Sunday, November 17, 2019

Warhammer system thoughts: Efficiency in Presenting Information, Or, How to Speed Up and Simplify Combat

[for those that haven't heard, Old World Warhammer the wargame is back ... or it will be sometime in the next few years.]

An excellent post over at the Alexandrian about how the exchange of information about rolls between players and the GM affects the flow, enjoyment, and feeling of complexity in an RPG.

Besides being a well-written post in itself, it got me to thinking about applying it to WFRP. I've seen several people criticize the new edition on forums or the subreddit for being complex, especially the new way of doing combat where hitting and damage are the same roll. But I haven't found the system to be particularly complex, especially on the player-facing side. (Obviously, it's way more complex than basic D&D but probably about the same complexity as fifth edition.) I think two things are going on here. One, the efficiency of the exchange of information as per the Alexandrian article. Two, differences in assumptions between the older editions or D&D and the new edition.

The latter issue is tough to tackle, and it really requires a 'close reading' of the rules to combat or time spent watching other people play the game. I noticed in the Mud & Blood podcast, the players and GM had ALOT of trouble with the new way of doing combat because they were mixing up the old rules and had decided to use a 'quick method' of calculating success levels that they kept forgetting they were using. Play the game more, and make rulings until you look it up in the current rulebook, I say.

The issue of information exchange, the former issue, is an interesting one though. I like Alexandrian's point about the different exchanges that happen when firstintroducing the game versus the players gaining some familiarity so that if you tell them the enemy's AC, they can perform certain calculations themselves and have a more efficient (and fast and fun) info exchange. Thinking about this for WFRP is instructive, because if the new combat system's information exchange could be streamlined this would speed up the game immensely and should eliminate the "complexity" complaint I've heard.

So first, before the players know what's going on, I think you have to stick with the uber-simple but more time consuming exchange of asking for success and then helping them calculate SLs. Like so:

  • GM: Roll to attack with your bow.
  • PC: I got a 37.
  • GM: Ok, what's your Ranged Basic?
  • PC: 45
  • GM: Ok you hit, you got 1 SL because you rolled one tens digit under your skill. What's your damage with your bow?
  • PC: 7
  • GM: Ok, the goblin is wounded. The goblin has an arrow sticking out of him (internally calculates 7+1 for the SL, 8 - Goblin's Toughness + Armor of 4; 12 wounds - 8 -4=8 wounds remaining). 
Soon, the PCs should be able to make this go much faster:
  • GM: Roll to attack
  • PC: I got one success level with a 37
  • GM: Ok, the goblin didn't dodge so how much damage did you do?
  • PC: (knows to add 1 to bow damage of 7) 8
  • GM: (now taking less time to calculate) ok, the goblin's wounded.
This is less complicated than the usual rpg way of next requiring a damage roll because there's fewer tasks involved. Additionally, the WFRP d100 system if fairly intuitive and shouldn't be too hard to remember three things: (i) roll under whatever your skill is, (ii) each tens digit under your skill you roll adds 1 success, (iii) doubles (33, 22, 66) are critical hits or fumbles. But there's a couple of twists in the new edition for most combat.



Advantage
Current WFRP adds the advantage mechanic (as as has been said before, should be Initiative or Momentum) where each prior successful roll adds +10% (effectively 1 SLs) to later rolls, accumulating infinitely until the character is wounded. Most, including I, soon capped this (6 advantage for me). This is relatively easy and straightforward to add though, and doesn't matter if the GM or the player is tracking it:
  • GM: Roll to attack, you have 2 advantage.
  • PC: Ok, (internally adds +20 to skill to be skill 65; rolls 37) I got three success levels. That's 10 damage.
  • GM: Great, goblin has (internally, 12  wounds - (10 dam - 4 toughness)) 6 wounds left and an arrow sticks out of him. Increase your advantage (to 3).
Better, though not strictly necessary since it's a fairly mundane calculation, is to make the PCs track their own advanatage. So the GM just says roll, and the PC can calculate his successes. After all, the GM is tracking the NPCs advantage, so the less stats in his mind the faster the game.

