Hello everyone,
I know this subject has been debated many times, but just in case it can be of use to someone, here is my take on making combat difficulty somewhat harder, without taking away the fast paced and deadly nature of WFRP3.
First, I'll consider two general types of combat: melee and duels.
Melees are general slugfests where multiple combatants go at each other in relative chaos. Say 5 or more combatants in a same engagement.
"Duels" would include formal one on one duels and any situation where the GM decides that the combatants involved can concentrate solely on their opponent or opponents (I'd limit that to one on one or one on two in certain circumstances). GM fiat is needed here.
For Melees, combat difficulty is generally 1d as per RAW. Melees are gruesome affairs ! Survival in melee depends on coordination of troops, ie: Guarded position, Improved guarded position and such support actions. A well trained unit can cause immense damage to untrained ones.
For "Duels", individual capacity is the main factor to win. Difficulty is WS opposed by WS. BUT I also have houseruled the Opposed rules.
The main problem with opposed tests in the RAW is that it doesn't scale up. The rules work well for stats of 3 or 4. After that, it breaks down since two Str 6 fighters will oppose at 6 dice vs 2 puny challenge dice... It's broken ! So here's my fix.
Opposed tests: Dice pool of defender is determined by adding Stat+Skill+Spec and dividing that by two. Whole numbers become Challenge dice, halves become Misfortune.
Ex.: A human Mercenary (Str4, WS2, Spec1) attacks a Goblin Diestro (whatever that is...). The Goblin is a nifty one and has Str3, WS3, Spec1, he's a Nemesis of course. The pool will be: 4 Blue, 2 Yellow, 1 White + 3 Purple, 1 Black. Using the probability calculator, that would give the Mercenary a 59% chance of hitting, assuming the Goblin doesn't dodge or parry.
For non-nemesis monsters, consider Expertise to be levels of skill for logical skills for the beast to have. Monsters do not have Spec, and rarely have more than one expertise, but they can use Aggression to tilt the balance in their favour.
Try this out with different scenarios and you will see that Opposed tests between equal level opponents will stay around 50% probability, whatever the proficiency level (beginner or experienced) you give them. It's a pretty sturdy houserule.
Lastly, I have to remind you that my houserules are aiming at a somewhat lower success rate than the RAW, and at giving Skill as much importance as stats, or more. Note that I also use the optional rule of extra damage for unused successes, but without rank limitation. I am also checking to make Crits slightly harder, probably by using Resilience tests and certain condition cards... Not sure yet.
What do you think ?
Anybody think this is good stuff ?