Sunatet's favored house rules and ideas pack.

By Sunatet, in WFRP House Rules

Hi guys.

I'm doing some rule cleaning lately, trying to get all the ideas, that I found interesting (note that this doesn't mean they will be interesting to You) in recent discussions into one place (and my printer lengua.gif ).

Here are some of my favored rules/ideas (not a complete list, as I'm still struggling with some, and probably forgotten to write few others), some of them put into pdf files.

First pdf with a bit of balance changes, attribute, skills, specialisations, armors, and active defences (ideas/rule changes by Geekoo, Commoner, Alp, and myself):

www.gmtools.excelocms.com/houserules/Balance.pdf

You can find more in the following discussions:

www.fantasyflightgames.com/edge_foros_discusion.asp

www.fantasyflightgames.com/edge_foros_discusion.asp

www.fantasyflightgames.com/edge_foros_discusion.asp

www.fantasyflightgames.com/edge_foros_discusion.asp

Next is my components for magic users idea redesigned:

www.gmtools.excelocms.com/houserules/Components.pdf

And don't forget to check the Hammerzeit "Mutations and Disease" discussion.

Rules by Doc_cthulhu and me can be found here:

74.53.20.230/hammerzeit/index.php

And Hurlanc's fantastic SE plugin, that allows to put the above on cards here:

www.vendolis.org/forum/viewtopic.php

The above files may be subject to change/ completion/ deletion (you know, my chaotic mind likes some changes from time to time lengua.gif ).

I will try to update them and/or add new from time to time.

Happy gaming!

Great compilation work :)
I have a few questions regarding some rules.

"Instead of adding a yellow [Y] attribute specialisation die to the roll, you REPLACE one blue <B> characteristic die with
it in the same manner as replacing blue <B> characteristic dice with stance red ® reckless, or green (G) conservative
ones.
You can replace only 2 dice for specialisation dice in 1 roll (1 blue in corresponding attribute, and 1 fortune white in
corresponding skill) ."

so technically how do you do when you have a stat at 2?
Say Toughness 2?
- If i understand well if you are specialised or trained you replace one of the blue dices with either a yellow or a white.
So far no problem
but what do you do for the stance dice? If you have to replace the last blue attribute dice with a red or green dice?

That would mean that in your pool u would have only a stance dice + a green or red?

:)

geekoo said:

Great compilation work :)
I have a few questions regarding some rules.

"Instead of adding a yellow [Y] attribute specialisation die to the roll, you REPLACE one blue <B> characteristic die with
it in the same manner as replacing blue <B> characteristic dice with stance red ® reckless, or green (G) conservative
ones.
You can replace only 2 dice for specialisation dice in 1 roll (1 blue in corresponding attribute, and 1 fortune white in
corresponding skill) ."

so technically how do you do when you have a stat at 2?
Say Toughness 2?
- If i understand well if you are specialised or trained you replace one of the blue dices with either a yellow or a white.
So far no problem
but what do you do for the stance dice? If you have to replace the last blue attribute dice with a red or green dice?

That would mean that in your pool u would have only a stance dice + a green or red?

:)

No, It's not like that.

First
If You check few line below entries You quoted, You will see one that says:
- you need to have attribute at least on level 3 to specialise in it.
So no attribute specialisations on level 2 toughness.

Second
You replace blue die only for attribute specialisation die (yellow in this case), you do not replace it with white skill dice.
White skill dice (acquired for skill training in this case instead of yellow) are added to the pool as in the original rules.
But if you have specialisation in a given skill, then you replace one white skill die in your pool with the yellow skill specialisation die (but not blue die).

Attribute specialisations, and skill specialisations are two different things.

Third
When you are going deeper into your stance, and you have the attribute specialisation, then at some point you have to choose (if you have attribute lower than 4 that is), either you want to go further into your stance, or you want to use your specialisation.
Stance dice usually have higher success rates, but expertise die provides a comet, and righteous success, so its the matter of what you need more.

Few examples:
Tougness 2, no attribute specialisation allowed (minimum attribute level required is 3), 2 skill training.
Your standard pool is 1 blue 1 red/green and 2 white (skill training).

If you add to the above one skill specialisation, then you can replace 1 skill white die with it when doing specialised things.
Your standard pool is then 1 blue 1 red/green and 1 white and 1 yellow (one white skill die replaced with yellow skill specialisation die).

