Hi All,
I was listening to the podcast of the original Ennemy Within, and it reminded me that WFRP2 had very specific rules for falling damages, and for gambling. I am curious on how GMs have dealt with falling damages & gambling in WFRP3?
Falling damage:
In the 2nd edition, falling damage were based on the distance fallen, for example a 3 yards fall = 3 DMG + 1d10, a 6 yards fall = 5 DMG + 1d10, etc… mitigated by toughness but not armor.
In the 3rd edition, in the GM's guide p25, environmental damage effects are described as follow: roll challenge and misfortune dice as you would for a check of that difficulty (add relevant fortune or expertise dice), then 1 bane = 1 fatigue, 1 crossed-swords = 1 wound, 1 chaos star = 1 critical. So, for example, say a 3 yard fall = short drop = Easy (1d) check, plus say a misfortune dice for falling head first. Does that sound right?
Gambling:
In the 2nd edition, each participant in the game makes an Opposed Gamble Skill test. The winner takes the pot. Ties are dealt by looking at the degree to which you succeed. Cheating gives you bonuses to your gambling skill, which increases your chance of success or your degree og .
In the 3rd edition, I was thinking the following: Each participant in the game makes an Opposed Intelligence Check (for games where thinking is required). The winner takes the pot, and the number of successes breaks a tie. Cheating gives you an additional fortune die. If the game is based hand gestures, like dices, it's an Unopposed Coordination check.
Let me know what you think,
Cheers
Ceodryn