Hello everyone,
After more playing and more testing, here are the few houserules I'm using for my game, in a jumble.
But first, some things need be said about my goal in houseruling.
1- Increase unpredictability in combat (especially where damage and death are concerned)
2- Create explosive damage capacities (goes hand in hand with 1, I liked that in V1 and V2 a very lucky roll could kill anything)
3- Use a minimum number of houserules and a minimum of math and no tables. Keep it simple.
So here goes:
THE HOUSERULES
- Dice mechanic -
Chaos Star = As per RAW + roll another Challenge die, if another Chaos Star shows, keep the result and roll again, otherwise, ignore the extra die completely
(this gives each CS a 1 in 8 chance of aggravating)
Sigmar's Comet = As per RAW + rolle another Expertise die, if another SC shows, keep the result and roll again, otherwise, ignore the extra die completely
(this gives each SC a chance of getting better)
Tips on interpreting Chaos Stars and Banes. I use the general difficulty as a guideline (1 bane is like an Easy bad thing) and in general, Banes will cause delays, tactical problems, misfortune or whatnot while CS will cause breakage, wounds and even Criticals for severe multiple CS rolls (3 or 4 CS, for example).
- Combat -
Multiple Sigmar's Comets can trigger multiple Critical wounds.
Each time a character suffers Critical Wounds, compare the sum of the Severity Ratings of all the Criticals caused with ONE HIT with the target's Toughness. If Severity > Toughness, victim gains Overwhelmed condition for a number of turns = to the excess Severity. If Severity > 2*Toughness, the victim falls KO and will lose 1 Wound per round until KOed as per RAW. If Severity > 3* To, the bloke is dead.
(As roughly 90 % of Criticals are rated 3 or less, you will need a very lucky hit to kill anyone this way, but it makes the regular lucky hit, 2 Criticals in one go, really stand out, and with a 3 Criticals hit, you could down most rank and file villains. The idea here is that a well placed shot from anyone can ultimately be the end all of anyone.)
Each turn, you get EITHER one Action or one Manœuvre.
(You might think this will slow things down, sure, it will ! But I always hated that in RPGs people sling shields, swords and whatnot almost instantly. Makes the crossbow a bit more realistic too. But mostly, it really gives all the cards that have Free manœuvre results stand out. Also, it streamlines the Assist manœuvre and henchmen, now Henchen are just blokes that all Assist except one guy who takes his action. Lastly, actions that need be prepared are more differentiated, and people can't run around as easily without taking fatigue. The Wardancer and the Swordmaster will profit more from the mobility included in some of their Action cards.)
Higher lethality: as per RAW in the GM toolkit, but no limitation to maximum number of wounds delivered.
- Spellcasting -
Rank based casting as per GM toolkit, but I reduced the general difficulty showed on the table by one challenge die and this difficulty always ADDS to the difficulty on the Spell card. So for example, if you are 1 rank higher than the spell, the difficulty if Simple 0d + Card difficulty, and so on.
So there, that's it for now, I'd like to know if you like any of this. Thanks all !