Alright, we don't have a lot. We used to have more, but many of them have been published by FFG after the fact (such as characteristics cap at 6).
So here is the short list:
1) All characteristics start out at 2. A player can advance any characteristic to a 4 at generation unless it is a racial trait (toughness for dwarves). Those can be raised to a 5.
2) Maneuvers. This one really isn't a house rule...it is simply an interpretation of bane/boon effects. If two boons on a basic melee attack can trigger a maneuver and two boons can also give black dice to opponents or other beneficial side effects, then logic serves that the range of "maneuvers" should be bigger as well. So, this is how we play it. An action either: deals damage or influences a target (on a social action). Also, some major events of the narrative, such as picking a lock when the party is trying to escape will be counted as an action...but when that occurs, the GM notifies them of this before they attempt the action. All other actions (such as tripping, tackling, disarming, etc) are counted as a maneuver during combat. The reason behind this is it gives not only the player's more options, it increases the cinematic feel of the game and allows players to contribute more to the combat. Lets face it, you aren't going to knockdown an opponent which only gives them 1 misfortune die if they are on the ground and can simply get back up with their maneuver over double-striking or any other damage effect (unless it is absolutely necessary, of course). This freedom creates more dynamic combats and allows players (including the GM), to be more creative, involved and have more input into the encounters. Now, maneuvers such as tripping, etc. do take checks to perform and really important ones may even be opposed or contested. It just depends on the scene and what emphasis is needed. These maneuvers can also be collapsed into a combat check adding fortune and misfortune dice to the pool. That way we don't have to sit around for the player to make two rolls instead of one.
3) Aggravate. As a maneuver, a player engaged with a friendly ally, can assist him by performing Defense. This operates in a manner similar to an assist action, except in this case it adds a black die to the attacker's die pool.
4) Long term campaign. We find Warhammer levels very quickly. For those who want to invest a larger amount of time in the same characters (such as my main group), the leveling system needs to be slowed down. It also slightly adjusts the value of certain dice over others. Here is how it goes. A player must make 10 advances per level. A characteristic advance, instead of taking up a number of slots only counts as one slot, though all the required advancements to raise a characteristic must still be spent on the characteristic. So, if a player wants to raise their strength from a 3 to a 4 and it is a career characteristic, it would cost them 4 advances, but it only takes up one of the ten required leveling slots on the back of the character sheet.
The cost to gain/raise advances is as follows: Characteristics, same system as published. Skills: 3 advances. Talents: 2. Fortune to a characteristic: 2. Action Card: 2. Specialty: 1.
We also added in an xp mechanism. For every 5 xp the player earns, they gain 1 advance. In addition a player earns between 1- 7 xp a night, based on their actions and role-play...averaging to about 3 a night. There is also 5 story completion xp that can be gained at the end of a story.
The player must fill 10 slots on their advancement profile in order to gain an additional rank.
This does slow things down massively. In a little over one year of semi-regular play, my players are now roughly rank 3. Each earn, we feel, has a bit more impact and the choices player's make of what to get when they can buy advances seem more critical. Overall, we are very pleased with this system.
However, at my LGS we use the system as written. It's great for 3-4 month games of regular play or any game really that's going to last about as long as one module...then be left for something else...only to later return to it for another 6-8 sessions. I do feel this is how most groups game, so I do feel the base system is really well done for what it is designed to do.
5) No card recharge. An exhausted talent refreshes at the every rally step or act. Also, in my main group, we play without card recharge unless the recharge is used to track an ongoing effect. We also use it for one shot powers, such as the priest of Ranald coin flipping card.
At my LGS we use recharge on action cards. I don't so much see the point on talents, but hey, that's just me and it is good that the system is streamlined...so I would never cut it. Card recharge isn't a huge deal, I just feel there were better options without it. It's a great mechanism for what it does, though and after talking with some people about it
, I find that I like it a lot more now and can see why it exists. Still, the Player's guide gives a great way to add additional damage, etc to combat checks.
Also, some cards have to be rewritten mostly...just scaled to match the others. That took a lot of work to play without card recharge and I still don't know if it was really worth it, lol! No, it's fun and we like it.
5) Combat. We use the GM toolkit scaling damage system.
6) Last two pieces...we don't use assess the situation and perform a stunt. Assess was cut to add more emphasis to fatigue/stress. Perform a stunt was cut, because, my group does just fine without it. It's a great card, so please, don't take it that I hate it...we just don't need it. Stunting is my player's middle names, lol! Kidding. Again, for new gamers or gamers not used to such creative freedom (because dnd 3e-4e has sucked all creativity from their brains), they love this card. I even know vets who do. My main group and I have a play style that just doesn't really need this extra push. But then again, we love interpreting dice rolls and anything that stops us from interpreting them or limits that, drives us a little nuts.
Like I said, they are not that impressive. There aren't any super comets or terrible star effects...but the system doesn't really need them. As long as the GM isn't holding back on black dice and adding purple dice for conditions, effects, etc. So, sorry it isn't impressive and only minor, but I love WFRP just the way it is. It only needs modifications for certain "modes" of play (such as long term campaigns).
Good Gaming,
Commoner