Rally step?

By LoveSkylark, in WFRP House Rules

Rally step is still giving me a headache. Player asked me during one session "why are there rally steps?" and I and nothing for him, there is no logic for this fluff, this is nothing that can't be done during eighter combat or storyline mode, and refreshing dice and healing in the middle of combat just because you took a break is just breaking the whole RPG illusion and give this a computer game flavor.

So I am asking has anyone com up with a nice house rule that eliminates this step with out gimping cards that have special really step ability (like the soldier)?

I personally like the rally step (which is a combination of crunch and fluff btw). It represents that dramatic moment where the action stops just long enough for everyone to reassess what is happening or when the big bad first arrives and everyone is in awe of his terrible power, even his minions.

In game terms, this gives the PCs a chance to heal, but its more like using a quick bandage than actual restful healing. The only way I can think of to remove the rally step without being too hard on your PCs would be to use a multiple encounter model more like D&D 4e, but that can make the action seem more choppy and I don't think you want that.

Just remember, a rally step lasts only a few seconds, then everyone goes right back into dealing death and destruction!

I DUMPED rally step. Here's my house rulebook. It has simple solutions that my players liked for any of the things that I've rid our game of.

IMHO, there are a lot of these things in this game that were novel, but unnecessary.

I haven't play this game yet, only learning and planning to, but like the idea of the rally step. I admit my attitude could change after my first session. I think the rally step will not appeal to simulationist role-players. However, I think many things in WHFRP are in there for fun and playability, not for realism.

LoveSkylark said:

Player asked me during one session "why are there rally steps?" and I and nothing for him, there is no logic for this fluff, this is nothing that can't be done during eighter combat or storyline mode, and refreshing dice and healing in the middle of combat just because you took a break is just breaking the whole RPG illusion and give this a computer game flavor.

i disagree. computer game flavour? you see this in all kinds of story telling mediums. movies especially.

ben kenobe's death in the death star: there is a significant change of pace, a pause, where luke, ben and the audience anticipate what will happen, then digest what happens. rally step ends, and luke starts shooting.

fellowship of the ring: the cave troll bursts into balin's tomb. there is a brief pause to allow the characters and the audience the opportunity to recognise the ratcheting up of the peril.

back to WFRP3, i think the mechanics are fine, at our table a good rally step results in the players having an 'oh sh_t!', 'wtf!?', 'no way', or 'thank sigmar!' moment. sometimes i rule that they cannot use 1st aid if i deem the specific scenario is implausible.

each to their own though. look forward to seeing peoples house rules.

Rally step is more of a cinematic break and the healing actions done isn't done because combat is om pause.

When the big villain enters and claims he wants to strip the characters of their manflesh... a rally step.

When the enemy gets reinforcements... rally step

Suddenly the wall colapse as it's hit by a boulder from a catapult... rally step

the maid enters the dark inn and screams in horror over the scene and passes out... rally step

One of the characters make a very brutal attack, beheading a foe and sending blood all over the attackers... rally step

All kinds of "what the..." moments during combat can lead to a rally step. Don't see the rally step as everyone sitting down, tending wounds and telling jokes while waiting for the next round. Use it in a cinematic way and it will make sense.