Commoner's house rules.

By commoner, in WFRP House Rules

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

commoner said:

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.

  • 1) I think this is used by alot of people and I am def on a simular line of thinking. One thing im not clear on is that do you not give the boasted started statisics on Elves and Dwarves? Is it purely for reasons of balance? or am I just misreading what you mean?
  • 2) I really like this concept, except as regards to disarm being a maneuver, I personally see this as an opposed action. I am expecting to see a Disarm action card for the fighting style of entangling and/or duelling fighting styles that are to be included in Omens of War if of course those fighting styles exist at all.
  • 3) I like this am intend to use this idea, i think it makes sense.
  • 4) I wanted to use something like this myself, I like long campaigns, my games normally play weekly for at least 12-18 months and until actions for blessings/spells, and melee/ranged/social if they are ranked in expansions as well as careers are included to cover higher ranks, advancing too quickly is a major pain. I made it ten xp for a advance point so I can have more room to maneuver if feeling generous or harsh. i also think it depends upon session length mine run between 10-12 hours on average so I divide xp by acts or encounters, with bonuses for good RP, being suprising or inginuitive in doing something i really was not expecting as well as of course making everyone laugh.
  • 5A) I have read posts about this you have written before, some things I agree with but for simplicity this is not something I would do myself
  • 6) I can totally see this with your use of maneuvers and and sensible Gm who is open to intereptation of actions that this would not be required, I like to keep them on the table though as a reminder not to get stuck in a box

Thanks for posting I found it very useful, but this sites Quoting and genral posting setup sucks arse so apologies if this looks well messy. Crimsonsun

So, you rewrote cards so they didn't incorporate recharge? Are they like the talent cards where they only recharge on rally?

We've been doing the no talent recharge thing (which I really like) and would REALLY like to ditch the Action card recharge and move to a "per encounter" or "Per rally" card.

I'd like to see which cards you had to modify and how (maybe cite a couple examples).

jh

Interesting... Thanks for posting these...

1) I'm not sure what you've changed here... Stats always start at 2, don't they? Do you not give the players the free career stat increases? I think that would be a bit of a shame (just because the stat increases help encourage the player to be at least semi-competent in their career).

2) Very interesting. I will have a think about this: I need to practice the game more and see how it works, to then think if I feel it would benefit from something like this. The idea is a good one.

3) I like it. Does this use the player's free maneuver if they haven't yet had their turn? And if they have, do they just spend fatigue to get an extra maneuver, allowing them to do this?

4) I agree that the experience system works well for short campaigns, but is too fast for longer ones. I also tend to run quite slow games - i.e., in a game session, we might only get through the events of a day or two of game time - and I really don't want characters changing career and completing it in the space of a week. But I would prefer a simpler system. I think (if I need to slow advances), I'll just double (or perhaps treble) the costs of everything.

I very much like your house rule on making stat-increases only use one of the 10 spaces in a career. I think I'd extend that to say that whatever the exp cost of an advance, each improvement would only ever take up one of 10 spaces. This will allow players to stay in a career for longer, and actually get more out of it.

5) No card recharge. I too would like to know more! I'm not familiar enough with the rules to comment more on this, but removing all of that tracking greatly appeals to me. Especially as many actions don't take long to recharge anyway (as you remove one token the same turn that you play the card) - it feels like it's quite a complex system.

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.

My group hated recharge (too much like computer gaming), so I dropped it and instead actions cost fatigue/stress, and to make it easy and try to keep the game balance, I simply subtract 2 from the recharge cost on a card. I debated subtracting 1, but after some playtesting, 2 worked better. Note that some cards, as you mentioned recharge as part of tracking an on-going effect, so that was left in, but otherwise, we play things that way and it works well. Stronger actions still have an impact for using them, but we don't have to track recharge. The only exception is spells/blessings. Everyone was cool with those, as it works on the magic side in their minds.

I should say though that the result of this is an impact on the effects of many cards and in fact I have recreated all the cards using Strange Eons, incorporating the modified costs and replaced all references to recharge with other effects. A lot of work I realize, but my group really hated recharge.

Just wanted to throw this out as an option for those who also would like to eliminate recharge without upsetting game balance.

Waxfire

Hey guys, sorry I haven't replied in a while. I got way busy and haven't even gamed in like 6 weeks. Getting back to things. I'll answer your questions soon and post up some card examples.