Monday, March 25, 2024

WFRP 4e House Rules: Chases

 

For city based chases.

  • Set an Extended Athletics Test with SL Target, probably 5+ (1d6+3 if stuck).
  • The first side to reach the target wins - note this is not an opposed test.
  • Add Player Character Bonuses/Penalties for
    • Movement Speed (+/- 10)
    • Knowledge of Environment (+/- 10)
  • If a Critical is rolled, apply result and get a free extra roll
  • If a Fumble is rolled the opponent gets a free extra roll

If both parties reach the Target SL at the same time a new context is encountered where the quarry can attempt to hide/fit in.

  • Determine the Target SL (1d6+1 ish), 
  • Now run an Extended Opposed test where the difference in rolls matters, i.e. if the quarry succeeds by 1SL and the  pursuers fail by 2 the quarry gets 3 points towards the Target SL.
  • If nighttime use quarry Stealth vs pursuer Perception.
  • If daytime use quarry Intuition vs pursuer Perception and roll on the New Context table for detail...
  • If this one results in a draw the quarry is caught.

 

I had recently jotted down the idea of using Extended Tests for chases after reading the brilliant TEETH rpg, which being a Forged in the Dark system uses Clocks for managing chases; each side has their own 'clock' which is filled in on succesful skill tests and the first to fill theirs wins. The clock is drawn as a circle with segments, maybe more like filling in a Trivial Pursuit pie. 

The opportunity to try this out came up in our Saturday WFRP session, with a Player Character being chased through the streets of Middenheim. I think it worked fairly well, something about each side 'racing' to reach the target felt just right for a chase, we used d6 for each side to track the numbers clocking up. 

I had nothing prepared for what happens if they both fill at the same time, which is of course what happened. As a spot rule I had both sides make an Endurance test, which annoyingly both passed so we reset the clocks and they started over. This wasn't quite so great as it felt like it was just drawing out the dice rolls without anything new happening or any decision point being reached, hence the additional rule above. 

There was one other ruling wrinkle which provided some extra drama; given the PC was fleeing criminals in their territory we had a 10% accumulating chance that the pursuers had other gang members cut them off, accumulating every time another roll was made towards the SL target. He was lucky though and got away.


Monday, February 26, 2024

WFRP 4e House Rules: Reaction Rolls

 


This is my third attempt at coming up with a system for reaction rolls. I don't quite remember why I didn't like the first two, maybe because I was prone to ignoring the result  when it didn't fit or because I'd been inspired by reading some new OSR rule set or issue of Knock!  rather than by the needs of the game itself.

 
The first system was the classic 2d6 table from B/X D&D, the second mapped the same spread of results onto playing cards (when I first got mad into using cards for everything). I think in these instances I was mostly using them for Innkeepers and merchants of one sort or another, at one point I even came up with a 'what am I thinking right now table' as a more useful prompt for playing out a situation, which I also generally ignored whenever I actually remembered to roll on it.


This current version was provoked by the game. The Power Behind the Throne is a social investigation adventure, it is all about talking to people. I felt I needed some 'objective', random way of setting the mood of NPCs when they were encountered so that not everybody would be too stingy or generous with information. A critical difference from my previous attempts is that this is player facing, in fact I get the players to roll the actual dice, with the addition that they can spend Luck to re-roll. Twice this has resulted in one player character turning on his heel and walking away in the face of a bad (then worse) outcome, which is not ideal but I would contend that a strong enough approach could overcome a bad roll, and success in such circumstances would net more XP from the encounter. 


I am still not 100% happy with this, having fun locked away behind bad dice rolls never feels great.
 

the old, never really used table...

What am I thinking?