Another example: Tougness 3, attribute specialisation learned (only one per attribute allowed, so you will never have more than 1 in one attribute), 2 skill training.
Now your standard pool is 1 blue, 1 yellow (attribute specialisation, blue die replaced with yellow attribute specialisation), 1 red/green, and 2 white.
You have 1 blue left for another stance step, so it can become:
0 blue, 1 yellow (attribute specialisation, blue die replaced with yellow attribute specialisation), 2 red/green, and 2 white
If you want to go further into your stance, then you have to resign of the yellow attribute specialisation die in this case:
0 blue, 0 yellow (no attribute specialisation used), 3 red/green, and 2 white

Adding skill specialisation to the above will result in following pools:
Your standard pool is 1 blue, 1 yellow (attribute specialisation, blue die replaced with yellow attribute specialisation), 1 red/green, and 1 white and another 1 yellow (skill specialisation, white die replaced with yellow skill specialisation).
You have 1 blue left for another stance step, so it can become:
0 blue, 1 yellow (attribute specialisation, blue die replaced with yellow attribute specialisation), 2 red/green, and 1 white and another 1 yellow (skill specialisation, white die replaced with yellow skill specialisation)
If you want to go further into your stance, then you have to resign of the yellow attribute specialisation die in this case:
0 blue, 0 yellow (no attribute specialisation used), 3 red/green, and 1 white and another 1 yellow (skill specialisation, white die replaced with yellow skill specialisation)

If you have attribute value on 4, then you can get max of your stance and attribute specialisation (3 red/greed and 1 yellow).

Hope that explains the idea

Updated Balance.pdf file ( www.gmtools.excelocms.com/houserules/Balance.pdf ).

Added some small entries on careers, action cards, talents, and damage.

Inspiration/ ideas/ rules by Lautrer, Gallows, Emirikol, Willmanx, Keltheos found in here on the forums:

www.fantasyflightgames.com/edge_foros_discusion.asp

www.fantasyflightgames.com/edge_foros_discusion.asp

www.fantasyflightgames.com/edge_foros_discusion.asp

www.fantasyflightgames.com/edge_foros_discusion.asp

Cool summary of all rules :)

I still dont like the "passive" value of the armors. I think if u intended a value it should be negative and not a positive one.

But overall really really cool work!

I will still need to have a close look at all the proposed rules. :)

geekoo said:

I still dont like the "passive" value of the armors. I think if u intended a value it should be negative and not a positive one.

Yeah, I don't like them too.

But since they seem to be integral part of the system, and I did a lot of counting already (I'm a lazy bastard lengua.gif ), I think I keep them, and stay satisfied with the active defence changes, and lower success rates that replacing dice colors provided (at least for now..).

Limitation to wear an Armor :

weapon breaking :

Armor breaking :

Item breaking :

repairs weapons, armors or items :

willmanx said:

  • Limitation to wear an Armor : Toughness must be superior to the armor's soak to be able to move freely using it. You add one misfortune dice per point missing to all your characteristics and skills checks.
  • weapon breaking : A weapon is damaged when you're character's check has got chaos star while attacking or parrying. You keep count of them on your sheet. A weapon breaks when it has token a number of chaos star equal to its Encumberance without having been repaired.
  • Armor breaking : An armor is damaged when your character take a critical hit. You keep count of them on your sheet. An armor breaks when it has token a number of critical hits equal to its Encumberance without having been repaired.
  • Item breaking : An item is damaged when you're character's check has got chaos star while using it. You keep count of them on your sheet. A weapon breaks when it has token a number of chaos star equal to its Encumberance without having been repaired.
  • repairs weapons, armors or items : Tradecraft check. challenge dices = Encumberance/2 ; 1 misfortune dice per chaos star on the item. 1 chaos star erased per success obtained. Item are often broken ; if not GM might consider its complexity to determine challenge dices.

