Hi guys.
Me and my players been enjoying the new edition of Warhammer fantasy, but there is one thing that have all put us in an kind of "this is sad" mood. I am talking about the over-importance of the attributes. It is really hard not to motivate a min/max set of mind when creating a character in the new edition since the attributes govern over so many vital elements on how good your character will become within his/her career. In short, you all know that if you want to be a really good fighter you aught to optimize your strenght, since it provides both the ability to hit and the amount of damage you do as a base. Same goes for all attributes. At first we just rolled with the flow, to get to know the system and you know, test builds. We soon felt that the overly-zealos focus on single attributes hindered freedom of choice and the overall availability of other careers. Once you create a melee character, it is hard to go into priesthood or even become a mage. We also felt that being skilled didnt really do that much. Sure they add the yellow, but you all know that it is the stance that really do the boosting in results.
So, here is what we came up with and perhaps it could be a guide if others out there feel like we did.
- Attributes
Attributes does not provide the basedice - no purple. Attribute provie the static bonus however. Strenght for melee damage, Toughness for wounds and so on. You can still specialize in your attribute, doing so provides a yellow dice to each coresponding skill (changed from white). You can take one specialization for each 2 in an attribute.
1 - 2: 1 Specialization
3 - 4: 2 Specializations
5 - 6: 3 Specializations
- Skill
Skills now add the purple dice. A character get to use 2 purple in each basic skill they have not trained and then boost that amount by training that skill. And advanced skill can not be used. We also maxed the amount of purples to 5, simply for gaming balance reasons to our liking. Specializations in skills provide white dice, just as normal.
Basic skill with 0 training: 2 Blue Dice
Basic skill with 1 training: 3 Blue Dice
Basic skill with 2 training: 4 Blue Dice
Basic skill with 3 training: 5 Blue Dice
Advanced skill with 1 training: 3 Blue Dice
Advanced skill with 2 training: 4 Blue Dice
Advanced skill with 3 training: 5 Blue Dice
- Feats/Talents/Reputation etc.
A character can never start with more then one feat, but all feats a character accumulates during play is permanent. We felt it was odd you one career knew a guy but in the second that fellah was nowhere to be found. We therefore restricted the amount of talents one may get to one per career, but instead let the character use that talent forever. It might sound a tad overpowered but it evens out since after two careers it will just mean a character got three talents. And since higher end careers allow up to five active talents it is not making the game unblanced. A player can of course still not buy a talent that does not correspond with his current career unless there is really good roleplaying behind it.
- Conclusion
Other then these changes nothing really changed when we play. It is still the same fun game, only we did this to open up a more versitile approach on character creation and development. Shifting the focus from one attribute to the skills. With our houserules we feel a player can take his character, start of as a soldier and eventually end up a wizard after a long hard campaign. I do not have to tell you that an venture like that would take a whole lot of exp and roleplaying. We just feel that with our houserule you get more diversity in characters, build and attributes. So that said soldier does not have to boost his strenght to a minimum of 4 to be an effective soldier before he persuit the mage-cloth.