1. Feels poorly, is coughing
2. Thinks the last customer might  have shortchanged them
3. Laughing at something they just witnessed
4. Really hungry and needs a break
5. Realized they've made more money  today than yesterday
6. Someone they dislike was just here, possibly still are
7. Just remembered a strange dream they had this morning
8. Is tired and just wants to sit down
9. Happy that their next break is imminent
10. Is worried about something they forgot to do earlier
11. You remind them of someone
12. Just saw someone they fancy, is flustered
13. Just saw someone they fancy, is distracted by them
14. Is angry with boss or employee
15. Feels harassed
16. Is bored, desperate for novelty
17. Is feeling mischievous
18. Is worried about money
19. Just heard something they want to pass on, rumour or joke
20. Is thinking about quitting

Tuesday, December 19, 2023

WFRP 4e House Rules: Bar Room Brawl

 


  • Run brawl as Extended Melee Test 
  • Determine SL according to circumstances  or roll 1d4+1.
  • If have Melee(Brawl) or relevant hand-to hand talents Difficulty is Average, otherwise Challenging
  • For each roll required to complete test take 1 Wound
  • Roll on following table for criticals & fumbles:





Following the brawl determine if there is any effect on the bar, roll 1d6+ SL used for Extended test:



Sunday, June 11, 2023

WFRP 4e House Rules: Magic

Channeling with Blood

A magic user can amplify their channeling by drawing blood and sacrificing Wounds. They get +1 SL to the channeling test for every:

  • 2 Wounds of their own sacrificed 
  • 4 Wounds of another 

Succeed at a Toughness test at the end of the channeling or suffer a Bleeding condition. The difficulty is:

  • Average at 2 Wounds
  • Challenging at 4 Wounds
  • Difficult at 6 Wounds
  • Hard at 8 Wounds
  • Very Hard at 10 Wounds

  Using blood in this way will cause other colors to seep into the magic, with it tending towards Dhar, and is thus seriously frowned upon by Certified Wizards.

The effect can be further enhanced by invoking Chaos; Roll under your corruption and if successful the blood SL bonus is doubled. Gain 1d10 Corruption regardless of success.

Damage & Magic

As per the rule changes regarding combat where Strength & Toughness are no longer used for calculating damage excepting that a Strength greater than 50 confers a +1, so to WPB is not added to spell damage (where relevant) except to the extent that having a Willpower score greater than 50 confers +1 to spell damage.

Cartomancy

Characters with precognition related talents and fortune telling skills may use a Tarot deck (or some similar prop) to try read the future.

This can be done once per day, the Cartomancer must prepare before hand (by meditating or similar) and the reading must take place in a situation propitious to their background.

Process:

  • The player asks a yes/no/maybe question of the cards
  • The GM deals the player and themselves 3 cards (from a normal deck)  
  • The GM then randomly determines what the answer will be if the reading is wrong
  • The player reveals their cards
  • If the total of the players cards (each card being worth 2-14) beats the GM's cards the GM tells them the truth, otherwise they use the randomly determined answer.
  • The player does not get to see the GM's cards either way.

 

Miracle: King of the Wild

  • The animal summoned understands and obeys summoner until Sunset or Sunrise, whichever comes first
  • The miracle can only be performed once/day
  • The animal will arrive in 1d6 minutes
  • Commands must be simple, generally no more than one 'and' or 'if'
  • The animal will flee (ending miracle) if wounded while doing anything other than defending summoner
  • On miracle success roll on the relevant environment table, adding 10 for every SL

Default Forest Environment

Roll     Animal
1-9         Squirrel
10-19     Rabbit
20-34     Snake
35-50     Boar
50-64     Hawk
65-79     Stag
80-94     Wolf
95-119   Bear
120+      Great Stag


Tuesday, May 16, 2023

WFRP 4e House Rules 2

 

Fear & Terror

Fear and Terror inducing entities cause their opponents to make all rolls with disadvantage, that is take the worst combination from any percentile dice roll; a 39 becomes a 93, a 13 a 31 etc.

