Group experience?

By doc_cthulhu, in WFRP House Rules

Has someone toyed around with the idea of evolving party sheets? I was thinking about giving the group some experience that could be used to buy (maybe somewhat more expensive) talents.

That is a WERY intresting idea : ) If you can get it in to the story it would be a realy great addition to the adventure

Last week we started somewhat Pendragon-inspired campaign of Norscan "heroes". We decided that "one adventure per game year"-style was for as and now I've started to think how the group could evolve during "winter-phase". Most likely it'll be something like rolling some social roll the tell the saga of the glorious deeds of last summer. And depending of the success of the roll the party gets something - like a reputation card for their group to use.

Maybe this should be an action card? Success gives talent, boons give ?, cometh gives experience to the group?

How about these? Any comments?

nrin_cards.jpg

Neat cards, I especially like the Saga. The idea of using a Pendragon-like system is a good one, as well. It really fits the career model well. I'd be tempted to just call every "year" / adventure 10 or 12 xp, and only allow advancements at the end of years. When you complete an adventure, you spend a bunch of xp and then pick the new career that you start the next year in. Could be fun.

Here's some feedback on a couple of the specific cards:

Servant of Chaos seems overpowered. There's at least one action card that give you a fear rating, and it takes up your action for the turn and a pretty tough die roll. That card does Influence the target as well, but doesn't do well when compared to just having this talent to get Fear all the time, and using whatever social skill you have trained to Influence when that's needed. I'd definitely take this Talent over that Action every time, for any character that has a Reputation slot. Might at least be better balanced as "Exhaust this card to gain a Fear Rating of 1 until the end of the scene". At least that way you can't just swap it out the second every foe has taken their Fear test. Or even as "Your Intimidation and Leadership rolls gain Boon Boon: Gain Fear 1 until the end of the turn".

Will of the Northern Gods, on the other hand, is underpowered. If you pop over to the probability tool ( www.jaj22.org.uk/wfrp/diceprob.html ) you'll see that it's more often a detriment than a benefit. It increases the variance of the rolls, which makes them interesting, but not better. You end up with more triple successes and more multi-boon rolls, but also more failures and more mult-bane rolls. Changing that to 3 white and 2 black would make a world of difference.