Nice ones happy.gif

Redesigned it a bit to fit my needs, and added to the Balance.pdf (updated: www.gmtools.excelocms.com/houserules/Balance.pdf )

Sunatet said:

Nice ones happy.gif

Redesigned it a bit to fit my needs, and added to the Balance.pdf (updated: www.gmtools.excelocms.com/houserules/Balance.pdf )

Thanks. I found these useful because there are yet no rules about breaking stuffs. And my players asked me about armor limitation... Logical, but yet absent. So Let's rule as M. designer suggest :)

On your pdf, I've got observations and a correction (concerning "my" sources :) )

  • I think my armor limitation (soak = Toughness-1) suggestion does the same thing than your design and keep it simplier, without creating armor categories. So I don't quite understand your adjustment (which is fair and good).
  • Weapons might break against something else than armor, hiting the ground or something... and also while parrying. You shouldn't limit chaos star effect to attack against armor, etc...
  • BTW I like your difficulty check set by the object's quality ! great !
  • Double strike suggestion : It has effects similar to Execution Shot which offer an immediate melee attack, not Thunderous blow which cause fear effect.

I'm currently looking at RAPID FIRE because one of my player look at it... Here's my idea :

Keep everything like written on conservative side. 1 shot, then another if succeed with +1 challenge dice. Period : max 2 successives shots.

On reckless side, The player add 1 purple die per extra shot he intends to do on his turn to his pool. Then every single check he does is affected by this high difficulty.

Why ? First because I don't like that time stretching effect... you got time for first shoot, then less time for 2nd (+1 purple), then less and less for third, etc... I think every action should be sanctionned to be logical with time. Second because that would force player to make a strategical choice. It's the full attack action logic from d&d and I think it's a quite accurate one.

willmanx said:

Thanks. I found these useful because there are yet no rules about breaking stuffs. And my players asked me about armor limitation... Logical, but yet absent. So Let's rule as M. designer suggest :)

On your pdf, I've got observations and a correction (concerning "my" sources :) )

  • I think my armor limitation (soak = Toughness-1) suggestion does the same thing than your design and keep it simplier, without creating armor categories. So I don't quite understand your adjustment (which is fair and good).
  • Weapons might break against something else than armor, hiting the ground or something... and also while parrying. You shouldn't limit chaos star effect to attack against armor, etc...
  • BTW I like your difficulty check set by the object's quality ! great !
  • Double strike suggestion : It has effects similar to Execution Shot which offer an immediate melee attack, not Thunderous blow which cause fear effect.

I'm currently looking at RAPID FIRE because one of my player look at it... Here's my idea :

Keep everything like written on conservative side. 1 shot, then another if succeed with +1 challenge dice. Period : max 2 successives shots.

On reckless side, The player add 1 purple die per extra shot he intends to do on his turn to his pool. Then every single check he does is affected by this high difficulty.

Why ? First because I don't like that time stretching effect... you got time for first shoot, then less time for 2nd (+1 purple), then less and less for third, etc... I think every action should be sanctionned to be logical with time. Second because that would force player to make a strategical choice. It's the full attack action logic from d&d and I think it's a quite accurate one.

Armor limitation.

I changed it for few reasons:
- Toughness = Soak+1 seems a bit high to me in few cases.
- Your limitation puts higher limit to Ulthuan Scale than Scale when using my new armor values, and that doesn't fit me. I think that elven made armor should be lighter than normal, so instead I put that in the same category like Scale, although soak value would put it normally in heavy category.
- armor categories - I just like categories lengua.gif , and maybe they will be usefull in the future, they also allow me to add a handful of new specialisations (ligh, medium, heavy)

Absolutely agree, that weapons should brake in something else than just armor, but then again, you do not make a test on parry, your opponent does. Its his weapon that should be damaged, otherwise parry can penalize you for using it.
But I understand Your point, I will give it a more thought.

The rest I will check, when I get back from work gui%C3%B1o.gif

Now I'm already late lengua.gif

thanks for your answers, good pointS. happy.gif

An idea jumped on my, when I was going to my work (bad, bad idea! sit! don't you use your "watery eyes" tricks on me... SIT I SAY! good ... ... ... lay down goddamit and let me focus!).

On a Block, or Parry action, when to hit test fails , and at least one chaos star was rolled (failed opponent to hit test means, that you actually managed to block/parry, and both your, or his weapon/shield can be damaged, if the test succeeded, then opponent bypassed your weapon/shield, and his weapon can be damaged if he hits harder armor, your weapon/shield is safe... but not your body lengua.gif ):
- compare attacker and defender weapons/shields quality
- if quality of both items is equal, both items are damaged
- if one is of higher quality, damaged is only the one of lower quality

In this way, if you use superior quality shield, and someone attacks you with normal weapon, his weapon gets damaged if you manage to block.

If you parry with your poor quality weapon attack made with normal quality weapon, your weapon gets damaged if you manage to parry.