The Hard Part
The other twist is that in WFRP, to eliminate the former 'whiff' of missing a lot (which still sucks in low-level D&D), is in melee, you count relative successes to hit and parry. So if I hit by 1 and you fail your parry/dodge by 2 SLs, I add 3 to damage. Currently, I think a lot of GMs and groups are making the GM only do this math. This is inefficient, like the example in D&D of never telling the PCs what the AC of the enemy is and then rolling their damage for them. Too much calculation by one player of the game:
  • GM: Roll to attack, 2 advantage.
  • PC: (rolls) I got three success levels, so...
  • GM: (rolls, gets 1 SL to parry) Ok, so what's your damage?
  • PC: 7
  • GM: (needs to calculate, and remember, ok so 3-1, +2 to damage 7, so 9 damage, now what's his toughness, minus 4; 5 damage minus wounds of 12...) uh... goblin has 7 wounds left. Increase your advantage.
Doesn't look that bad on paper, but in play, it's much slower. And can be slower than requiring another input in the form of a damage roll. So what to do? Make the PC calculate the total damage.
  • GM: Ok, roll your attack against the goblin.
  • PC: (knows has 2 advantage) Three success levels.
  • GM: Ok, (simply looks at dice and calculates SLs) the goblin got 1 SL to parry, so what's your total damage?
  • PC: (subtracts 3 SLs - 1= 2, adds to damage of 7) 9 damage!
  • GM: Ok, goblin has 7 wounds left 
This is much faster and feels less complex than the other way of not having the player calculate that. Even faster, in big combats (the relative brain-space or mental math isn't that bad for a 1:1 or 1.5:1 PCs type ratio) is to, like the DM who gives the monsters' ACs to speed play, give the enemies' Toughness + Armor. Then the GM is only recording reduced wounds. Very fast, and 1 dice roll on each side is quickly resolving things.
  • GM: Ok, roll your attack
  • PC: (+2 advantage) Three success levels.
  • GM: The goblin rolled 1 success level to parry, and has a toughness bonus of 4 (really 3 toughness and 1 armor protection point) what's your total damage?
  • PC: (3-1+7=9) 9 minus 4, 5 damage total
  • GM: Cool, the goblin has 7 wounds left. (moves to next player's turn quickly)
This is much better than players bored, waiting for the GM to do calculations and slowing down the combat. The trick is, your players need to practice and the GM needs to train/help

For awhile, doing the first iteration of simply knowing how to calculate SLs, recognize critical hits, and see how much damage their weapon does is great. Play several hours this way. But generally, roleplayers (i.e. people over age 10-11) can handle the addition (bah dum!) of knowing how to calculate their own damage by adding both (i) the advantage modifier and (ii) modifying their SLs. This is very similar to the D&D player trick of rolling your d20 to hit and weapon damage die at the same time, so you can instantly tell the DM everything once you know the Monster's AC. Except in current WFRP, that AC knowledge is basically how many SLs the enemy has. And, in WFRP it's far more important this happen than D&D players rolling both dice at the same time. 

Telling your players their enemies' toughness+armor should speed this up even more. And gives the GM more mental space for bigger combats, using various weapon rules, and so on. Generally too, players can figure this out very fast and you should be singing along. 

My 2 cents, inspired by a great one from the Alexandrian.

Tuesday, November 5, 2019

More Warhammer session recap: Sailing to Aquitaine

Dramatis Personae
Onfroy - fencer and louche extraordinaire, with a fetish for female urine
Willem of Nye - death wizard, searcher of artifacts, seeking of Enochian and Elohim mysteries
Regis aka Don Gonada - spy and huckster, the voice of reason
Okra, a female ogre smith, good at smashing, always hungry
Twiggett Plumbottom, halfling thief
Stomply Rockcrusher, ornery dwarf Ironbreaker

The madcap Warhammer fantasy roleplay adventures continued. Now, mutated berserking freak companion Boneshard long dead, new holder of the Chaos Blade Onfroy with newly mutated goat-legs (hidden with a long dress thing compounding his already-bizarre appearance), the companions sail on the Swan Maiden to Bordeleaux.

The captain of the Maiden then refuses to land in Bordeleaux unless the party pays the notoriously expensive docking fees levied by the Duke. After some haggling, the party therefore is dropped off south of the river mouth. There, they ingratiate themselves with a minor landholder who is vassal to Bordeleaux. Learning through drunken revelry that the Duke Albericht of Bordeleaux in fact knows Regis from many months ago when Regis helped thwart the ratmen attack upon the City, the lord offers to bring him to the Castle Bordeleaux in exchange for a kind word and better position at court. 