An entity suffering from fear can attempt to overcome it at the end of each round, provided:

  • They are not within striking distance of the source of the Fear
  • The source of the Fear is not getting closer

Overcoming fear requires an Extended Cool test equal to the Fear or Terror rating of the source, for Fear the difficulty is Average, for Terror it is Challenging.

Corruption

Convert the old value to a percentage by multiplying it by 10.

Every time a character's Corruption score increases to 50 make a % roll; if the roll is less than or equal to their Corruption score the character must succeed at a Challenging Endurance test or gain a mutation.

Upon mutating the character's Corruption is reduced by their Willpower.


Sunday, April 23, 2023

Awesome Points & Plot Armour



 

I came across 2 really interesting mechanics this week, I'm not sure either would really suit the whole grim-dark Warhammer thing, but I want to file them away for potential future use anyway...

Plot Armour

From the alchemistnocturne blog, the rule is that a player can turn a failed roll into a maximal success by answering a relevant (to the situation) question about their character's background, for example a missed roll to hit during a fight could be fixed with 'What was that important lesson you received from your master?' The idea is that PCs should start out with minimal background detail and have this serve to both flesh them out and provide some extra protection when their characters are low level and weak. I really like this idea, and wonder if it could be applied more in the abstract, i.e. not requiring strict relevance to the situation but more just in a building future trouble manner, a bit like how taking 'disadvantages' function in some character generation systems; 'What gang in the city holds a grudge against you?' Ideally you would want a set of questions related to career or some key background aspect, or maybe even just some very leading questions 'Where did you bury the tax collector?' I also think, probably given all the 're-roll' systems we currently employ (Luck and Corruption) that this might be better used to save a character from actual death rather than a failed roll and limit it to one or two uses.

Awesome Points

From the Old School Hack, which I sought out courtesy of Chris McDowall's interview with Reynaldo Madrinan. At the beginning of a session the GM lays out a bowl filled with 2 and a half times as many chits as there are players in the game. These are the Awesome Points. Anyone can reach into the bowl and award them to another player for doing something cool, or even just saying something funny. They can be spent on bonuses to die rolls, reducing damage or even, by spending several at once, creating a useful NPC that the character knows. Each player tracks how many awesome points they have spent, and when everyone has spent 12, everyone levels up. 

I really like the sound of this, incentivizing fun and linking character progression to it. Maybe we could use this as part of our current xp system (which is barely any system at all), so the players effectively reward each other from a set pool as we play, though I find myself immediately wanting to tack more conditions on to it (each player can only hand out one or only one can be granted for any given thing etc). With respect to WFRP I am thinking about this purely for XP, not as some kind of gameplay resource for modifiers or narrative control.

Monday, February 13, 2023

WFRP 4e House Rules: Combat

The Combat Round

A round lasts about 10 seconds. During that time all combatants who are capable may Move and perform both a Full Action (i.e. attack) and a Fast Action (draw a weapon).
If one side is Surprised, only their opponents get to do anything in the first round. Circumstances dictate surprise, die rolls may be called for to avoid, or Talents employed (i.e. Sixth Sense).

In a normal combat round combatants with loaded ranged weapons may use their Full Action to fire their missiles first, starting with those with the highest Initiative attribute (use Agility in the case of ties). Note a thrown weapon counts as loaded if in hand.
Once all loaded missiles are launched the round proceeds according to Combat Initiative.

Combat Initiative

Combat Initiative is group based.
Generally speaking the side who initiated the combat get to go first, with each character performing their actions in turn (in order of Initiative attribute if required) before play passes to the opposing side.
If it is unclear who should have the initiative, draw a card or roll a die at the start of the combat, highest wins.

Taking the Initiative

One side may take the initiative if one of their number spends a Full Action attempting to do so and succeeds at a Leadership test. Modified as follows:
  • More/Less fighters than opponents +/-10
  • More/Less total Advantage than opponents +/-10*

*Only apply if one side clearly have more Advantage than the other, if it’s necessary to count don’t bother
The opponent can try to oppose this with the Leadership of one of their own provided they commit a Full Action to it.

