Hi all,
I know there has been discussions about how the balance of the WFRP dice do not lend themselves very well to opposed checks, and that people have suggested alternative rules or even been looking at using the SW:EotE dice as as alternative.
So, I thought that I would have a go at seeing if it is possible to 're-balance' the WFRP dice by adjusting their probabilities while minimizing the impact on the rest of the game.
I have set-up a copy of my dice roller in which I have slightly modified the probabilities. The dice roller is located here:
http://www.theforbiddentome.com/Rollers/WFRP3E/balanced.html
and here's the quick link to the probability calculator:
http://www.theforbiddentome.com/Rollers/WFRP3E/balanced.html?montecarlo=100000
So far, all I have modified is the probability of the challenge die, bringing it closer in-line with the characteristic die. This means the rules for checks change slightly:
- Opposed checks: Add a number of dice equal to the opposing characteristic.
- Melee/Ranged Attacks: Now become opposed checks instead the default of 1 challenge.
- Unopposed checks: Difficulty increases by 1
Now, I'm sure this probably causes loads of other issues, so I am interesting in getting feedback from people who know the game better than I, including whether people think other aspects of the game are not very well balanced.
So have a look and all feedback welcome!
Edited by neilgfoster