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Wfrp 2.5

Started by kryyst, October 23, 2009, 05:23:33 PM

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kryyst

I've been spending a lot of time on reading through the WFRP 3.0 pre-release materials and (though I'm still cursing myself) even started into the official FFG forum.  While I've currently decided that WFRP 3.0 isn't something I'm jumping on.  Some of the ideas it's brought up are sinking in and I've started to see some subtle ways that WFRP 2nd ed could perhaps be improved upon.

I haven't committed much of anything to paper yet but there's been these dark thoughts bouncing around in my head and they aren't going away.  Which is more then I can say for any other RPG mechanics I've come up with in the past.

My goal (a lofty one) is to make a system that is easily meshed on top of WFRP 2nd ed as well as Dark Heresy (also for use with my own Hammer of Justice conversion).

Things staying the same


    * Use a mesh of WFRP and DH stat block.
    * Use the same general skills/talents though making some substitutions between WFRP and Dark Heresy.  This includes DH's rules for perception
    * General overall game - notice this is a big blanket statement.


Things changing

    * Adding in the group concept from WFRP 3.0.  Basically a character sheet for the group.  Players can add fortune points to the group template that other characters can draw on.  The group character also tracks fame/infamy and perhaps some other qualities.
    * Scrapping the percentile system (bear with me this isn't a decision I made lightly).  Instead, I'd change it to a Dice Pool Mechanic.  One reason for scrapping the percentile system is that the major complaint, and we've all seen it, is that starting characters fail at to many general tasks far to often.  Some of it is because common things like perception tests require a skill (which will be fixed ala DH rules). However generally it's because most starting characters have on average a 65% failure rate at most tasks.  While that assumes the default (0% modifier for the task being challenging) if you are always have to give +20 mods to help players along that in some ways does cheapen the purpose.  Also since it's percentile based the whoosh factor can be high.  So for all those reasons and because of other tricks you can do with dice pools I've decided to move to a dice pool system.  Stat blocks (for simplicity) would be made the same but your dice pool would be based on the 10's digit.  So a 35 strength gives you a 3 for your dice pool.  You then roll a number of D10's equal to your Dice pool.  Look for the highest value any additional 10's rolled add 2 to the value (so a 1, 10, 10 would equal a result of 12).  The base target number for a challenging (+0 test) is 7.  The difficulty could still be modified +/-3
    * Skills taken more then once give you +1 to the corresponding roll.
    * Degree of success failure is +/-1 for every point you beat the target number by for times when DoS matter
    * Fortune points.  You can give a fortune point to the party character which becomes a pool that anyone can tap into.
    * Group Initiative.  Each person rolls initiative but then as a group you can decide who goes first.  So if Bob the archer was the fastest Hugo the fighter could go first.  This is a simple strategy to help represent group tactics and reflect strategy.  It also helps to alleviate confusion that can come up from delaying actions.  However each character can still only act once in the round.
    * Ulric's fury wouldn't do additional damage but instead trigger a roll on the crit table.  By that I mean that if you roll a 10 and trip Ulric's fury.  Instead of doing 10+ damage your second roll would be a straight crit.  So you ignore the first 10 rolled.  Take the second dice roll add/subtract strength/toughness/armour as per normal and that the critical threat you cause.  This will make combat potentially more deadly then ever now, but also mean you can crit someone without nearly killing them first.
    * You can spend a fortune point to remove a critical effect.

That's all I've thought of right now.
AccidentalSurvivors.com : The blood will put out the fire.

kryyst

More Changes
Leveling.  I'd keep the core career concept the same.  But I'd allow for a far more easily integrated learning path when you learning outside of a career.  Which can often become the case for adventurers.

So what I'm thinking is that keep careers the same and xp costs associated the same.  But if you want to learn a skill outside of a career it's 200xp no real questions asked as long as you can work it into the story, trainer, learning on the job whatever.  Learning a skill to +10% costs 300xp, +20% 400xp.

Stats could also be raised equal to 200xp per pip, cumulative.  So raising a stat, outside of a career to +10 would cost you 600 xp.  200xp for the +5, then 400xp for the second +5, 600xp to bump it to +15.... You'd still cap at a maximum of +40% to any stat and if you'd say learned +10% through a career then wanted to get the +15 that would be 600xp because it's still 3 pips.

This would allow for characters to more seamlessly develop in the field but it also encourages career use since it's a hell of a lot cheaper to learn that way.
AccidentalSurvivors.com : The blood will put out the fire.

kryyst

More Changes - Combat Overhaul

1) Maneuvers (stunting)
I really enjoy the various combat options you are allowed to do in Warhammer and the fact that they aren't tied to a specific class/character type.  From the most experienced fighter to the lowly mage anyone is free to use them.

Where I think it's a little week is that of the dozen or so options only a few regularly seem to get used, Aim, full attack, swift attack and charge.  The others like guarded attack, full defense, feint, maneuver and the others rarely seem to get the lime light.  Now a lot of that has to do with those maneuvers being more circumstantial.  It's also a fact that some of them are really painful at lower levels, -10 to your WS when you may only have a 30 really hurts.  Trying to feint an opponent is really difficult and maneuvering is often pointless.

