Wonky Dice: Why WHFRP 3rd Edition is Better than Star Wars

If you read my previous article on Advantage in 5e, you can probably guess that I have “opinions” on Fantasy Flight’s cute little dice systems. Opinions one might describe as “unpopular” or “hateful.”

Look, I’m not going to lecture you on why these dice are badwrongfun / not much of an improvement over binary dice systems (That’s the Angry GM’s job, and he already did a better job than I could), but I will point out how the disconnect between dice mechanics and game design made the new Star Wars FFG games take a major step backwards from where the system was at with Warhammer Fantasy Roleplaying 3rd Edition.

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Is Fate an RPG?

Yes. Of course it is. That’s a stupid question. Sorry for the inflammatory title. But, the Angry GM recently raised the question of what kind of RPG it is. A question that’s been asked a dozen times and answered in about as many ways, but I’m going to take another stab at it. Because damn-it-all, I’m entitled to my very own, super-special opinion on the topic.

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More Advantages to Advantages – Or How I Learned to Stop Worrying and Love the d20

Feature image taken from here.

I have always had a bit of a love-hate relationship with the d20. That icosahedronal sonavabitch has been my ruin many a time. Hell, from the name of this blog you can probably tell that I prefer d6’s.

Part of this is an accessibility thing. Any game that prides itself on “special” dice is actively throwing up barriers to it’s entry. Everyone has d6’s. To get a d20, you need to go to a game store, pick out a set, maybe buy a couple extra d20’s in case one betrays you, roll it a few times to make sure it isn’t cursed, have a maiden true blow gently upon it, etc etc. It’s a bigger hassle than cannibalizing a game of Yahtzee is what I’m saying.

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