Does this sound fair (house rules i have made)

By player1545726, in WFRP Rules Questions

We been playing WHFRP for 4 sessions now, and there are a couple things i house ruled that i just want to get feedback on as to if you all think its fair or not to the players/ (players seem to be ok with it but it always good to get second opinions.)

1- Range combat difficulty... Engaged and close, and medium 1d, long 2d, extreme 3d (d being challenge dice)

2- Elven Aprentise... Due to the lack of elf and dwarfen spellcasters, and being so disapointed in the fact that winds of magic did not come with any, I took the apprentice, acolyte, and wizard careers and made ones specially for a player using an elf. the career is the same but holds Roleplaying differences/ being called Outcast apprentise, outcast aclyte and an outcast wizard. basically the elf is considered an outlaw amongst his own people for chooseing to study magic with humans rather then embelishing thier natural way of magic. (im making this up because i dont know too much of warhammer cannon and because they did not explain how the elf magic will work in the winds of magic (what bugged me about not having the elf and dwarf magic careers in the winds of magic expansion is that they did offer a whole chapter about elven magic and dwarven runemagic fluff just no mechanics)

3- aim maneuver (adds 1 white dice, and may add additional white dice at a cost of 1 stress per die)

4- after Using the delay penalty a few times from the conservative dice, i realized it doesnt have a real effect in the game. so I have been having the delay icon adding recharge tokens to all action cards instead of one. this basically is just saying at the end of your turn you do not remove any recharge tokens. we played this for 2 sessions so far and ot def does have a more effect than before without being overly unfair. it balances well with the extra fatigue/stress of teh reckless die this way.

5- range grid. instead of using tokens i printed out a grid 4x4 with spaces the size of a playing card. and we use this. it makes it easier to see and only takes up a small part of the middle of the board.

6- no more tokens.-- instead of cardboard tokens i purchased a set of mini 8mm dice of various colors (15$ on ebay) i use red for fatigue, blue for stress, white for fortune, black for power/favor, green for corruption. and yellow for recharge. playing is faster (rolling a die up rather than digging for x type counter ect) but most of all it makes set up and clean up a TON FASTER.

Sehmerus said:

house rules

Ranged: I think this is fair.

Elven wizards: I have the same thing in my house rules: dl.dropbox.com/u/167876/WFRP3%20Hafner%20house%20rulebook%20v2.3.pdf

Aim maneuver: This is good

Delay causes all cards to add a token: This is a good idea. Conservative dice are/were more powerful than reckless otherwise. I don't think I'd do all of them though. I'd just have the player pick two. If double delay shows up then all cards.

Range grid: Very smart. I may try this. It may work good with hexes as well.

Using something other than tokens: Again, very smart. They're easier to maneuver.

Looks like good simple solutions to some issues :)

Jay H

Sehmerus said:

We been playing WHFRP for 4 sessions now, and there are a couple things i house ruled that i just want to get feedback on as to if you all think its fair or not to the players/ (players seem to be ok with it but it always good to get second opinions.)

1- Range combat difficulty... Engaged and close, and medium 1d, long 2d, extreme 3d (d being challenge dice)

2- Elven Aprentise... Due to the lack of elf and dwarfen spellcasters, and being so disapointed in the fact that winds of magic did not come with any, I took the apprentice, acolyte, and wizard careers and made ones specially for a player using an elf. the career is the same but holds Roleplaying differences/ being called Outcast apprentise, outcast aclyte and an outcast wizard. basically the elf is considered an outlaw amongst his own people for chooseing to study magic with humans rather then embelishing thier natural way of magic. (im making this up because i dont know too much of warhammer cannon and because they did not explain how the elf magic will work in the winds of magic (what bugged me about not having the elf and dwarf magic careers in the winds of magic expansion is that they did offer a whole chapter about elven magic and dwarven runemagic fluff just no mechanics)

3- aim maneuver (adds 1 white dice, and may add additional white dice at a cost of 1 stress per die)

4- after Using the delay penalty a few times from the conservative dice, i realized it doesnt have a real effect in the game. so I have been having the delay icon adding recharge tokens to all action cards instead of one. this basically is just saying at the end of your turn you do not remove any recharge tokens. we played this for 2 sessions so far and ot def does have a more effect than before without being overly unfair. it balances well with the extra fatigue/stress of teh reckless die this way.

5- range grid. instead of using tokens i printed out a grid 4x4 with spaces the size of a playing card. and we use this. it makes it easier to see and only takes up a small part of the middle of the board.

