How to deal with fall damages & gambling in WFRP3?

By Ceodryn, in WFRP Rules Questions

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

Ceodryn said:

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

You know its a pretty abstract system in WFRP 3.0 in terms of enviroment effects, but I personally would love a source book to come out of Fantasy Flight that takes on some of the game situations with more specifics. I think what you have works, but I find it … lacking a bit in terms of giving different types of enviromental effects some more interesting and unique flavor. But ya, I think for the most part you got the jist of it.

You can do a couple of things.

Falling can mean an auto critical, though give an Ag check or similar to catch to something to avoid. A lesser fall might be 2 wounds, ignoring soak. A worse one death. Really it depends on what threat is appropriate to the scenario, power level of pcs.

Gambling depends on kind, if poker like where bluffing matters a competitive guile check for example. I did some more elaborate stuff for my Rough Night at Three Feathers run, I can digg them out and post if you like, they were mostly to see how each player in multi player card game comes out, with chance to cheat.

Valvorik, that would be great if you can post them. I am looking for something a little more elaborate for sessions that resolve around the gambling and cheating.

Cheers

Ceosryn

This is for a card-type game where bluffing etc. works. It uses the competitive check rules. The stakes can be raised/lowered from 1 sp base.

Gambling

This is a competitive Guile (Fel) check with the winner being whoever generates more successes. Characters are considered to perform “one success better” when compared to a character with fewer total boons in the competitive check. [that's core rules]

In a tie, each competitor takes 1 Stress and game continues. [that's my approach to the tension of game]

Each player must pay 1 sp per success they were beaten by to each other player who scored more successes (a tie is 1 sp) - e.g. 3 players have 1, 4 and 5 successes - player #1 pays 3 silver and 4 silver to #2 and #3 respectively, player #2 pays 1 silver to #5 (thus player 1 loses 7 silver, player 2 is up 2 silver, player 3 is up 5 silver)

A round of cards takes 20 minutes, ties extend time by 10 minutes. A “delay” result on dice adds another 10 minutes (per player rolling delay).

Skulduggery can be used in parallel if trying to cheat: 1 success adds 1 success, 3 successes adds 2 successes, boons are treated as Guile boons – however it is opposed by Observation and on a failure the cheating is detected.

if you didnt want to use the in game die the game of "threes" is perfect as it is quick can be played with as many or as few players as you want and can simulate cheating by adding another dice(or getting real weighted dice set for a 3)

use 5 dice. aim is to get lowest score with 3 counting as zero. roll all five dice and take a minimum of one dice out per roll. repeat until all dice are taken and your score is set. next player has to beat that score

rules can be found on wiki also called Bender's Delight

en.wikipedia.org/wiki/Threes

for cheating in this game just give the player 6 or 7 dice and follow the same rules to a set of five dice

as for using the game dice i was trying to create a system but conservative dice kept breaking it

intuition(int) would be the most apt skill in my opinion

trade gamble(int) would also be a good one. maybe let gambler take it as basic skill

guile(Fel) was the other skill that made sense

out of guile and intuition maybe diferent games could have different skills used or trade gamble(Fel/Int) just use the right atribute

gamble (fel/int) vs gamble(fel/int) dif 1(purple)

so i have intel 3, trained in gamble, verse a dumb passer by with intel 2 not trained

pool would be 3(Blue) 1(yellow) one purple for skill less then mine and 1(purple) for difficulty

banes and boons just count as sucess or challange

comets grant 2 fortune dice to next role as you have seen a players tell or are riding a hot streak

choas adds 2 misfortune to next role as you show your tell or are stuck in a slump of luck

at this level it works great around a 60% chance of winning

issue is (with the entire system) when 2 professionals face off

say both are int 5 fortune 3, 3 levels of training with specialization

dice pool would be 5(blue)3(yellow)4(white) vs 3(purple)4(black)+cunning dice

practically garenteed win if boons are converted to sucs win 40% to get comet vs 29% for chaos

rather than use the oppossed test rules if both players roled un opposed tests with the same rules it would work perfectly maybe have another player not involved in the gabling play the other npcs (when gambling i do have an issue if the GM wants to use his screen it feels wrong even with rpg money)

so after all this

players would both role fellowship or inteligence(depending on game) plus training in gamble trade(fel/int), plus any specs or talents. then compare net succeses. insert your own results for sucess as they will change game to game

or

play threes

Hey guys,

Thanks for providing your gambling rules (and providing the link to "Threes"). I copied them in my house rules and will test them out.

Cheers
Ceodryn