The presentable members of the party are presented at Duke Albericht's court (e.g. Onfroy and the Ogre are left behind). Greeting the Duke himself, Regis convinces him that they are now a mercenary-type company who will attempt to kill Duke's now-rival, Agravaine the Usurper, murderer of the true Duke of Aquitaine, in exchange for some supplies and right to claim any loot. Duke Albericht agrees, sorely pressed since plague and war have ravaged his lands the past year and a half or so. While his army gathers in preparation for a late spring campaign against Agravaine, he entrusts the group with a war-boat captained by Estaine Mustaigne and a bevy of boatmen to take the fight to Agravaine. 

[DM's notes: There was a lot of confusion here about getting past the city and we had to retcon where the party landed when everyone realized there was miscommunication about paying fictional docking fees. Such is D&D eh? But it ended up being a fun side quest dealing with the lord and roleplaying his interest in the motley group.]



The party then set out with Capt. Estaine down the river Morceaux towards the upriver Castle Aquitaine, last visited by Boneshard and Regis as Agravaine had it under siege. 


Along the way, Estaine asks the party what they want to do about possibly being seen from the few castles lying along the river between Bordeleaux and Aquitaine. Somehow, the group decides that they want to raid one of these keeps for treasure. Coming upon a castle upon about a day and a half's sail from Aquitaine, they launch a night-time raid using the wizard's teleportation spell.

the keep they decided to raid

[DM's note: I definitely gave all wizards an overpowered spell by houseruling that Teleport can be used on not only the caster, but one additional touched person per 2 success levels. Channeling for a quite a time with a skilled wizard resulted in being able to teleport the whole party past the castle walls. This was a ruling I made over a year ago on the skaven adventure, and here it is, biting me.]



Once inside the castle, the murderous group made a short attempt to sneak around and get the lay of the castle features, chiefly by the very good hider Twigget. But a door opened, and Stomply Rockcrusher was like, fuck this, and laid waste to a whole room of guards with the help of Okra the Ogre and Willem's death magic. The alarm was raised, and several knights inside the donjon including a knight who was clearly the lord fought with the party. But Willem used a Lock spell to keep the porticullis shut, which was reinforced when Regis and Onfroy murdered their way up through into the gatehouse and jammed the chainwheel. Though Okra could not fit through the towers' stairwells, Willem managed to teleport them up several floors in pursuit of knights who backed away after seeing his death magic lay waste to their fellows. The Lord himself, still nameless to the party, managed to get away back up the upper floors from where he came, but not without many of his men-at-arms being slain beneath ogrish warhammerand fell magicks. And the locking of the porticullis ensured the roused and mounted knights and bowmen from the courtyard could not lay waste to the party. In short, I was impressed how the party used the confines of the castle donjon against its occupents - enabled of course by Willem's spellcraft.

keep knight, with a bec de corbin
The party has now made its way up all the stairs, rummaged quickly through the lord's bedroom, and made it to the roof, hearing sounds from there. Regis and Onfroy have emerged from the stairway in one of the donjon's four towers to see the Lord and the last of his keep guards attempting to lower his treasury strongbox. Beneath, the lord's ladywife and children had clearly just escaped the keep by being lowered on ropes. The party blasted the rope, heard the treasure spill to the ground, and now confront the Lord and his last guardians.

Lord Bartheleme of Houndshead


Friday, November 1, 2019

Why I Like Warhammer, A Review

Yes, another long-winded theory post. You're welcome.

This is a sort-of review of why I've come to enjoy Warhammer Fantasy Roleplay so much, despite it being a bit over complicated and some other flaws. For the past few years, like my adult gaming life circa 2010 to present, I've gravitated towards rules-light and simple rpgs, trusting in the theories behind Old School play where mechanical complication is just boring and frustrating, and neglects the unique feature of tabletop rpgs that a group of friends can simply talk about what's going to happen-it's not a competitive board game because there's a gamemaster/DM. But nevertheless I've gravitated towards the complexity of WFRP 4th edition, which is considerably more rules-complex than say Basic/Expert 1980s D&D.

And so noted in the previous post about running a rules-complicated game, one may think: why bother running a rules-complicated? Well, the truth is the gameplay at the table that emerges feels different between one game versus another, even with similar settings and types of adventures (murder-hoboing, investigating, etc.). I've now run WFRP 4th edition for almost 2 years, and so can compare it to similarly length run games like my 2010-2012 osr B/X D&D game (used Adventurer Conqueror King rulebook), a 2013-2014 B/X game (hombrew rules) and my 2014-2016 D&D 5e game. 

