Here are some house rules on dual wielding weapons in WFRP1. They are just house rules and may need tweaking ..or ignoring if you think they are crap :) Just thought I would post to see if anyone likes the rule-set. I am very open to advice or correction with dual wielding rules, if anyone cares to comment.
Dual Wielding
Pens, paper, dice and adventure! Grab an ale, learn Read/Write and enjoy some articles, resources and some discussion about Warhammer Fantasy Roleplay.
Showing posts with label Articles. Show all posts
Showing posts with label Articles. Show all posts
Monday, 18 April 2011
Saturday, 9 April 2011
An Old Character Sheet
This is an old character sheet I did years ago. It is hand drawn, and has a few flaws, but there's no harm in letting loose another sheet to the world. I will revise and update another version and make some fixes, but for now, its there if anyone cares.
Character Sheet
Character Sheet
Tuesday, 22 March 2011
House Rules - Breaking Chests
Breaking Chests
When breaking open containers instead of picking locks, we make all the standard (S) test or damage tests against the container, but include some extra tests to add flavour to the situations when your players are just easily breaking everything instead of using finesse. I think this adds some penalty balance to how easy it is to make a combined (S) test to break open boxes and doors.
Traps
Sometimes we have afforded any traps the chance to ‘go off’ during the bashing process. Keep it simple, and in context. If the players are specifically breaking the lock mechanism, if the trap is connected to it, have a chance it goes off normally. If the players are targeting the whole chest, bashing it with weapons, have a chance based on the CR % (lock quality) that it will still activate, at whatever modified effectiveness you wish. This could work on doors to.
Damaged Goods
If the players are hacking into the wood or metal with weapons, then simply roll some chances that goods will be broken inside. Use commons sense. Coins wouldn't break, but you could smash some pottery or dent some brass urns etc, even cut some fine materials and clothes.
These notes have been added to the
House Rules Compendium
When breaking open containers instead of picking locks, we make all the standard (S) test or damage tests against the container, but include some extra tests to add flavour to the situations when your players are just easily breaking everything instead of using finesse. I think this adds some penalty balance to how easy it is to make a combined (S) test to break open boxes and doors.
Traps
Sometimes we have afforded any traps the chance to ‘go off’ during the bashing process. Keep it simple, and in context. If the players are specifically breaking the lock mechanism, if the trap is connected to it, have a chance it goes off normally. If the players are targeting the whole chest, bashing it with weapons, have a chance based on the CR % (lock quality) that it will still activate, at whatever modified effectiveness you wish. This could work on doors to.
Damaged Goods
If the players are hacking into the wood or metal with weapons, then simply roll some chances that goods will be broken inside. Use commons sense. Coins wouldn't break, but you could smash some pottery or dent some brass urns etc, even cut some fine materials and clothes.
These notes have been added to the
House Rules Compendium
House Rules - Effective Iniative
Effective Initiative
We use a modified system of EI rules for combat and surprise. I have always treated initiative as slightly more a ‘solid’ stat than the standard EI rules given in Apocrypha Now and WFRP2.
Attack Order
We use the natural (I) without rolling at the beginning of every combat, or rolling for any bonuses. Then we follow the basic idea of dividing (I) by number of attacks to determine the order. Modifier for winning and charging are treated as normal for the following round
Surprise
If characters are surprised, I don’t see them standing around completely useless for 10 seconds. The surprised characters make an (I) test, with any modifiers that could help in context (sixth sense, acute hearing, knowledge of the enemy etc). If they fail, they are surprised and start the fighting at (I) -D6x10 to a minimum of 0 (at which point they must miss this round, only parrying and dodging). Even if successful, they lose (I) -10. All surprised characters must of course take actions to draw their weapons, ready shields as normal. The following round then continues as normal.
These notes have been added to the
House Rules Compendium
We use a modified system of EI rules for combat and surprise. I have always treated initiative as slightly more a ‘solid’ stat than the standard EI rules given in Apocrypha Now and WFRP2.
Attack Order
We use the natural (I) without rolling at the beginning of every combat, or rolling for any bonuses. Then we follow the basic idea of dividing (I) by number of attacks to determine the order. Modifier for winning and charging are treated as normal for the following round
Surprise
If characters are surprised, I don’t see them standing around completely useless for 10 seconds. The surprised characters make an (I) test, with any modifiers that could help in context (sixth sense, acute hearing, knowledge of the enemy etc). If they fail, they are surprised and start the fighting at (I) -D6x10 to a minimum of 0 (at which point they must miss this round, only parrying and dodging). Even if successful, they lose (I) -10. All surprised characters must of course take actions to draw their weapons, ready shields as normal. The following round then continues as normal.
