posted by
damerell at 01:23am on 03/12/2019
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Warhammer Fantasy Role Play (1986) is a game which is not D&D. It tries not to be D&D, and often succeeds, but it has the assumptions of D&D deeply baked into its worldview.
However, this is not a serious critique [1], it's just an analysis of carrying capacity. In WFRP, your carrying capacity (in arbitary units) is 100 times your Strength. Characters weigh 10 times their Toughness. Hence, since Strength and Toughness are measured on the same scale and more or less come out the same, you can carry ten naked people.
Dwarves' Toughness is on average higher than their Strength, but a dwarf can carry 200 times their Strength, so only about 18 naked dwarves. Or about 24 elves.
Item availability is also odd. We start with a reasonable scheme that describes item rarity and the odds of finding an item of a given rarity in a settlement of a certain size. So far, so good.
Leather boots are Common. The odds of being able to find a pair in Altdorf, the capital of the (thinly disguised Holy Roman) Empire are 4 in 5. But, you say, boots have to fit you? The odds of finding a pint of house wine in Altdorf are also 4 in 5. If you want a bottle of good wine in the single largest city in the game, the odds are only 55%. A dagger? Arrows? Clothes pegs? A saw? Why, they might be clean out of stock - at 80% each, the odds are that they _are_ out of one of those.
[1] although it doesn't have an index, fuck's sake, 1980s RPGs, what's with that?
However, this is not a serious critique [1], it's just an analysis of carrying capacity. In WFRP, your carrying capacity (in arbitary units) is 100 times your Strength. Characters weigh 10 times their Toughness. Hence, since Strength and Toughness are measured on the same scale and more or less come out the same, you can carry ten naked people.
Dwarves' Toughness is on average higher than their Strength, but a dwarf can carry 200 times their Strength, so only about 18 naked dwarves. Or about 24 elves.
Item availability is also odd. We start with a reasonable scheme that describes item rarity and the odds of finding an item of a given rarity in a settlement of a certain size. So far, so good.
Leather boots are Common. The odds of being able to find a pair in Altdorf, the capital of the (thinly disguised Holy Roman) Empire are 4 in 5. But, you say, boots have to fit you? The odds of finding a pint of house wine in Altdorf are also 4 in 5. If you want a bottle of good wine in the single largest city in the game, the odds are only 55%. A dagger? Arrows? Clothes pegs? A saw? Why, they might be clean out of stock - at 80% each, the odds are that they _are_ out of one of those.
[1] although it doesn't have an index, fuck's sake, 1980s RPGs, what's with that?
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