Core Mechanic - Pretty Simple In Play
Players only have to know one rule about reading their dice: under their skill is success, over is failure, criticals on the doubles. This is actually simpler in play than even Basic D&D, where they may have a d6 roll or 2d6 roll in addition to their d20 combat roll, spells autosucceed while are limited in number, etc. In contrast, everything in wfrp is pretty much this simple roll. It leads to what I like to think of as a 'nat 20' effect: excitement and joy when the dice roll something that always mean an exciting critical success/fumble. This is reinforced by WFRP's awesome critical charts: I love that these rolls for magic or combat lead to crazy shit like demons appearing or an arm's bicep being lopped off. Super fun in play. I was recreating the feel of this gonzo randomness in my basic D&D with homebrew/cribbed from blogs charts, but the WFRP charts are as great as these, so why not just play this game?

I also like the first digit representing a bonus, like Strength Bonus, which lends itself to extra effects like how much damage you do. Actually very simple and elegant in play as well, because you always know these and they are intuitive to players in a way that +3 for 16 or 18 STR is not.

Character Creation
This is just random enough and the characters emerge as pretty robust and interesting, even if they're nominally just a 'human thief' in D&D terms. In WFRP, you can roll randomly for all your stats and your starting Career, which are more granular/individualized than the 4 to 9 main classes of D&D. Everything from Scout, Runner, Ambassador, Villager to Wizard and Warrior Priest. Mechanically, this edition makes skills only add to the basic statline, so no need to remember if someone has a Lore (Botany) skill to make a Intelligence test to know abotu a plant or the like. Instead, just roll it; and your players will figure out real quick if she has a bonus, because what player doesn't like a bonus. There's also no fiddling with dividing untrained skills in half and the like, it's a simple increased percentage. Humans roll some random traits like Strong Back or Perfect Pitch, which give some mechanical effects but also round out the character in a way that's inspiring, maybe my knight with great pitch is always humming a tune. In contrast with basic D&D or even 5e D&D, the Wfrp character creation randomness and more specific careers provides a lot more 'personality' for starting random characters. This is reinforced by the much more historically-grounded (I'm a historian by training) careers too, stevedores and servants have logical contacts and roles in any adventure location/setting anyway, leading to immediately imagining charming little backstories. For some people, they can come up with an awesome unique character with a voice and some likely friends and reasons for adventuring with the super bare-bones "Dwarf Fighter," but for many people, we need a little more to hang our hats on. WFRP provides that. It also allows some versatility; I can pick duellist  or protagonist with noble blood trait for my player who wants to be the Marquis from Rob Roy.

Another thing I like is that the lack of levels in WFRP keeps the world a more level playing field. Your starting Villager may just be a villager, but he has more survivability and impact in combat (or in gossiping) in the way a level 0 or level 1 d&d character does not. I know from the times I've played WFRP (or 40k rpgs) versus played my theoretically-beloved Basic D&D that I identify more with my slightly more complicated, more skills-listed, more random traits-having WFRP/d100 characters than I did with my D&D characters. This is despite totally buying all the "emergent play" and importance of building "character" *ahem* story through smartly played PCs.

So, it doesn't bother me that the character creation process takes longer than in D&D (and frankly, it's not that much longer if you know what the Talents do). After all, the player characters are "the main thing," so it won't hurt to spend a few minutes making them. If you need quick characters, make about 6-7 pre-generated characters and use those. Or use this really awesome instant generator by Paco

No Damage Rolls
I absolutely love that there is no second damage roll in this edition of Warhammer! The fact that the better you hit, the more damage you do is so intuitive. It helps narrate combat and I never have the problem with new players I have in D&D where they're like confused about why they roll again after rolling to see if they hit; it's all in the same roll. Sadly, there is a bit of math: 1) determine success levels of you and opponents, 2) subtract lower, 3) add net SLs to damage, 4) add any weapon effects to damage, 5) subtract enemy's Toughness plus Armor for the location on the body, 6) finally, subtract this last number from Wounds. I'm an adult, so I can do this after a few practices, but this is a bit daunting for new players or those who don't like to pay attention to the math. Fortunately, I can hand wave that by simply asking players to tell me their SLs, but there is a bit of a slow pause sometimes while I quickly do the mental math (people nowadays notice 1-2 seconds this takes to do). It's still worth the change, but over time, I would want to tell my players how to calculate their damage and damage resistance or use macros or something.

