No Dice Warhammer

By Phantomdoodler, in WFRP House Rules

Heres an alternative, using playing cards (actually my No Dice system):

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

Humans: None
Dwarves: +1 in Strength and Toughness
Wood Elves: +1 in Agility and Willpower
High Elves: +1 in Agility and Intelligence
Halflings: +1 in Agility, Willpower and Fellowship, -1 in Strength
Ogres: +2 in Strength and Toughness, -1 in Fellowship and Intelligence


Creation Points
Each player now has their normal allotment of Creation points, to improve their talents, actions etc.

Rule system

When making a test, draw a card, adding a specific Characteristic, but if you have any skill expertise, you may add +1 for each level of expertise. If you have a relevant specialisation, you may add a further +1 to your total. If you draw a Queen, Jack or King, these have special effects (see below) and the suit is also important:
This attempt is modified by the difficulty:

Simple Task: 0
Easy Task: -2
Average Task: -4
Hard Task: -6
Daunting Task: -8

The host may also further modify this roll by +/-1 for each positive/negative situation as appropriate (each misfortune dice is equivalent to -1, each fortune dice +1).
If the draw total is 6 or more, the attempt succeeds, gaining 1 success every full 3 points above 3 ( 2 successes at 9, 3 successes at 12 etc). So for example, a player needs to make a Stealth roll with 1 level of expertise, and 4 Agility, performing a hard task (-6). He makes a draw, getting a total of 9 - that succeeds with 2 successes!

Banes and Boons
If the players draws , then a bane effect occurs. If the player draws a , however, then a boon effect occurs. If you draw a court card, and have to draw another card, these can still generate boons and banes, so keep hold of all the cards until the action is resolved - as usual, banes and boons cancel each other out.

Court Cards

If you draw a Jack, the action generates a Chaos Star effect. - bad things happen...Draw another card to determine the effect.
If you draw a Queen, and you have any skill expertise , this counts as Sigmars Comet. If you have no expertise, it counts as a Chaos Star. Draw another card to determine the success of the task.
If you draw a King and you have skill expertise 3, this counts as a Sigmars Comet . If you dont, it counts as a Chaos Star. Draw another card to determine the success of the task.

Joker
If you draw a Joker, you must immediately put the joker back into the pack and shuffle the deck. The Host, if he wishes, can rule that something strange and unusual occurs when a Joker is drawn. There should be 1 Joker in each pack.

Initiative
At the start of each encounter, each participant makes a draw, adding either their Agility, for a combat enounter, or Fellowship, for a social encounter. Treat Jacks as 11, Queens 12 and Kings 13. The resulting value is the characers Initiative for the encounter. Characters act in order from highest to lowest Initiative, each round.

Stances
This has been simplified now. When in a Conservative stance, you may increase you draw total by 1 for each point in your current Conservative stance, but if you draw any Banes, you suffer this bonus to your Recharge for the action, in addition to any normal bane effects. While in a reckless stance, you may add 1 to your draw equal to your current Reckless stance rating. However, if you do draw any Banes, you suffer half this bonus, rounding up, to fatigue or stress, in addition to the usual bane effects.

For example, Gustaf is in a desperate situation, facing a dangerous Skaven. He chooses to go into Reckless 5, his most reckless stance. He then takes the Melee Strike action and adds 5 to the result for a total of 15, enough to hit for +2 damage! Unfortunately, he drew a Jack of Spades, and a 7 of Spades, so he takes 2 Bane results, and a Chaos Star! This triggers the target being able to disengage from Gustaf, and also costs him 3 fatigue! Ouch

Actions

Actions remain, but obviously, there are changes. For the test difficulty, subtract -2 to the test for each Challenge dice, -1 for each misfortune, and +1for each fortune dice. For ranged and melee attacks, the default task is Easy, meaning that the test is made at -2, before further difficulties are applied. But the targets defence is used to resist this, subtracting -1 for each point of defence

For example, Gustaf the thief is about to perform the Backstab action. This has a difficulty modifier of -3, reducing this penalty by 1 for each ally engaged with his foe. Gustaf has Ag 5 and Stealth +1, while the target has Int 4 and Observation +1, so the basic difficulty Easy (-2) (Ag greater than opposing Int), -1 for targets Observation, and -2 (the target is engaged with one target), so Gustav must make a draw, adding 5, but subtracting 5, for a net +0 bonus. Since Gustaf is currently at Reckless 2 stance, he chooses to add a further 2 to the draw
His player draws a 10 of Spades for result of 12, so thats 1 bane, so gains 3 success worth of effect. Since Gustaf is in a reckless stance, he hits for +1 damage, and ignores the targets soak, and suffers 1 fatigue.

