Pens, paper, dice and adventure! Grab an ale, learn Read/Write and enjoy some articles, resources and some discussion about Warhammer Fantasy Roleplay.

Monday, 14 March 2011

Extremes of Combat

Here is a small set of house rules we use in combat to add some flavour to the skirmish.  Essentially, if you roll 01-05, you've hit, but hit REALLY well, and you can roll a D10 for effects.  Conversely if you have rolled 96-00, you've missed, but REALLY badly, and you can roll D10 to decide some effects.

Obviously the wording can be changed to suit melee and range combat too.  I would like to make a simple chart for Magic extremes too.

Extremes of Combat (Google Doc)

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