The Winds of Magic
I also love the way magic works in wfrp. First, that it's a skill makes it feels like every wizard book you've read, from Name of the Wind to Harry Potter. Wizards are smarter or less smarter, strong willed enough, and if they have both in a good combination, they can cast great magics, whether from their memorized repertoire or directly by reading the spell directly from a spellbook. Specifically, this works by casting spells itself being an Intelligence-based Language skill- your Potter-esque need to pronounce and articulate your magic words properly, combined with the scale of effects being based on your Willpower. This always present ability to cast spells, with rolling criticals causing great cascades of magic is just so much more evocative than the d&D game but never really in fiction picking of a spell that always works. The D&D spell system may be satisfying to an accountant like Gygax, but I'm increasingly dissatisfied these days with it in my imagination games. I also like in Warhammer how each wizard feels different, say between Death Wizards and Grey Wizards and Fire Wizards. There are some universal spelsl like Fly or Fear, but they also have 3-5 different powerful spells from their own school. My complaint with the spell lists in WFRP is the same as with 5e d&d: too much combat, need more whimsical, weird, and plot-spells. I've sought to ease this problem by introducing the wackier and more useful-outside-of-combat spells from WFRP's 2nd edition supplements. 

Gritty Combat, Realistic without Whiff
Biggest problem with 5th edition D&D is the superheroes feel of the combat, and sometimes how boring it is with its emphasis on high probability to hit and high hit points (how fast can you whiddle those down through naming powerz you have on your sheet!). In OSR games, sometimes there is a hit point problem at middle and higher levels, but also the characters don't feel like have much heft or weight to them. A level 1 PC or 1 HD orc feels like a paper-thin creature always on the verge of death, while a 4-5 level character is an unstopple juggernaut, even though both are 6 foot tall creatures of solid bone and flesh. WFRP has a nice balance: the PCs, even when powerful, have a human-scale number of wounds and a bad series of rolls can quickly kill them, but the way the numbers work, they (and experienced foes) usually can be confident they will wade through 4-5 regular ass soldiers with ease-though much more slowly than in D&D. This makes combat not something to pretty much always be avoided, as in OSR games, nor always engaged in as in D&D. Instead, combat is fun, because it is both something PCs can have become competent in while remaining risky with unexpected happenings. 

Another feature I like, is that the Size rules for bigger creatures, from Ogres to Dragons, really make those creatures extremely different and challenging. An Ogre has 30ish Wounds with higher Toughness compared to a humans (even a good warrior's) 11-15 wounds, plus the size rules give some hard hitting bonuses to hit in melee even when the Ogre's skill at swinging a sword is much lower than a master swordsman. This leads to PCs fearing larger foes, knowing a lucky roll can easily kill them while they are unlikely to kill the foe in one shot, without just making them unstoppable. Instead, they have to do things like in movies: think about using lots of arrows while trapping a foe, using poisons, etc. Much better than D&D's simple hit points, that make Ogres really just feel like 3rd level Fighters or whatever (same hp, same to hit, etc.) without the nice interplay of feeling like a clumsy but hard-hitting dude.

The Complicated Rules are Basically Just House Rules, A Story
Ok, so there are alot of "conditions" and "talents" and "traits" in the new WFRP, which are things I hate in general and specifically hated in D&D third edition and other bloated rpg games. This means shit like Unconscious or Amputated or Broken are defined terms that you have to look up when you want to know whats going on. I do dislike this, but after playing using the rules for awhile, I've come to find out that they really don't need to make the game play any slower or more complicated than even super simple basic D&D. To do this, though, you do have to treat these Talents, traits, and conditions more as "rulings" than "rules." Let me explain.

So if I'm playing basic D&D with no rules for "Ablaze" or "Fatigue" like you have in WFRP, if a player decides to have his character throw a molotov cocktail, I don't know what the mechanic effect is. I know there should be one: swords do 1d6-1d8 hit points of damage, burning protester/freedom fighter oil should do something to a creature's flesh if there's a direct hit, so something should happen and I should adjudicate somehow. Buried within some basic d&d rules there's stuff like 'burning oil does 1d6 damage,' so I could try finding that half-remembered rule too. What do I normally do in D&D, though? I make up a damage, like 1d4, and then make up another rule for the fire, like it goes out with a successful saving throw or something. I reward the character for a good idea, make something up, just like I would with whether a person is convincing or the kobolds think the halfling is charming, and move on. In WFRP, in contrast, there's definitely a rule that I'm vaguely aware exists. But it's not on my player's character sheet, because it's not her usual sword attack or one of her listed skills (Create Fiery Oil Bomb), just like the impromptu 'burning oil' idea in D&D. So in reality, the dilemma is pretty much the same as in D&D: if its not readily accessible (WFRP), it's as good as nonexistent (basic D&D). Apply this analogy to all sorts of mechanical effects based on player ideas that come up all the time in rpgs. What to do?