Recharge
Rather than keep track of recharging actions, players now need to make a Recharge draw, after using an action. Make a draw - if the result is greater than the actions Recharge rating, you may use it again this encounter. However, if the result is equal to or less than this rating, the action is exhausted, and cannot be used again this encounter. Talents that are exhausted are treated in the same way. For this draw, Jacks count as 11, Queens 12 and Kings 13.

For example, Gustaf the thief has just used Backstab, which has a recharge rating of 4. Everytime he uses it, he must draw 5 or more, or else he cant use it again this encounter.

If an action, talent or effect causes you to add or remove recharge tokens on an action, apply that amount as a penalty to the draw (if adding tokens), or as a bonus (if removing tokens).

For example, Gustaf managed to gain 2 Banes on his Backstab action, so when making his recharge draw, he must subtract 2 from the result.

To be continued...

Stances

When in a Conservative Stance, you may add up to your current Conservative stance to an action draw. However, if you happen to draw a Club, you suffer a Delay result, meaning that the Host may apply half this bonus, rounding up, as a penalty to the actions Recharge draw, or reduce your Initiative rating of the highest player initiative, by this bonus, for the rest of the encounter.

When in a Reckless Stance, you may add up to your current Reckless stance to an action draw. However, if you happen to draw a Club, you suffer an Exertion result, meaning that you must suffer half that bonus, rounding up, to either Stress or fatigue, as appropriate.

For example, Gustaf, in a desperate situation against a Skaven, launches himself into Reckless 4, his most reckless stance. He chooses to add +4 to his Strength when making a Melee Strike Action. He happens to draw a 7 of Spades and a Jack of Clubs, with a total of 15. On the plus side, he hits for +2 damage. However, on the downside, he has a Chaos Star, suffers 2 Fatigue and has also generated a Bane. Ouch!


Talents

Talents are no longer "slottable" - people are not computers! Instead you can use any talent you possess. However the slots are used when advancing your character. If you purchase talents that are not one of your career slots, then they require +1 advance to acquire. For example, a Pedlar could purchase 2 Reputation talents for 1 advance each, but anything else would cost 2 advances to purchase.

Focus Talents

Adaptable: When in making an Intelligence -based draw in a Reckless Stance, you must draw at least 2 to cause an Exertion result

Aethyric Attunement: Your Channelling, Piety, Observation, Folklore, Education and Intuition draws are made at +1, when magic is involved.

Aethyric Conduit: When you recover or lose power during your End of Turn phase, due to not being in equilibrium, you recover or lose 1 additional power (unless this would take you past equilibrium)

Air of Authority: Add 1 to all Intimidate draws, and you may choose to base your Intimidate skill on Intelligence, rather than Strength

Clear Minded: Actions using Willpower draws gain the following:

Recover 1 Stress

Clever: When spending fortune points on an Intelligence draw, the check gains the following:

♥♥ Add 1 success to the results

Creative Thinking: Exhaust this talent to recharge any exhausted talent.

Deductive Reasoning: Intelligence draws gain 1 additional success if at least 3 successes are generated

Devious: When making a Fellowship-based draw in a Conservative stance, you must draw at least 2 to cause a Delay result

Fervant Belief: Your Leadership and Piety draws are made at +1

Foresight: Your Intuition draws gain:

♥♥ Add 1 success

I Seem to Recall: Exhaust this talent to add 2 to any Intelligence draw

I`ve Seen Worse: Exhaust this talent to add 2 to any Willpower draw

Instinctive: Add 1 to all Intuition draws

Jack of All Trades: You may suffer 1 stress to add 1 to any draw

Keen Senses: Gain +1 to Observation draws

Quick Wits: Exhaust this talent to recharge an exhausted action

Resolute: Exhaust this talent to recover 2 stress

Righteous Servant: When you recover or lose favour during your End of Turn phase, due to not being in equilibrium, you recover or lose 1 additional favour (unless this would take you past equilibrium)

Serene: When you succeed at a Willpower draw to recover stress, you may recover 1 additional stress

Shadow Stalker: Add 1 to Stealth draws

Skeptical: Apply a -2 penalty to all Guile draws that target you

Skygazer. Your Intelligence draws gain +1 so long as you are under the open sky

Smarter Than he Looks: Exhaust this talent and suffer 1 stress to treat your Intelligence 1 point higher for a skill draw, or when the target of an opposed draw against your Intelligence

Unshakable: Apply a -2 penalty to all Intimidate draws targeting you.

Well- Read: Gain +1 on Folklore and Education draws

there are interesting ideas so as to reduce the number of dices, even if we don't want to play with cards.