Which GM's Toolkit optional rules is your group using?

By Emirikol, in Warhammer Fantasy Roleplay

Which of these is your group currently using?

WFRP3 GM'S TOOLKIT OPTIONAL RULES

GM’s Toolkit (each if the GM allows them)

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Nemesis cards - as PCs move down plotline, enemies become weaker and more disorganized
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Non-career advances - normally double p.27; could be for normal cost
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Non-career stance advances - normally not allowed; could be justified
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Wound advances - normally just career; if down to zero could buy one at end of adventure;p.28
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Party sheet p.28 - normally just one; could get a second for 1 adv/party member
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Insanities (permanent) p.28 - normally permant; could use discipline 1x/month success can spend adv. is cured advances spent up to the severity.; gm can also waive with good rp’ing
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Chicken, egg p.28 - can spend xp during the action
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Expanded ACE (p.37) - could spend aggression for an extra maneuver; could spend cunning for stance
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Prepareing for Actions (p.37, PC or NPC): costs one maneuver, grants one fewer recharge token if action succeeds
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Sacrificing Actions for an extra maneuver (p.37, PC or NPC)- instead of using action, gain extra maneuver
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Risking against recharge (p.38, PC or NPC): perform recharging action with a cost of 1 misfortune per recharge token.
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Fortunate circumstances (p.38) - PC can recommend narrative lucky break
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Mutually Exclusive character options (p.38) - players can limit themselves so that no two characters can have the same cards (career sheet, talent, action, advanced career, etc). Why would they do this?
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Rank-based casting & invocation (p.39) - difficulty is based on characters rank compared to action rank
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Higher lethality (p.39) - successes beyond card lines inflict one extra damage/effect per success


I’m currently using Higher Lethality, Mutually Exclusive Character Options (to an extent, I may allow for doubles of the same career, but not on anything else), Sacrificing Actions for an Extra Manoeuvre and I will be using cheaper Non-Career Advances next session.

Higher Lethality is currently the option which has probably seen the most use and the one that has had the most visible effect on the game. Really makes fights quick and brutal, and has defiantly made the player characters think twice before charging into combat without a plan. I have a Priest of Sigmar with Healing Hand and two other members of the party have First Aid trained (both took it as an non-career advance), so I’m not to worried about combat being to deadly.

I’m going to be using the Non-Career Advances variant rule as a reward for the players, just to add in something on top of XP, Fate and Shiny Things.

I use:

Nemesis cards - (at least I will once I have a use for them)

Party sheet p.28 - I play that they can change their party sheet if the story allows for it. They can force it if they pay 1 adv/party member and be able to justify the change.

Insanities (permanent) p.28 - normally permant; could use discipline 1x/month success can spend adv. is cured advances spent up to the severity.; gm can also waive with good rp’ing

Expanded ACE (p.37) - could spend aggression for an extra maneuver; could spend cunning for stance

Prepareing for Actions (p.37, PC or NPC): (is allowed, but they rarely use it or remember to use it)

Sacrificing Actions for an extra maneuver (p.37, PC or NPC)- instead of using action, gain extra maneuver (I'm undecided on this one)

Risking against recharge (p.38, PC or NPC): (is allowed, but again, they rarely use it)

Fortunate circumstances (p.38) - (highly encouraged, but again, they tend to like using fortune points for die rolls

Mutually Exclusive character options (p.38) - I'm not enforcing this, but players are currently limited to the components I have. I feel it creates a bit of diversity.

Higher lethality (p.39) - successes beyond card lines inflict one extra damage/effect per success