?
The importance in lethality is not so that a
GM can kill the players' off at whim, but to create a sense
of fear and significance around violence. Senseless bloodshed
is dangerous and to not consider the repercussions of resorting
to violence should result in serious consequences. In games
where players act out psychotic fantasies with little concern
for their own welfare, part of the spirit of the Warhammer World
is lost. It is a dangerous place, where horrid and tragic things
occur everyday, and to make the player characters above and
beyond this robs the game of one of its critical elements.