Milk's House rules 1.0 - Comments welcome!

By LordoftheMilk, in WFRP House Rules

So, here is my first comprehensive list of house rules, apart for the new weapon rules, which I haven't finished yet.

I have just started playing 3ed so any comments are very welcome. We haven't even started using those rules yet. But I have played WFRP for 20 years, and I love the freedom of rules that is given with 3e, which allows for so much tailoring.

WFRP 3e is an awesome game!

Game Play
Combat
Surprise: Combat difficulty is reduced to zero purple dice for that round (instead of 1), only vs. chars. that haven't acted yet.


Shoot in CC: +2 BLACK, may hit friend with chaos star
Shoot at long range: +2 BLACK
Shoot at medium range: +1 BLACK
Shoot when engaged: +1 PURPLE (if possible).

Off-Hand: Using off-hand adds +1 BLACK.

Minimum Damage: equals 1 + Number of Critical hits.

Coup de Grâce: Landing deathblow on a K.O. opponent takes an action.

Chaos star effects (players guide p.55)
Always counts as a bane, plus one of the following:
• black die to next check/white die to opponent
• suffer a fat/stress
• lose maneuver
• lose weapon
• draw attention
• decrease quality of success
• worsen effect of failure
• If you are delayed 2 below another, you lose a turn (resets your initiative to 0 after that.

Fortune points
Fortune points add 1 WHITE after the roll or remove 1 recharge token from a card.

Maneuvers (new)
Preparing for Action Maneuver (GMTKp.37, PC or NPC): costs one maneuver, grants one fewer recharge token if action succeeds.
Aim/Word Maneuver: Add 1 WHITE (max) to next action.
Sacrificing an Action for an extra maneuver (GMTKp.37, PC or NPC)- instead of using action, you sacrifice your action for the round, but gain an extra maneuver.

Action Cards
Situation modifiers are sometimes already integrated in action description/diff. mod. and therefore should not be duplicated (check with GM).
Recharging actions may be attempted again, with 1 BLACK per recharge token.

Traits: Any action card with a race/career trait must have RP justification to be learnt.
Active defenses: When using an active defense, you may choose to make the opponent's roll an opposed check vs. your defensive skill instead of a normal attack. If you do, you may not use any other reaction against that action.
Ritual dances: Must be unburdened, may not wear armor heavier than studded. Shadow coil opposes coordination to attacks.

Immobilizing Shot: takes Maneuvers to remove recharge.
Backstab: No difficulty Modifier on Surprise
Double Strike: No diff. mod. on use of a balanced weapon in left hand.

Advancement
Advances cost 1 experience per character rank.
Rank is now equal to number of advances/10 (rounded up).
Advanced Careers: Need to have finished rank 2.
Wounds: Max Toughness * 2 open advances taken in Wounds

Social Interactions
Influence: progress tracker is usually equal to the WP of the NPC. Stunt moves 1 progress max on success. Social action cards that influence advance the marker as many spaces as successes in excess +1.

Talents
Exhaust: May be used once per Act.

Corruption
Threshold: Willpower instead of Toughness

Healing
Sources: 1 each per day, then +1 PURPLE per additional Try.
Rest & Recovery: Only res check, no more check for helper. Helper: First Aid adds 1 WHITE per lvl. trained. Medicine adds 1 YELLOW per lvl. trained.

Anger/Grace of the Gods
Use the special cards of Sunatet on casting blessings. Number in the right corner is the number of chaos star it consumes. Draw a 0 card on a comet.

Encumbrance:
Three steps exist now: Burdened, Encumbered and Overloaded.
Burdened: Above 1/2 Encumbrance value (round up). +1 BLACK to all Athletics, Coordination, Stealth, Ride*, Skullduggery*skill checks.
Encumbered: Above 2/3 Encumbrance value (round up), +2 BLACK to all Athletics, Coordination, Stealth, Ride*, Skullduggery*skill checks. May not Dodge.
Overloaded: Over Encumbrance value. Usual Encumbrance rules

Notes on GM’s Special Rules
Expanded Aggression and Cunning Options will be used by the GM: (GMTKp.37) - could spend aggression for an extra maneuver; could spend cunning for one-time stance shift.

Higher difficulty creatures can use more ACE dice in a round than lesser creatures of the same type.

I was so excited I forgot to thank the whole community here for al the great ideas, especially the LF crew, Emirikol, Willmanx and Gallows.

TY!

LordoftheMilk said:

Shoot when engaged: +1 PURPLE (if possible).

This one seems redundant. Most ranged attacks that allow you to shoot while engaged already have this penalty, and with the ones that don't it's a feature of the action.

LotM:

Some thoughts: 1 put it in a house rulebook form already and upload it to your dropbox with a public link already ;) db.tt/WLWyyjV

I've run several demo's and also did a recent one-shot game. I came to the conclusion that no house rules are best when first teaching the game. For an established group, most house rules can be made into skill specializations or house ruled actions (from the perform stunt card).

I like your talent recharge rule, but I think I'd go with per encounter (or rally) rather than per act. I think the core Talent recharge 4 is kind of a pain in the buttocks.

Encumbrance trackign looks like a pain..logical, but still a pain.

Corruption switching looks unnecessary to me, but could be made into a skill specialization or talent.

The fortune points listing is the actual core rule I think.

The rest could be summarized in a quick chart or two.

jh :)

Thanks guys.

@Emirikol: I intend to make a nicer sheet of the rules. In that respect I would love it if you would forward to me your template of house rule booklet in word format.

I have thought of your extra action/spec. system and it definitely has merit. I will try and see how I can accomodate it.

Isn't an Act a subdivision of an episode, and isn't there a rally phase after each Act?

For corruption, it definitely is not necessary. However, Toughness already has such a huge impact and The corruption in the miscast cards make me want to boost WP a bit more in my games.

For extra white dice for a fortune point, doesn't the core rule state that you must spens your poin before rolling and not after?

Nice to see stuffs from everywhere used and adapted by every guys. Some new stuff also : ACTIVE DEFENSE on OPPOSED CHECK variant. It's interesting.

This make me think I may should update our way of playing WFRP3. It's been some sessions now on the same run and these view of the rules are really enjoyable.

Good gaming !

I have opened a dropbox account, I uploaded my file, how do I share a web adress that would allow forum users to acess the file?

There's a drop-down option for each file "Copy public link" which gives you direct URL to the file, for example:

http://dl.dropbox.com/u/12641813/WHFRP%20House%20Rules.pdf

The folder needs to be shared also, "Public" is by default shared.