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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The Advantages of Advantage

Every time I go back to reading The Angry GM, that sonavabitch makes me want to try running a game again. Not just any game, but good ol’ DnD. What can I say? Either he’s a persuasive writer or I’m just a gullible sod.

In either case, reading the latest batch of rants and articles got me thinking about player agency. After looking up some old stuff of bankuei’s on fictional positioning, and I’m thinking the two go hand-in-hand with 5e’s Advantage and Disadvantage system.

A brief overview: In 5e, players can sometimes either get “advantage” or “disadvantage” when performing an action. If they have an advantage, they roll two d20’s and take the higher number, if they have a disadvantage they roll two and take the lower result. As part of 5e’s unifying superstructure, there’s a lot of conditions, statuses, and spells that grant advantage and disadvantage in specific situations, but there is also a surprising amount of leeway given to the GM.

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