Ranged weapons difficulties

By Jericho, in WFRP House Rules

Hello everyone,

As per RAW, ranged attacks are Easy (1d) tests against Target Defense.

First, can Active Defenses be used ?

And more importantly, how do you take range and cover into account in your games ?

Shooting a running target at long range should be hard, but with the RAW, its too easy...

Range modifies the challenge dice, I'll also add challenge dice if they are a running target or under cover. I'll allow the dodge active defense against range attacks to simulate the character moving sporadically but not parry for hopefully obvious reasons. Other modifiers I've used to hand out misfortune dice are if it's really windy or they are firing into the sun.

Basically I try and use common sense. Things that make the shot hard, under ideal conditions add to the challenge, things that make the situation less then ideal add misfortune.

As per RAW, the Block and Dodge cards allow it. It says : Melee attacks or Ranged attacks.

Parry is only against Melee attacks.

RAW, difficulty is a decision of the GM, period. The book suggests that the default for ranged attacks is 1d, but it is really only a suggestion/guideline.

For example, should a target be at range and actively "dodging" to avoid ranged attacks (like, they used a Perform a Stunt or maneuver to zig-zag while running), as a GM I'd probably make the difficulty of ranged attacks against that person an opposed check vs Agility instead of a flat difficulty.

It is also perfectly reasonable to add difficulty to shots based on range, although I personally would only add a max of +1 at the max range, and probably only if that max range was Long.

dude, i don't mind helping out genuine questions, but i think you have been around long enough to read the dodge card. you clearly thing everything is too easy. we got it.

umm...never mind. i guess you don't have the game. i just don't understand why you want to make house rules for a game that you have not read the rules to because you never bought it.

Bindlespin said:

umm...never mind. i guess you don't have the game. i just don't understand why you want to make house rules for a game that you have not read the rules to because you never bought it.

It took me a while to understand that you are talking to me.

My posts are all "genuine" and yes, I have the game, and all available supplements. I'm playtesting it because I'm thinking of transfering my V2 game to this system and I want to make sure the type of play suits my players and myself. I'm not transfering right away because I'll need the Magic supplement and the Religion/Priests supplement to do so (a Verenean priest in the mix).

I don't get the tone of your posts. If you don't like this thread, just don't read it or at least don't respond to it and move on. Thank you.

Just read TGS, good stuff.

I've thought out ranged weapon difficulties and for now, I'll stick to Ag/2 as basic difficulty to hit, like my houserule for Melee Strikes, but only if the character is aware of the danger, if not, an Easy (1d) test will do. Add a Fortune or two if the target is unaware and immobile. For range, I'll stick with the RAW, you cannot fire further than the weapon's range, unless stated otherwise in the weapon description or on an Action Card.

Common modifiers would be:

1 Fortune: Target is large (think Troll), Target is not moving or unaware, Target is one range increment closer than weapon's maximum range.

2 Fortune: Target is huge (think Elephant), Target is not moving and unaware, Target is two range increments closer than weapon's max range.

1 Misfortune: Gusts of wind, Soft cover or Partial hard cover, Raining, Dusk.

2 Misfortune: Windy, Hard Cover, Downpour, Night with some illumination (moonlight, fires, torches).

Do you use a similar consistent list of modifiers, or do you always decide on the fly ?

nothing really to to with the actual theme of the post but:

"gusts" of wind don't apply any misfortune in shooting an arrow. I know. I testet it in real life. gui%C3%B1o.gif

I'm leaning towards using 2 purple dice as base difficulty for everything.

Beyond that, 1 misfortune for each range increase. Block works against all missile attacks, but I don't think dodging arrows and bullets makes much sense. Dodging thrown weapons will work.

Cover would probably also add some misfortune.

Hm... would it make sense to have crossbows reload slower but give them easy difficulty?

I just don't understand why your trying to house rule things before ever trying to play the game as written. The base challenge of any action can be altered with additional challenge or misfortune die based on the situation. I really don't see the need to house rule something that is already super flexible.

mcv said:

I'm leaning towards using 2 purple dice as base difficulty for everything.

Beyond that, 1 misfortune for each range increase. Block works against all missile attacks, but I don't think dodging arrows and bullets makes much sense. Dodging thrown weapons will work.

Cover would probably also add some misfortune.

Hm... would it make sense to have crossbows reload slower but give them easy difficulty?

Dodging arrows or musket balls makes perfect sense. Arrows at long range arc thew the air and could be avoided, and I don't know about you but if someone pointed a gun at me the first thing I would do is dodge to the side or prone to get out of the line of fire. Allow your players to roleplay their dodge attempts instead of just cutting it out of the game.

Congzilla said:

I just don't understand why your trying to house rule things before ever trying to play the game as written. The base challenge of any action can be altered with additional challenge or misfortune die based on the situation. I really don't see the need to house rule something that is already super flexible.

I'm not sure what you're trying to say, but it sounds like: "Why would you add additional challenge or misfortune dice when you can just add additional challenge and misfortune dice?" So what exactly is wrong with adding challenge and misfortune dice in situations where it makes sense (targets not standing still, targets being far away, etc).

I think I'll end up going with 1 challenge die to hit a target that's standing still and unaware of the attack, 2 challenge dice otherwise. 1 misfortune die per range increment. And more fortune and misfortune dice whenever appropriate, of course.

maybe he is just saying that adding challenge and misfortune dice is not a house rule, it's just a RAW suggested judgement call. happy.gif

Bindlespin said:

maybe he is just saying that adding challenge and misfortune dice is not a house rule, it's just a RAW suggested judgement call. happy.gif

This.

If anyone's interested, we've been using a suggestion (from Nezzir) on firing into a melee engagement:

No one likes accidentally hitting a friendly in combat. While accurate, it’s not a fun rule. But, you have to admit, it could be dangerous. Someone could lose an eye! One would assume that if one were firing into a melee that included friends, they would be very careful.

Conservative [bB]: Firing into melee combat in a conservative state will cost one additional recharge to the action card used (due to the extra aiming time) and will incur a [bB] penalty. If the action has a zero recharge value, it will add 2 recharge tokens to the action card (essentially making it unusable for one turn as a recharge token is removed at the end of your turn). A miss is a miss unless the card states otherwise.

Reckless [bB]: Firing into melee combat in a reckless state incurs a [bB] penalty to the shot. A miss is a miss unless the card states otherwise. Firing into a melee engagement in reckless stance will cause the party to gain 1 party tension

It's been working well so far.

mcv said:

I'm leaning towards using 2 purple dice as base difficulty for everything.

Have you implemented that yet, and if so, how has it been working?