6- no more tokens. instead of cardboard tokens i purchased a set of mini 8mm dice of various colors (15$ on ebay) i use red for fatigue, blue for stress, white for fortune, black for power/favor, green for corruption. and yellow for recharge. playing is faster (rolling a die up rather than digging for x type counter ect) but most of all it makes set up and clean up a TON FASTER.

1 - We usually add black dice to adjust for diff (and we usually do by moves as opposed to ranges), but this sounds fair.

2 - I'd expect dwarven runeforging/runecrafting to appear in the upcoming 'Blackfire Pass' expansion. That said - elven magic is far and beyond the scope of plot. IE it changes battlefields, blows away armies, does world altering things - as the elves tend to use all the multiple winds at once, and their trained magicians spend several human lifetimes training. So, I wouldn't hold my breath for elven wizard careers, as they are clearly not PC-oriented things (much like its probably outside the scope of the game to play a Harbringer of Tzeench, or a Bloodthirster). BUT, your rules seem somewhat fair (even though elves would not train with humans). I have heard of a couple local groups who play with an elf studying elven magic but being very very young, and only studying their first wind. That may work for you.

3 - You should cap this in some way. Such as 'can add a max of white dice equal to your rank in Balistic Skill' or rank or somesuch.

4 - The trick to using delay is to find the right cards. So our parry-riposte-monkey uses far fewer conservative dice since I would always add tokens to parry so his big combo never came up. Missile weapon, rapid-shot, channel power, curry flavor ... I mean favor (^_~) - whatever it is they're excited about putting tokens on it makes them less likely to pick up handfull's of green. Also according to the rules no matter how many delay tokens come up, you only put 2 recharge down. We just do 2 recharge per delay symbol. Also nixing the party's initiative trackers and making sure they go last is a good way to annoy the rest of your group. Oh, and if you're in a rush (such as if you only have 2-3 hours till 'the bad thing happens' in plot, advancing plot markers on delay symbols is a good way to scare your players). For the most part sticking in the rules has definitely curtailed green-die usage.

5 - this sounds like a decent idea. We use 'zones' (as per FATE, with 1 maneuver moving you one zone) but this works pretty well I think.

6 - We use tokens for initiative placement, but d10s (since they have 0s) for stress/fatigue, d6es for recharges and d20s on wound cards to represent monster wounds. I agree that dice seem to make it go faster.

the issue i have with picking a card that ges the delay is that it feels metagame picking and choosing what cards to put a counter on. and in my case so far one counter wont mess anything up because my players currently are in habbit of using basic melee and ranged attacks wich are recharge 0 and at the end of the turn they get to remove the recharge counter anyways. we tried playing it were whatever action you were performing is the one that gets the delay recharge token but one recharge token just doesnt (or at least hasnt) been effective as a player punishment. and as mentioned i feel like im cheating if i purposefully target a non related power just because it has more charge tokens on it then others. not to mention it can bring up player dm arguments of "why would me dong that effect an unrelated power, it doesnt make sense or seem fair" however by making it give everything 1 token. then not only is the delay penalty more equal to the fatigue penalty it also takes away the awkwardness of having to pick and choose.

we only played this way a couple times and honestly so far it still seems like the delay is a weak penalty. (i have a group of six players all rolling max green dice) so we are discussing the option of even forfitting the players next action or free maneuver. i will let you know how that fans out if we decide to do irt.

I think you are playing that wrong. A Delay adds two recharge counters to a card not 1.

That explains a little but i still dont like the awkwardness of having to pick or choose what card to apply it to. we will change to the 2 tokens and see if it drastically changes the feel of delay being any more threatening. i think the biggest issue with delay is that its only one card and if the players have many actions they will just simply use others while recharging. were if it was ONE token for all thier actions it throws a spoon in the cogwheel of thier plans. yet since they get to remove a counter at the end of thier turn even that doesnt pose as much of a threat as what i think it should.

to put my logic into perspective.. my group has 6 players, 5 are highly conservative careers, and yet all 5 players always are playing with max green stance dice in thier pools. yet we have 1 player who plays reckless but for him he has to think hard on how many red dice he puts in his pool due to the fact that he has a tendancy to knock himself out when he goes full reckless for too long. so in my mind if one penalty is not even being considered by 5 players yet another penalty is severly game effecting another player then the penaltys are not equal. so i either need to ease off on the reckless penalty or make the delay penalty more strict. and I believe the intent of the dice were to be something that needs to be considered with each roll, wich is perfectly displayed in reckless, but not with delay. so the goal is to make delay just as game effecting without having to play "the bad guy" and strategically choose the one card each player cant afford to put delay tokens on in order to punish the players. this mechanic involves too much metagame tactics for me.