Making combat conditions on action cards worthwhile. And improving knockdowns.

By Gallows, in WFRP House Rules

A few of my players find the action cards with exposed and some of the other conditions rather pointless... and I have to agree to some extent, although their idea about changing white dice to yellow and black to purple is not balanced. I want to try this next sessions, so I'd like some feedback.

Random Combat Conditions
Whenever an action card gives a condition to an opponent you may either select the condition printed on the card or pick a random condition from the stack of combat conditions. I have selected 34 (2-4 copies of each) cards from the doncidion stack. The conditions range from exposed with 1 white die, to blinded with one challenge die... but lots of other nice effects as well.


Prone / knocked down
When you get knocked down you have to use the lowest possible initiative token for your next action. you will have two misfortune dice on your next attack even if you use a maneuver to get up before you attack.

Isn't the point of the condition caused to tie it to that particualr action? I'm not sure how some of the random conditions will make sense with some of the actions. Also, are any of the conditions in the random deck duds? Is there any reason why a player wouldn't want to always draw from the random deck?

Knockdown rules sound great. Not too punishing, but they make it a real inconvenience. What if more than one character is knocked down?

frycook said:

Isn't the point of the condition caused to tie it to that particualr action? I'm not sure how some of the random conditions will make sense with some of the actions. Also, are any of the conditions in the random deck duds? Is there any reason why a player wouldn't want to always draw from the random deck?

Knockdown rules sound great. Not too punishing, but they make it a real inconvenience. What if more than one character is knocked down?

They act on the lowest possible, so they will have to decide who take the lowest and then the next lowest etc.

Most actions just have exposed and anything can be substituted for that. One card has blinded, which makes sense for that card, but since it's one of the best conditions you don't want to change it.

Gallows said:

Prone / knocked down
When you get knocked down you have to use the lowest possible initiative token for your next action. you will have two misfortune dice on your next attack even if you use a maneuver to get up before you attack.

This is great.

If someone is knocked prone I make them spend a manoeuvre to stand up and make an athletics check with a difficulty equal to their soak.

They then suffer fatigue equal to 3 - successes on the resilience check. Boons/Banes can remove/add fatigue as normal, I make chaos stars add 1 stress each unless there's something more amusing for them to do!