Taking it back to Percentile

By Phantomdoodler, in WFRP House Rules

Yes, this is an attempt to simplify 3rd ed, taking it back to its roots. No Chits, trackers, or buckets of colourful dice. If you hate the sound of that, theres no point reading further!

Characteristics

Players are defined by the standard 6 characteristics. Each starts at 30+2d10, plus a racial bonus:

Humans: None

Dwarves: +10 in Strength and Toughness

Wood Elves: +10 in Agility and Willpower

High Elves: +10 in Agility and Intelligence

Halflings: +10 in Agility, Willpower and Fellowship, -10 in Strength

Ogres: +20 in Strength and Toughness, -10 in Fellowship and Intelligence

Creation Points

Each player now has their normal allotment of Creation points, to improve their talents, actions etc. To improve a Characteristic by +10, costs a number of points equal to its value/10, rounding down. Therefore to improve St 44 by +10 costs 4 creation points.

Rule system

When making a test, roll percentile dice. You need to get equal to or under a specific Characteristic, but if you have any skill expertise, you may add +10 for each level of expertise. If you have a relevent specialisation, you may add a further +10 to your total.

This attempt is modified by the difficulty:

Simple Task: +40

Easy Task: +20

Average Task: +0

Hard Task: -20

Daunting Task: -40

The host may also further modify this roll by +/-10 for each positive/negative situation as appropriate (each misfortune dice is equivalent to -10%, each fortune dice +10%).

If the test succeeds, for each full 20 points under the total required, or part thereof, grants a success (min 1 success per attempt) So for example, if a player needs to make a Stealth roll with 1 level of expertise, and 46 Agility, if they rolled a 14, they would succeed with 14 degrees of success, or 1 Success

Banes and Boons

If the players rolls both odd numbers on their dice, then a bane effect occurs. If both dice are even numbers, then a boon effect occurs. If the digits dice is higher than the "tens" then this counts as 2 banes or boons

Chaos Stars and Sigmars Comet

When you roll equal to or under your Expertise bonus (10,20 or 30), you succeed incredibly well - the equivalent of rolling a Sigmars Comet. If however, you roll a double, the action generates a Chaos Star effect. - bad things happen...

Initiative Ranks

Rather divided into rounds, combat and encounters are a little more abstract, with each player and combatant acting on an Initiative rank. This is initially determined by subtracting each targets Agility/10 (or Fellowship/10 for social encounters), rounding down, from 10. This represents when everyone first acts, with lower numbers acting first, each number known as the Initiative rank. After taking an action, each target must increase their current Initiative rank by 5, plus the actions recharge rating.

For example, Gustaf is facing 2 Skaven. Gustaf has Ag 55, and the two skavens have Ag 67, so in the first round, the skaven act on Initiative rank 4, while Gustaf acts on 5. One Skaven hits, injuring Gustaf. The Skaven next act on Initiative rank 9. Gustaf, however chose to perform the Backstab action, so he must increase his Initiative rank by 9, next acting on Initiative rank 14. He did seriously injury one of the skaven though. On Initiative 9, the skaven both hit, but Gustaf decides to block, which saves his bacon, but adds a further 2 to his Initiative rank for his next action, now increased to 16. The Skaven still get another strike, even before poor Gustav can act again. Things dont seem to going very well for Gustaf...

Stances

This has been simplified now. When in a Conservative stance, you may add 10 for each point in your current Conservative stance. This will, however reduce your number of successes by 1 for each +10 gained. Conversely, while in a reckless stance, you may subtract 10 for each point in your current reckless stance. If the task succeeds, however, you gain 1 extra success for every -10 penalty taken in this way.

Actions

Actions remain, but obviously, there are changes. For the test difficulty, subtract -20% to the test for each Challenge dice, -10% for each misfortune, and +10% for each fortune dice. For ranged and melee attacks, the default task is Easy, meaning that the test is made at +20%, before further difficulties are applied. But the targets defence is used to resist this, subtracting -10% for each point of defence

For the result, for each 20 degrees of success, or part thereof, the action gains 1 success. Boons, Banes, Chaos Stars and Sigmars comets have their usual effects, except that you can only gain up to 2 banes or boons, or one Chaos Star or Sigmar comet

For example, Gustaf the thief is about to perform the Backstab action. This has a difficulty modifier of -30, reducing this penalty by 10 for each ally engaged with his foe. Gustaf has Ag 55 and Stealth +10, while the target has Int 44 and Observation +10, so the basic difficulty Easy (+20 (Ag more than 10 higher than opposing Int), -10 for targets Observation, and -20 (the target is engaged with one target), so Gustav must make a roll 55 or less to use the action. Since Gustaf is currently at Reckless 2 stance, he adopts to take a -10 penalty

He rolls a 37, so thats 2 banes and 2 success worth of effect. Since Gustaf is in a reckless stance, he hits for +1 damage, and ignores the targets soak, but triggers the bane effect (Add 2 Initiative ranks to his next action)

To be continued....

You may be doing well, but you have a hell of work ahead playtesting the probabilities. Especially now you can generate a sigmar comet without being trained in a skill, this will have a strong reflect on what is states in the action cards. The same for boons and banes.

Keep posting.

Cheers

Cheers. Yes I adjusted the rules, so that Sigmars comet occurs based on your Expertise bonus (10% per level)