Some of that should be alleviated by the revamped pool mechanic as it makes characters generally more capable across the board.  I was thinking that a more dynamic set of maneuvers may be more appropriate.  Perhaps even a combination of the two.  Leaving the set maneuvers largely intact and then adding in a dynamic option.  Think of it as a stunt mechanic if you will.

If you boil down the maneuvers they come pretty close the the following formula.
+/-10% to your skill & half action creates a +/-10% to your opponent (1 to 1 trade)
+/-20% to your skill & full action negates an action (for example you can't attack or can't defend)
Opposed Skill & half action checks to create a secondary action (opponent can't parry, maneuver, disarm etc...)

Under the dice pool mechanic the +/-10/20 becomes +/-1/2 and you could also open up options for adding/removing dice.  Perhaps you feint removing x dice from your pool which removes x dice from your opponents.

Putting your back into it, reducing your chance to hit to do extra damage or doing extra damage but not being able to defend (big ass swing = off balance).

Perhaps putting it into a table with a list of modifiers on one side and results on the other.   My thought is not to create a defacto list of things you can do but solid enough guidelines to be creative around.

2)Opposed Combat Checks
I'm not sure if this is a direction I want to go in or not.  But one option is scrapping the dodge/parry mechanic and making all combat rolls opposed checks.  On one hand it feels more logical.  On the other it slows down the game and may require more rules like penalties for multiple defense and things like that.

3)Hit-Roll goes into Damage
One standing complaint is that the quality of your hit roll has no bearing on how well you hit.   Since I'm converting the hit roll into a d10 scale that suddenly starts to become more inline with the damage scale.   Not sure how to incorporate it yet, but it's an option.
AccidentalSurvivors.com : The blood will put out the fire.

Porter321

Quote from: kryyst;342542More Changes - Combat Overhaul

1) Maneuvers (stunting)
I really enjoy the various combat options you are allowed to do in Warhammer and the fact that they aren't tied to a specific class/character type.  From the most experienced fighter to the lowly mage anyone is free to use them.

Where I think it's a little week is that of the dozen or so options only a few regularly seem to get used, Aim, full attack, swift attack and charge.  The others like guarded attack, full defense, feint, maneuver and the others rarely seem to get the lime light.  Now a lot of that has to do with those maneuvers being more circumstantial.  It's also a fact that some of them are really painful at lower levels, -10 to your WS when you may only have a 30 really hurts.  Trying to feint an opponent is really difficult and maneuvering is often pointless.

Some of that should be alleviated by the revamped pool mechanic as it makes characters generally more capable across the board.  I was thinking that a more dynamic set of maneuvers may be more appropriate.  Perhaps even a combination of the two.  Leaving the set maneuvers largely intact and then adding in a dynamic option.  Think of it as a stunt mechanic if you will.

If you boil down the maneuvers they come pretty close the the following formula.
+/-10% to your skill & half action creates a +/-10% to your opponent (1 to 1 trade)
+/-20% to your skill & full action negates an action (for example you can't attack or can't defend)
Opposed Skill & half action checks to create a secondary action (opponent can't parry, maneuver, disarm etc...)

Under the dice pool mechanic the +/-10/20 becomes +/-1/2 and you could also open up options for adding/removing dice.  Perhaps you feint removing x dice from your pool which removes x dice from your opponents.

Putting your back into it, reducing your chance to hit to do extra damage or doing extra damage but not being able to defend (big ass swing = off balance).

Perhaps putting it into a table with a list of modifiers on one side and results on the other.   My thought is not to create a defacto list of things you can do but solid enough guidelines to be creative around.

2)Opposed Combat Checks
I'm not sure if this is a direction I want to go in or not.  But one option is scrapping the dodge/parry mechanic and making all combat rolls opposed checks.  On one hand it feels more logical.  On the other it slows down the game and may require more rules like penalties for multiple defense and things like that.

3)Hit-Roll goes into Damage
One standing complaint is that the quality of your hit roll has no bearing on how well you hit.   Since I'm converting the hit roll into a d10 scale that suddenly starts to become more inline with the damage scale.   Not sure how to incorporate it yet, but it's an option.

Thanks for you information i newly join and your post help me.
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Bloody Stupid Johnson

Cool...

The shift to dice pools is a pretty radical one and has far reaching consequences through the system, so good luck. The dice pool system should alleviate the failure chance at the low end, but I'd guess there's a risk that it may cause more experienced characters to succeed too often, or for them all to look like they have very similar levels of ability??

If you were mainly wanting to fix the odds of failure for low-level characters, you could use a "multiple dice by difficulty" approach, rather than "multiple dice by talent"...a character might get 3 dice to try and succeed with an easy task, 2 for a standard task and 1 if difficult.
(Messy to do with multiple d100s: you could convert it to a d10+tens place roll fairly easily though. You can keep an exact percentage by having a miss by 1 being a borderline result, forcing them to roll again with the units place of their stat to see if they win).

Of course dice pools do have lots of other benefits, so have fun. I never understood either why all the grimdark RPGs except WFR seemed to be die pool, maybe you can bring it into the fold.

mhensley

You might want to take a look at my one roll combat system for wfrp-

http://www.hackslash.net/?p=29

It speeds up combat quite a bit while giving higher damage for higher skill.