Delayed Initiative

If their side has the initiative a character can choose to delay their action until some condition is met, at the risk of potentially losing their action for that round. For example someone may wish to fire on an enemy who crosses their line of sight, or move to intercept an enemy charging at a weak ally. To do so requires winning an opposed Initiative test. Success stops or interrupts the opponent’s action, which they can resume afterwards if capable. Failure results in losing one’s action for the round.
Bonuses or penalties may be applied depending on how precise the condition is.

Moving & Actions

I will write all the details out properly later, for now just noting changes or rules we’ve rarely used.
  • You can Move your Move rate in 2 yard squares (walking) and perform a Full Action.
  • You can move up to 2 times your move rate in 2 yard squares (running) at the cost of your Full Action, this still leaves you a Fast Action.
  • You can move up to 4 times your Move Rate by sprinting, this is all you can do in the round and requires an Average Athletics test (+20) with failure deducting the negative SL in yards from the move.
  • You can Charge into combat gaining 1 Advantage provided your enemy is more than your move rate distance away but less than twice your move rate
  • See 'Disengaging from Combat' here for Disengaging & Fleeing.
  • You can elect to perform a Fighting Retreat, moving half your movement rate backwards with your only action being to oppose attacks (this is a combined Move & Full Action).
  • You cannot move after attacking unless you are no longer Engaged (i.e. your attack knocked your opponent Prone)

Full Actions

Full Actions include any which require a die roll and some which don’t
  • Melee Attack
  • Ranged Attack
  • Cast a spell/pray
  • Reload Action (crossbow, blackpowder etc)
  • Leadership Initiative test
  • Fight Defensively
  • Fighting Retreat
  • Aim
  • Pick up a dropped weapon
  • Remove an item from a backpack

Fast Actions

  • Draw a Weapon
  • Drop an item
  • Take an item from a worn pouch or pocket
  • Reload a Sling or Bow if you only Move or Fire

Opposed Combat Tests

In Melee you can oppose one attack with your primary weapon, one with a secondary weapon (i.e. shield) and oppose one with Dodge, but for every test after the first subtract -10 cumulatively (i.e. the 3rd roll is at a -20 penalty). Whoever scores the highest Success Level wins (even if its a negative). Success Level is the degree to which a roll is less than the fighter's relevant combat skill counting only the 10s die, so a roll of 32 on a Melee (Basic) skill of 51 would yield 2 SL. 

Using a shield to oppose a (point-blank) ranged attack counts as one of these opposed actions.
An unopposed melee attack is effectively an automatic hit where a failed roll merely reduces the damage done by the negative Success Level.

Damage

In order to reduce the amount of arithmetic in the game we’re dropping Toughness as a damage soak and Strength as a damage bonus, unless a character has greater than 50 Strength in which case they do +1 damage. From now on weapons only do their base damage plus the Success Level of the attack. As per the original rules a successful attack will always inflict one wound (unless supernatural traits etc stipulate otherwise).

Crits & Fumbles

In order to reduce the amount of criticals and fumbles I want to switch to a more traditional, simpler method:
  • Criticals happen on 01, 02 & 03
  • Fumbles happen on 98, 99, 00
Note this applies to all rolls, including opposed defensive and non-combat tests.

Shields and Helms can be sacrificed to prevent a critical, but this must be called before the critical is rolled. The armour is ruined, but so is the entire hit, not just the critical component of it.

Shields

Only provide Armour Points to the portion of the character that they cover, this is based on the Defense Rating of the shield:
  1. Shield Arm
  2. Shield Arm and Body
  3. Shield Arm, Body and Head

Advantage

Advantage is now limited to a maximum of the tens unit of the skill being used, so a Melee (Basic) skill of 34 limits Advantage to 3. If a combatant changes weapon their maximum Advantage may change as a result.