Well, let's handle it the right way as a game master, fast and loose and not making other human beings sit around while you read quietly to yourself; a rule is rarely that important**. So in D&D, you come up with a spot ruling, do the same in WFRP. The fiery oil does +4 damage, depending on how well you hit with your "Ranged Thrown" attack skill, but it lasts 3 rounds or something. The onyl difference is that later on, rather than say to your players that you'll keep ruling it that way, you tell them, "Hey, this is what the molotov does, but I'll look it up later and we'll follow the rulebook the next time." In this way, rather than accumulate house rules like you do in d&d, you're simply learning/remembering the house rules in the rulebook. And guess what, you can look up the rule in WFRP, and be like, "That's dumb, I liked the way I did it last night better." And this works for almost all the conditions and traits and talents I've encountered in WFRP, and it makes a better game experience. Like I've done it with the Carouser talent for one character, and molotov cocktails, and "Broken" (failed morale test) and Fatigue (though this one was really close since it's a simple-10 to all tests). And it works out great, you don't need to stress about remembering all the rules. Don't treat the game book like a bible, where every rule is written in stone and sancrosact; let the rules be your servant, not your master.

(Turns out, there's even a bolded term for my PC's molotov (it's on the weapons chart as a incendiary!) and it inflicts "Ablaze" conditions, with a page reference. My spot rule was influenced by my players arguing abotu the likely real world effects of getting fire inside a helmet, so it ended up working out well, and next time I used the gentler rulebook ablaze rules, but I told my players this).

** One exception is Critical Hits and Magical Catastrophes (really, magical critical hits). These are gory, highly effect what happens in play, and spectacular. It's worth it to stop play for everyone at the table to wait with bated breath to find out that the warrior's eye just exploded all over the ground. But do bookmark those pages.

The Bottom Line: How I Stopped Worrying and Learned to Love the Bomb
So this is why I don't mind the "complicated" rules of Warhammer and love the way it feels at the table. The basic core mechanic is in some ways more simple than D&D, since even spells are a based on # success levels (10s digits) on a 1d100 roll. Then the combat is just crunchy and satisfying enough, where I realyl feel like my player characters go through medieval combat. I hear the crunch of the metal in my mind's eye, to mix metaphors. And the complicated rules can really just be learned/memorized as you play, once you've played through needing to use them. I've had a lot of fun with this 'complicated system' and you can too.

WFRP House Rules
I figure I'll also use this space to note some house rules I've added to play warhammer. 

XP rewards: 50 XP for a full session, plus 1 xp per shilling (so GC = 20 xp) recovered adventuring. This gives a bit more 'purpose' for my players, and results in an appropriately Warhammery murderhobo vibe. I don't want my warhammer characters to be indifferent to money, ever, for Sigmar's sake!
Advantage: too overpowered as written, reduced to max +6 Advantage, and gained only on successful hits (not successful parries) with melee or ranged weapons. I really need to reduce this to max +4 frankly.
Magic: spells are too difficult rules as written, so 1/2 CN required (round up). This means instead of 10 successes to cast some of the bigger spells, the PC needs 5. I started this house rule with 1/3 CN, but it really needs to only be 1/2. Effectively, casting number is a penalty to the difficulty of the casting roll, with the ability to channel more successes before the decision Language test.
Arms: I recently added an expanded weapons list found in the Ratter zine #2 (bec de corbin, arming swords, etc.). These are just cool flavor, and I'm a bit of a gear-head when it comes to medieval arms and armor, so don't mind the extra fiddliness.
Fortune and Resolve/Resilience: characters have max 4 Fate/Fortune, and Resolve/Resilience is now used passively - those with it immediately spend it to avoid any effects they receive without having to declare it. It was too many options to keep track of and slowed things down. I actually think it's pretty dumb they added Resolve/Resilience; Fate/Fortune was elegant and worked.