Ever since there was RPG's there where house rules. Here's another one.
There has been some discussion on this forum recently that has bordered on the problem that I'm trying to adress with these changes.
Very few RPG systems (that I know of) has a descent representation of the unarmored agile warrior vs. the heavily armoured warrior (yes, here I go again). Most often its just a race for the fighter types to get the plate armour as soon as possible because its the best and there are almost no disadvantages worth mentioning. Its the same with WFRPG 3rd. A fighter with 4 strength can carry the heaviest armour without encumbrance penalty, deal descent damage and have access to the best parry as well. Its not even unrealistic for him to have 4 Ag and therefore access to the best of Dodges on top of that. IMO that makes strength one of the best Attributes in this system, as we have seen most people choose career that are combat aligned and even those that don't probably tweak the their character so he will be at least a descent fighter.
Ok, enough ranting. the following is my solution to giving unarmoured/lightly armoured warriors a piece of the fun cake as well. In another post we discussed which skills make up a good fighter and I think we more or less could agree that several factors played in. Weapon training: the ability and knowledge to handle the weapon you use. Strength: For increased damage and higher control of the weapon, particularly if you miss. Agility: foodwork, foodwork, foodwork. Ask Muhammed 'Butterfly' Ali.
Here goes:
8 Attributes: Weapon Skill (WS), Strength (STR), Toughness (TO), Agility (AG), Intelligence (INT), Willpower (WP), Perception (PER), Fellowship (FEL).
(Perception: I include this because I do not believe that perception neccesarily relies on intelligence. Animals are very alert and good at tracking)
Humans start with 2 points in each Attribute. Pick one additional primary Attribute (in addition to those on the career sheet) to increase by 1 point for free. No attribute can be higher than 5 at character creation.
Start with 30 creation points. (Demi-humans start with 25)
Creation points are spent on Attributes, Action cards, Skills, Talents and Wealth as per RAW.
Combat
Melée Combat Skill (MCS) = Weapon Skill + Strength + Agility – Armour penalty (see armours below).
Mêlée Combat
Any Melée action card asking for a ‘skill check’ vs. Target Defence uses the following procedure to create a dice pool.
To find out which dice to roll in close combat, proceed as follows:
Melée Situational Modifier: Compare your MCS with enemy’s MCS:
- Higher than enemy’s: add 1 fortune dice to pool
- Same as Enemy’s: no penalty
- Lower than enemy’s: add 1 misfortune dice to pool
- Lower than half enemy’s: add 2 misfortune dice to pool
- Add 1 character dice per point of Weapon Skill (or the attribute asked for by the action card. E.g. Coordination (Ag)). Exchange any Characteristic dice with stance dice as appropriate.
- Add Expertise dice for training in any relevant skill (Weapon Group Skills, Coordination etc.) (as per RAW)
- Add Fortune dice from any relevant Specialization. (as per RAW)
- Add any dice from defensive actions. (as per RAW)
- Add 1 Challenge dice. (as per RAW)
Summary Melée: MCS vs. MCS + WS + Skill + Specialization + Defensive Actions + 1 Challenge
Whenever an Action Card asks for a Weapon Skill (st) vs. Target Defence test, read Weapon Skill vs. Target Defence
Target defence is still armour defence + Active Defences
If an Action Card asks for an unusual skill (e.g. Acrobatic Strike) Use your WS in MCS when comparing, but use the required skill (e.g. Agility – Coordination) to determine the amount of characteristic dice.
Ranged Combat
To find out which dice to roll in ranged combat, proceed as follows:
Ranged Situational Modifier: Compare WS with enemy’s Agility (modified by armour penalty, see below):
- More than twice enemy’s Ag: add 1 fortune dice
- Higher than enemy’s Ag: no bonus
- Same as Enemy’s Ag: no penalty
- Lower than enemy’s Ag: add 1 misfortune dice to pool
- Lower than half enemy’s Ag: add 2 misfortune dice to pool
- Add 1 character dice per point of Weapon Skill (or the attribute asked for by the action card. E.g. Observation (Per)). Exchange any Characteristic dice with stance dice as appropriate.
- Add Expertise dice for training in any relevant skill (Weapon Group Skills, Observation etc.) (as per RAW)
- Add Fortune dice from any relevant Specialization. (as per RAW)
- Add any dice from defensive actions. (as per RAW)
- Add 1 Challenge dice. (as per RAW)
Ranged Summary: WS vs. AG + WS + Skill + Specialization + Defensive Actions + 1 Challenge
Any card asking for a Ballistic Skill (Ag) vs. Target Defence test, read Weapon Skill vs. Target Defence. Use your Weapon Skill to compare against Target Agility (modified by armour) to determine the Ranged Situational Modifier. Use Weapon Skill to determine the amount of characteristic dice.
