Speed / Movement for Non Human

By Lautrer, in WFRP Rules Questions

Maybe that I have missed rules in the Tome of Adventure. But I plan to let my players be chased by a pack of wolves. I know that they are faster than beginner PCs but how does this reflect in the rules?

Maybe I will allow them to get one free movement per turn? (I don't use the rule that biests loose wounds instead fatique)

And how would you convert Movement from the 2nd Edition to WH3 ?

Thanks for your help! happy.gif

I asked myself the same think with beastmen... after describing their legs, explaining they'll come after PCs real fast... I noticed there was no ruling for that. So I house ruled on the fly to adapt distance between ranges. Engaging a target always costs 1 maneuver.

sluggish creature : A move between ranges costs 2 more maneuvers than standard rules.

  • Sluggish creature : Engaged - 1 maneuver - Short - 3 maneuver - Medium - 4 maneuvers - long - 5 maneuvers - extreme

Slow creature : A move between ranges costs 1 more maneuver than standard rules.

  • Slow creature : Engaged - 1 maneuver - Short - 2 maneuver - Medium - 3 maneuvers - long - 5 maneuvers - extreme

standard creature : standard rules.

  • standard creature : Engaged - 1 maneuver - Short - 1 maneuver - Medium - 2 maneuvers - long - 3 maneuvers - extreme

Fast creature (wolf, gor...) : A move between ranges costs 1 less maneuver than standard rules.

  • fast creature : Engaged - 0 maneuver - Short - 0 maneuver - Medium - 1 maneuvers - long - 2 maneuvers - extreme

very fast creature (flying eagle) : A move between ranges costs 2 less maneuvers than standard rules.

  • very fast creature : Engaged - 0 maneuver - Short - 0 maneuver - Medium - 0 maneuvers - long - 1 maneuvers - extreme


Why so complicated rules?

I would only make the party do an athletic opposed skill check with extra challenge dices for fast creatures (obviously, wolves run faster than PCs but with little training or sheer luck, maybe the'll get to lose them (crossing water streams to make them lost their track and scent, etc), and beastmen... well that's really up to you whether they are naturally faster or not, which will influence how many challenge dices you throw in)..

Silverwave said:

Why so complicated rules?

I would only make the party do an athletic opposed skill check with extra challenge dices for fast creatures (obviously, wolves run faster than PCs but with little training or sheer luck, maybe the'll get to lose them (crossing water streams to make them lost their track and scent, etc), and beastmen... well that's really up to you whether they are naturally faster or not, which will influence how many challenge dices you throw in)..

I also do opposed check during chase, but that doesn't help during a battle in encounter mode where a faster creature should be able to move faster between range. And this HAS importance against ranged attackers (the faster you engage them, the lesser you get hurt).

Obviously, I don't think it's complicated to adjust by 1 or 2 the number of maneuver required to move between range for a faster or slower creature. Perhaps my previous post contained too much explainations...

@willmanxx: thank you. I will try your rules, additional let them roll Athletic Checks. I also think about making a "Flee!" Action-Card gran_risa.gif

Good point, it doesn't help in combat.

I would opt more for something like 'Lautrer's idea. Make them action cards : Flee, Dash, Run, Charge, etc.

Maybe we'll see this in some extension (GM tool?)

I think I'll just give fast creatures a Talent:

Fast: the first two maneuvers can be performed without costing fatigue, instead of merely the first maneuver.

it must be a "movement" maneuver if so, not another one (reload, use a skill, etc...)

That is very similar to what I have done in my own house rules. Mounted combatants or otherwise "fast" characters receive 1 additional free maneuver that can only be used for movement.

After a particular scenario last session, our group has also decided to house-rule that "non-fast" characters (most humanoids on foot) cannot move more than 1 range increment per turn by using Maneuvers (i.e. from Medium to Long, from Long to Extreme, etc). They may Engage and Disengage with additional Maneuvers as normal but such a character cannot, for example, move from Close to Long range in the same turn. The character would have to move to Medium range one turn and then to Long range the next turn. This is to help satisfy some players who felt that it was a bit illogical that someone on foot could charge all the way to Long range (shouting distance) to run down an archer in the time that it takes said archer to target him with a single shot. I agreed that it could seem a little silly in most situations and decided to go with it. This also lends a little "oomph" to riding a horse in combat...you get to run people on foot down very easily.

... my wife used to ride horses etc. a couple of years ago... a few times I was with her at the stable (mostly when it gave grilled sausage). As a true Roleplayer I was watching the whole riding thing from a different angle and I have to say:

On horse You can run down people on foot very easy if it is a plain field.

Similar, in our Bundeswehr-Service-Time in Germany, we had a lesson "Fighting Panzers". We asked our Feldwebel. "Ok, Fighting them in Rock or Forest is clear, but what can we do on a plain field?" His answer: "Run! Run faster as You can. You won't believe how fast you can run, if a tank is behind you."

For me, the same for Warhorses!

I've been using the "Perform a Stunt" action card for these kind of situations - for PCs and monsters both.

If you want to cover more ground than a maneuver allows, and are willing to sacrifice your action to do so, go for it! Use the "Perform a Stunt" action and roll an Athletics (Ag) check (add a fortune die if you have the Running specialization).

Again - I use this for both monsters and PCs and usually fast monsters have high agility. e.g. giant wolves have 5 Agility.

Interesting stuff came up in these rolls - from people running really fast to people crashing to the ground and anywhere in between.

Roy.