So, I just got a PM about my house rules. My answer got so long I decided it might as well be a post so others could benefit or participate
QuoteHi,
I'm about your list of house rules. The first thing is Target Defence is always 1 purple and 1 black.
I do have a problem in my group. That problem is a Mercenary -> Veteran (18 advances in total). He has Strength of 4, wears greatsword and has actions like Berzerker Rage, Reckless Cleave and Thunderous Blow. Once he is in rage, even his regular melee attack deals minimum of 15 damage. And with actions like Reckless Cleave or Thunderous Blow it easily gets to numbers like 22. So no foe is too tough for him. We have played through Black Fire Pass adventure, and the boss moster Myrdroth was slain in only about two or three rounds.
So I don't think that adding +1 black is enough. So for now I consider houseruling Defence of the monster to add purple dice instead of black ones. Most monsters have Defence of 1, some do have defence of 0 or 2. Monsters with defence of 3 are very rare - they are Vampires, Daemon Princes and things like that. The only exception is the Spite and Clan Eshin Assassin. With this the combats would get much more tough. And yes, monsters may spend their aggression to add black dice to their Defence, the same way PC use their Active Defence.
What makes me still to doubt is that many tasty actions to have increased difficulty, often at least one black or one purple. So players might resort to always use Melee Attack instead of all their interesting actions. And another thing is that there is almost nothing to compensate the defence for PCs. I mean, it is pretty hard to acquire any Improved Defence, and they would work only once in every other round. I've seen ideas to make Active Defences permanent - they always work and need no recharge. But that lets PCs to effectively defend against multiple foes. Perhaps you can advise something about this.
Well, the 1Purple1Black as standard isn't really about attack difficulty. My players are at the moment mostly pretty useless in a fight. Allthough the ST4 Warrior Priest with a 2-handed hammer does pretty well.
The reason for the rule is that in combination with a couple of others, it fixes a serious problem with the combat rules that makes the encounters very same-y.
Perfect example: The party is traveling along a road. They are ambushed by goblins who are hiding in the bushes with bows.
Goblins have short bows, which have a medium range. So the encounter starts with the goblins and the party being at medium range to eachother.
We roll initiative with the party maybe having some negative for being ambushed. One of the Players is an AG-character like an elf waywatcher or whatever. So he rolls a bunch of dice and wins initiative. Combat starts. The burly fighter with ST5, and Reckless Cleave decides to go first. He takes 4 fatigue in extra manouvres to move into melee and starts killing goblins.
So now the interesting goblin archer ambush encounter is reduced to yet another dull melee-encounter. This happened every **** time in my last campaign. No one ever used manouvres for anything other than getting into melee, no matter how many Fatigue it cost.
These rules:
Standard attack difficulty: 1Purple 1Black
Prepare manouvre: -1Black from attacks
Move manouvre: May only spend 1 Fatigue on this
Action: May exchange Action for 1 free manouvre
Combines to force players to consider what they are using their manouvres on. And makes it so running into combat without "preparing" makes it harder to hit. It lets players and monsters decide to just move one step, then use a support action. Or not move at all to wait for the enemy. It lets ranged characters shoot at the charging melee guys. It makes the free manouvre from mounts MUCH more valuable. It has a bunch of effects that changes combat into something much more strategic than just "run up to the enemy and hit him until he dies".
You are running into another problem I am very familiar with, which is the Reckless Cleave warrior. In my campaign I had 1 high-agility archer, a ST6 dual-wielding berzerker and a ST4, TH5, AG4 Sword-n-board fighter with Reckless Cleave.
These guys could just wade through anything in a round or two of combat. Luckily the AG-guy got cornered by a couple of wolves, which turned out to be SUPER deadly since their basic attack very easily causes Criticals. And the berzerker never knew when to stop, so finally ran into a combat while severely injured and rolled a bad roll.
The last guy though, was unstoppable. He had Improved Block, Improved Parry and Reckless Cleave. He usually killed things in the first round of combat and if not, outlasted them until Reckless Cleave recharged since he was allmost impossible to hit. So I am well aware of the frustration with Reckless Cleave fighters. My campaign culminated in him having a duel with a deamon prince of Tzeentch. Which he lost. So it is possible to kill him in a 1-on-1, you just have to go BIG
Anyway, your solution should not be re-writing the rules to nerf this guy. PPartially because he will probably be a bit dissappointed that you did it and because everyone else will also be undeservedly nerfed. And you might wind up with combats that go "you miss - he misses - you miss- he misses" which gets pretty boring. WFRP3 should be fast, intense and deadly.
So he put a bunch of points into being good in melee combat. Great. Just let him be that. I know it's frustrating when your big baddie dies in a round or two, but that's just how it is. (By the way, if you are using the additional rule of adding extra damage for extra successes, just stop using it. It's a big part of the problem. It works fine with weak starter characters but around tier 2 combat characters start causing way too much damage. It also made the Wizards "magic dart" his most effective attack spell. Which was a stupid side-effect.)
What you need to do is be aware of what his combat weaknesses are, and set up some encounters that exploit them. There are two things to keep in mind here:
1: The first being that he can just run in and hit the boss monster with Reckless Cleave in round 1. My hose rules fixes this as long as they are not starting the combat at close range. So he might have to spend a round or two just charging to get to the monster.
In addition, don't have every fight be on a flat unimpeded plain. Write it with obstacles and walls. Or just the enemies as obstacles. If the beastmen fighters are in front and the shaman in the back, you can't just run past the beastmen. You have to spend extra manouvres to run around them. Have them fight in a swamp where you can't do extra move manouvres etc. Make the fights interesting because of the environments as much as the nemies. My partys Sigmar priest allmost got killed by three thugs in an alley because he had AG2 ST4 and the narrow alley gave 2 Misofrtune Dice to physical checks if you had higher ST than AG.
2: A guy with Reckless Cleave is a big baddie slayer. He has a really powerfull alpha-strike, but then he's a bit spent and he has just set one of his defences on recharge. What you do with a guy like this, is that you attack him with a bunch of normal enemies. So he did 22 Wounds to the goblin? That's nice, there's 4 more of them. Also, most players do not think about when they use their Defensive actions. They just throw one in for each attack until they run out. You can exploit this by attacking with weak enemies first and then pull out the big gun.
Take a good look at the action cards available for enemies by the way. I just discovered that the basic Skaven attack causes Fatigue. With a bunch of skaven you can knock a character out by Fatiguing him. Fatigue does not care how armoured you are.
And about Improved Defences: I have mostly made them a bit harder to aquire because they are super effective. 1 Extra Purple on an attack makes a big difference. In addition, I just needed more practical skill specializations, since the list in the rulebook is so weak.