If both weapons are of normal quality both gets damaged if they meet each other.

And so on...

great !

On my call, it will be : CHAOS STAR on attack -> if you hit, your weapon is damaged 1 ; if you miss from parry or block, the opponent's weapon or shield is damaged. Who says chaos star is only bad for the active character ?

File updated.

Its like Willmanx wrote above plus item quality.

Now I need some sleep, todays gym was... tiresome lengua.gif

GN

Facelift and minor adds in Balance.pdf ( www.gmtools.excelocms.com/houserules/Balance.pdf ).

Added Imparements.pdf ( www.gmtools.excelocms.com/houserules/Imparements.pdf ).

File contains some of my ideas on the permanent wound effects, upgraded with ideas borrowed from Bloody Sun Boy.

Discussion about that is here: www.fantasyflightgames.com/edge_foros_discusion.asp

More feedback on the subject is very welcome, same as more Imparements proposals.

New version of Balance.pdf ( www.gmtools.excelocms.com/houserules/Balance.pdf ):

- some facelifting and spelling done
- character progression overhaul
- my newest idea on Action Card recharge token management (uses only cards played, no dice, no tokens in most cases)
- small entries on weapons, and Action cards

Adds and changes:

Balance.pdf ( www.gmtools.excelocms.com/houserules/Balance.pdf ):
- Active Defence - back to the roots, I made new cards instead redesigning old ones (ready to print pdf: www.gmtools.excelocms.com/houserules/new_cards.pdf )
- item breaking simplification
- small lifting

Mutations and diseases:

I've put the result of Hammerzeit discussion ( 74.53.20.230/hammerzeit/index.php ) into pdf files, along with cards created with Hurlanc's SE plugin.

They can be found here:

- mutation rules pdf - www.gmtools.excelocms.com/houserules/Mutation.pdf

- ready to print mutation cards pdf - www.gmtools.excelocms.com/houserules/mutation_cards.pdf (they still require a bit of work, adding flavor etc.)

- disease rules pdf - www.gmtools.excelocms.com/houserules/Disease.pdf

- ready to print disease cards pdf - www.gmtools.excelocms.com/houserules/disease_cards.pdf

In the above pdf's, I used remade cards of Doc Cthulhu (plus created on their base back side images).

Backgrounds are here:

Disease_blank.jpg Disease_back.jpg

Mutation_blank.jpg Mutation_back.jpg

Now, back to making Imparement, and Spell Component cards lengua.gif

Thanks a lot!! I think i surely use quite everithing!!!

You're fantastic!!!

Clo

glorfindel1981 said:

Thanks a lot!! I think i surely use quite everithing!!!

You're fantastic!!!

Clo

Well, errmm.. I know nothing about fantastic, but I'm glad to hear, that someone find that useful gui%C3%B1o.gif .

Happy gaming mate happy.gif .

Glad to see Sunatet is still rockin'. We're playing every week and still using the stuff you make. I just got the latest Strange Eons set and made some new stuff :)

Thanks to everyone still making stuff and supporting us busy GMs.

NezziR said:

Glad to see Sunatet is still rockin'. We're playing every week and still using the stuff you make. I just got the latest Strange Eons set and made some new stuff :)

Thanks to everyone still making stuff and supporting us busy GMs.

Hi Nezz gui%C3%B1o.gif

Glad You stopped by. Thought some Orcs kidnapped You lengua.gif

I still need to build a basement like Yours!

Cheers gran_risa.gif

Yay! Thanks for the hard work on Mutations and Diseases! We're starting a new campaing of Norscan marauders any day now and I was under the impression that I would have to do the work by myself. :D Great job as always!

doc_cthulhu said:

Yay! Thanks for the hard work on Mutations and Diseases! We're starting a new campaing of Norscan marauders any day now and I was under the impression that I would have to do the work by myself. :D Great job as always!

You welcome Doc gui%C3%B1o.gif

After all we made them for something gran_risa.gif

Good gaming!

Ok, finally made some more cards.

- ready to print imparement cards

- ready to print weather cards (a prototype, so only 4 cards for now, I will make a topic on that)

They can be found on my houserules page here: www.gmtools.excelocms.com/houserules.html

I also made SE plugin that allows to make above cards, but since I based that on Hurlanc's plugin, and used his library files, and icons, I need to contact him first, before giving the plugin to the public.