Armours
Heavier armours are only intended to be used for shorter periods at a time, for example when entering a battlefield where one can expect to face multiple opponents and be crammed in among friends and therefore unable to dodge most blows. Heavier armours are not meant for long treks and adventuring. Therefore any adventurer doing so should expect to become tired and sore of muscle shortly, unless gifted with unnatural strength (Mutant!).
As with any other heavy burden, amours will tire the wearer if carried for longer periods. The GM should give fatigue tokens on regular intervals if armours are worn for long periods without rest.
Sleeping in Medium or Heavy armour earns you one fatigue and stress point until you rest again without armour.
Armour qualities:
Medium : Requires strength 3+ otherwise the armour gains the Tiring Quality.
Heavy : Requires strength 4+ otherwise the armour gains the Tiring Quality. Whenever you use Active Defence: Dodge place an additional recharge token on the action card.
Hampering X : Hampering X subtracts X from your agility score to a minimum of 0 when comparing MCS’s. Armour Hampering X is cumulative with shield Hampering X effects.
Tiring : When wearing a Tiring armour you gain one fatigue token anytime you roll one or more Chaos Star results on your dice rolls in addition to any other effect.
Name Qualities Defence Soak Enc.
Cloth 0 1 1
Robe 1 0 2
Leather Armour Hampering 1 0 2 3
Brigandine Hampering 1, Medium 1 1 5
Mail Shirt Hampering 1, Medium 1 2 4
Chainmail Hampering 2, Heavy 0 3 6
Scale Hampering 2, Heavy 0 4 7
Ulthuan Scale Hampering 1, Medium 1 3 5
B. P. & Chain Hampering 3, Heavy 1 4 6
Full Plate Hampering 3, Heavy 1 5 8
Buckler 1 0 2
Spiked, Buckler 1 0 3
Kite Shield Hampering 1, Medium 1 1 4
Tower Shield Hampering 2, Heavy 2 1 5
New Weapon Qualities
Nimble
: Pierce +1. A fast and agile warrior with a small precise weapon can more easily find an opening or weak spot in an opponents armour.
Cumbersome : If you miss on your attack roll when using a Cumbersome weapon add two recharge counters to your Dodge and Parry defensive cards.
New Weapons groups and rule changes for current ones
Light
: if you have Agility 4+ this weapon gains the Nimble weapon quality.
Great Weapon & Pole arm : If you have less than 4 strength, this weapon gains the Cumbersome weapon quality.
Weapons in Light Group : Dagger/Dirk, Spiked Gauntlet (Critical 3 instead of 4)
Basic Skills
Specializations Suggestions
Weapon Group: Light (WS) Parry, specific weapon
Weapon Group: Flail (WS)
Weapon Group: Ordinary (WS)
Weapon Group: Unarmed (WS)
Weapon Group: Great Weapon (WS)
Weapon Group: Pole Arm (WS)
Weapon Group: Cavalry (WS)
Weapon Group: Fencing (WS)
Weapon Group: Staff (WS)
Weapon Group: Spear (WS)
Weapon Group: Crossbow (WS) Specific Weapon
Weapon Group: Thrown (WS)
Weapon Group: Bow (WS)
Weapon Group: Sling (WS)
Athletics (Str)
Charm (Fel)
Coordination (Ag)
Discipline (WP)
First Aid (Int)
Folklore (Int)
Guile (Fel)
Intimidate (Str)
Intuition (Int)
Leadership (Fel)
Nature Lore (Int)
Observation (Per)
Piety (WP)
Resilience (To)
Ride (Ag)
Skullduggery (Ag)
Stealth (Ag)
Advanced Skills Specializations Suggestions
Animal Handling (Fel)
Channelling (WP)
Education (Int) Specific Language
Invocation (Fel)
Magical Sight (Per)
Medicine (Int)
Spellcraft (Int) Ranged Spell attack, Spell Touch Attack
Tradecraft (varies)
Weapon Group: Blackpowder (WS)
This link is a character sheet in XLS that may help explain these changes. The character wears Full Plate and shield and carries some weapons as example, but is otherwise unfinished.
I haven't had the opportunity to test it much so if anyone feels like it and finds time, I would very much appreciate any feedback. I intend to use these changes when I start a group in my own fantasy setting, in addition to some house rules specific for that setting.