Sunday, May 1, 2022

WFRP 4e House Rules

 Luck

  • Replaces Fate, Fortune, Resilience and Resolve.
  • Roll d100 for starting Luck
  • A character can spend their Luck to modify any skill or opposed roll they make after the dice are rolled, to push it up or down (by the amount spent).
  • Luck can also be used in applicable circumstance as the basis of a test (is there an armorer in this town, do I know anyone in the local underworld etc)
  • At the start of each session you may re-roll your luck, the new roll replaces the current value.
  • Luck cannot be used to prevent or create a Critical or Fumble
  • In instances where the game requires a Fate Point to be spent (i.e highest roll on Wrath of the Gods), 1 Fate Point = 35 Luck
  • Critical, Fumble and other such table rolls can also be modified, but at a cost of 10 Luck/point changed.
  • Luck cannot be spent to change another character’s roll, unless a Destiny Token is spent. 

 

Destiny Tokens

  • The player’s receive a Destiny Token whenever the GM decides something by fiat rather than dice roll, in cases where a die roll would normally be used, i.e. “a crossbow bolt thunks into Egbert’s chest, killing him instantly!”
  • Players may spend a Destiny Token, provided they agree unanimously on the following:
    • In order to spend their luck points on a roll relating to another character
    • To gain an extra action in combat
    • To establish a Scene Detail
  • Destiny Tokens do not carry over between sessions
  • Establishing a Scene Detail could mean anything like; ‘this tavern has a back door’ to ‘I know the landlord’ provided it does not contradict anything already established. Ultimately the GM decides if the Scene Detail can be established or not. 

 

Initiative

A character can spend Advantage to gain initiative in any round, 1 point of advantage = +10 initiative (this round only) 

 

Stunned (Condition)

As per the rules (p169) except:

  • When an entity receives a stunned condition make a Challenging Endurance roll;
    • if they succeed they are stunned for a number of rounds equal to the number of stunned conditions they received
    • if they fail add as many rounds as failure levels.
  • The condition ends as soon as the number of stunned rounds expired without the need for another Endurance test.

 

NPC Wounds & Death

In combat involving more than 2 NPCs, unless an NPC is some kind of boss, reducing them to less than 0 Wounds knocks them down and out, and they will die in a number of minutes equal to their Toughness bonus unless they receive medical/magical help. 

 

Critical Wounds

For criticals inflicted as a result of being reduced to less than 0 Wounds ignore the table entries marked with highlighter, go instead to the next nearest unmarked entry, whichever is numerical closer to the die roll.

 

Disengaging from Combat

Use Advantage works as per the rules p165
Use Dodge:

  • Make an opposed Dodge vs Melee test against the opponent with the highest Initiative (with modifiers for outnumbering)
  • If you succeed move Run distance + success level (yards) away from opponent
  • If you fail take a hit as though this was an opposed melee test, then if capable move Run distance + ‘success’ level yards away from opponent

 

Fleeing from Combat

This is simply a Use Dodge Disengage but the opponent gains 1 point of advantage before the roll. 

 

Corruption

A character can only take on corruption for the purposes of a re-roll if they have already gained corruption, or potentially if they make a Difficult Intuition roll on having successfully resisted taking on corruption.

 

Traits

  • Characters have 3 traits rolled or picked from the Trait Table
  • Any session where they do something which expresses that trait gains them 5 to 10 xp or removes a ‘strike’
  • If they do something which contradicts one of their traits the trait takes a strike
  • XP cannot be gained from a trait while there is a strike on it
  • Potentially if a character gains 3 strikes on a trait they lose it
  • A character with less than 3 traits can gain new ones in play, ideally in reaction to something which would express that trait

 

XP Gained For

  • Catching a disease: 50, then half again each time
  • Acquiring a permanent disfigurement: 50, then half again each time
  • Acquiring a mutation: 50
  • Uncovering a Chaos Cult: 100

 

Career Changing

A character can change career so long as they can find someone to teach them and pay either money or do some side quest (rather than pay the xp penalty stipulated in WFRP 4e). 

 

Non-Career Skill Tuition

  • A character can waive the xp penalty for learning non-career skills if taught by another character who has at least twice their advances in the skill (with a minimum of 1)
  • Once per week spent learning the teacher makes a roll on the desired skill, if they succeed the student can attempt to learn by rolling under the appropriate characteristic with a bonus of +10 for every success level achieved by the teacher.
  • A fumble by either party inflicts a one week cooldown before an attempt can be made again.
  • A critical rolled by the teacher waives the requirement for the student’s roll.
  • Some skills may expend resources to learn (arrows, shot, paper etc)

 

Learning Non-Career Lore Skills

When acquiring non-career Lore Skills characters do not get the characteristic (usually Intelligence) as a basis, the skill is equal only to the number of advances.

 

Skill: Haggle

On a successful Haggle roll a character gets 5% off of the disputed price, +5% for every success level to a maximum of 25%



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