Houserules for less abstract movement etc etc?

By Creperum, in Warhammer Fantasy Roleplay

Hello! My gaming group just recently decided to give WHFRP a go and i havent gotten the books yet but i like to keep prepared.

The group have quite alot of tilesets from Dungeons & dragons and it seems like a shame not to be able to use them in WHFRP.

Any idea, tip or suggestion to work around the abstract movement and system to fit more of a tile based system?

30' per maneuver

done.

:)

jh

Yeah, whenever my group wants/needs to use a grid for a more strategy centric encounter, we just use 30' per maneuver as well. If you want to be a bit more D&Desque you could assign various movement rates based on race and agility:

For example:

Human = 30' per maneuver

Elves = 40' per maneuver

Dwarves = 20' per maneuver

Agility 4 = add 10' per maneuver

etc.

Here are my suggestion from Reckless Dice Podcast Episode 23's comments

An idea to restrain movement as a houserule :

- a character can’t spend a number of fatigue superior to its AGILITY per round to gain extra movement manoeuver (= Aggression dice for npcs).
- In one manoeuver, you can cross 10 meters. Use 1 token per manoeuver :
1) from engaged to engaged = 0 token = 0 meter
2) from engaged to short = 1 token = 1-10 meters
3) from engaged to medium = 2 tokens = 11-20 meters
4) from engaged to long = 4 tokens = 21-40 meters
5) from engaged to extreme = 7 tokens = 41-70 meters

Now here is how I handle it in my games :

You may only make 1 movement manoeuver per turn. Extra manoeuver are only allowed to make extra sub-action (like reload a weapon, drink a potion, manage equipment, open a door, climb a ladder and see a naked woman…). You can't make extra movement with those extra manoeuvers.

Running need a “Perform a Stunt” action under athletics or coordination, where each success earn an extra movement manoeuver. The environment set the difficulty :
0d = a castle’s corridor, any empty and clean space…
1d = a paved road or any compact ground, a cattle field (?)
2d = a forest road, a sandy beach, a combat setting
3d = a rocky mountain track, a muddy place, a river ford, a great battlefield
4d = a really ambushed way, a very crowed place…

willmanx said:

Now here is how I handle it in my games :

You may only make 1 movement manoeuver per turn. Extra manoeuver are only allowed to make extra sub-action (like reload a weapon, drink a potion, manage equipment, open a door, climb a ladder and see a naked woman…). You can't make extra movement with those extra manoeuvers.

Running need a “Perform a Stunt” action under athletics or coordination, where each success earn an extra movement manoeuver. The environment set the difficulty :
0d = a castle’s corridor, any empty and clean space…
1d = a paved road or any compact ground, a cattle field (?)
2d = a forest road, a sandy beach, a combat setting
3d = a rocky mountain track, a muddy place, a river ford, a great battlefield
4d = a really ambushed way, a very crowed place…

Wow, nice and simple solution for the extra movement. Well done :)

thanks ! I appreciate :)

Hi Willmanx,

With the movement system you are using, how do you handle a charge? For ex, if a player want to run from medium to engaged charging, then do the melee strike? Do you divide it over 2 rounds since the player already performed an action to run?

Also, are fatigue points still used for the extra movement maneuver received by the "perform a stunt action"?

I like your system of movement, and might use it in my game.

Thanks

We limit the charge to close range :)

No extra fatigue because it'sa standard perform a stunt action