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.