These notes have been added to the
House Rules Compendium
House Rules - Combat Archery
Combat Archery
We usually only bother with complications if the group is considered really close together, where a sort of cover is provided by each other. Any modifiers below are in addition to the contextual modifiers for range, specialist skills, cover, moving targets and so forth.
Firing Into A Group, Without Target
We use some methods as described in Apocrypha Now, WFRP1 Supplement.
When firing into group of creatures (foe or mixed friend and foe), without declaring a target, the shooter gets (BS)+5 for each enemy considered to be in that group (including friends). If they hit, assign each group member and roll to randomly select the target that is hit.
Firing Into A Group, With Target
In some cases to keep things unrealistic but fluid, we have simply invoked a (BS) -20 modifier for the extra difficulty, and if the player misses, then don't bother with seeing if it hits another target. Sometimes simple is better. If players do want the chance of friendly fire, then we have used some rules found in a mixture of official literature, and some Warpstone magazine articles.
When firing into a group (foe, or mixed) and declaring a target, the normal (BS) -20 modifier applies. If you miss, and the score is between the modded BS value and your natural BS value, then you have hit another combatant. GM applies a numerical value to other combatants and rolls dice to determine the unfortunate victim!
These notes have been added to the
House Rules Compendium
We usually only bother with complications if the group is considered really close together, where a sort of cover is provided by each other. Any modifiers below are in addition to the contextual modifiers for range, specialist skills, cover, moving targets and so forth.
Firing Into A Group, Without Target
We use some methods as described in Apocrypha Now, WFRP1 Supplement.
When firing into group of creatures (foe or mixed friend and foe), without declaring a target, the shooter gets (BS)+5 for each enemy considered to be in that group (including friends). If they hit, assign each group member and roll to randomly select the target that is hit.
Firing Into A Group, With Target
In some cases to keep things unrealistic but fluid, we have simply invoked a (BS) -20 modifier for the extra difficulty, and if the player misses, then don't bother with seeing if it hits another target. Sometimes simple is better. If players do want the chance of friendly fire, then we have used some rules found in a mixture of official literature, and some Warpstone magazine articles.
When firing into a group (foe, or mixed) and declaring a target, the normal (BS) -20 modifier applies. If you miss, and the score is between the modded BS value and your natural BS value, then you have hit another combatant. GM applies a numerical value to other combatants and rolls dice to determine the unfortunate victim!
These notes have been added to the
House Rules Compendium
Monday, 14 March 2011
GM - Quick Reference Sheet
Here is a quick reference sheet for the GM, to make life somewhat easier with combat organisation and keeping track of characters. You could print it out and fill it out, and I have made an example document to show how it could be used. It might make life easier for you especially if you use the effective iniative method for multiple attacks.
The experience tags are a small technique i use to simply mark down when players roleplay really well, or perform well in game terms, just to make sure i can reward XP at the end of a scenario, especially if it is a long session, or campaign.
GM Quick Reference Sheet (Google Doc)
GM Quick Reference Sheet Example (Google Doc)
The experience tags are a small technique i use to simply mark down when players roleplay really well, or perform well in game terms, just to make sure i can reward XP at the end of a scenario, especially if it is a long session, or campaign.
GM Quick Reference Sheet (Google Doc)
GM Quick Reference Sheet Example (Google Doc)
Cathayan Monk / Martial Arts
So YEARS ago, a few of us, obsessed with kung fu movies at the time, decided to create our own Cathayan fighting monk ruleset for WFRP. I would have to say that although we thought about it quite a bit, I always feel that it didnt really fit the tone of the WFRP world and lore. We used some of the rules in a couple of one-off alternative scenarios, but it never really proved long lasting.
It's fairly over the top, however I may as well publish some work here, just in case anyone was interested, or even to get some feedback and make some revisions. Maybe one day I will add in more detail, darken the tone and flesh out more details on silk roads and spice routes - could be interesting.
Cathayan Monk Source (Google Doc)
It's fairly over the top, however I may as well publish some work here, just in case anyone was interested, or even to get some feedback and make some revisions. Maybe one day I will add in more detail, darken the tone and flesh out more details on silk roads and spice routes - could be interesting.
Cathayan Monk Source (Google Doc)
Period Games
Get yer loaded dice, prepare your illusionary trickster spells, and ante up - its gambling time!
I have often tried to use real period games with the players in sleazy bar rooms and gambling dens. Here I have collected some information about these games in one spot, to make it easier for you to drop them into a rpg session.
Period Games
I have often tried to use real period games with the players in sleazy bar rooms and gambling dens. Here I have collected some information about these games in one spot, to make it easier for you to drop them into a rpg session.
Period Games
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)
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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