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WFRP House Rules
Post your custom or homebrew house rules here
Moderator: FFG DanielCGeckomauglirThe Spaniardynnen Topics: 510 | Posts: 3983
Battle mat and other new house rules
Published on 01 January 2012 - 08:28:02

 

After a session of D&D 4th (as a player... first time in at least 15 years), I decided that since the abstract movement don't really speed up combat I want to go for something giving players and GM more options for tactical and fun combat. Here's my initial rules for covering stuff I liked about D&D 4th ed. (my first time playing it).

 

Healing surges
Instead of the normal rules for healing limits a player gets 5 healing surges each day. A short rest may return one, full rest returns 5, poor conditions return fewer. This means he can get magically healed this many times a day. Easy way to handle healing in a balanced fashion as I find the current rules horrible and annoying.

 

Battle mat rules
• One maneuver equals 4 squares of movement. Disengaging costs one maneuver and moves you one square. Players have one maneuver each round for movement (plus any they get from cards).
• Range increments (squares):
o Engaged = touching bases (1)
o Short = 2-5
o Medium = 6-9
o Long = 11-17
o Extreme = 18-29
o Out of range = 30+
• Combat conditions and pushing/sliding enemies
o Staggered = push 2 squares away
o Exposed  = Push 1 squares away
o Rattled = Slide 2 squares
o Sluggish = Push 2 squares away
o Any other = Ask GM
• Opportunity attacks: When you move from a square adjacent to an enemy he gets an attack of opportunity on you, unless you use one maneuver to disengage (move one square). An enemy can only get one attack on you this way in your turn, but several enemies may all get attacks. Pushing and sliding does not provoke opportunity attacks.
• The standard size of an engagement is 4 times 4 squares, in relation to effects that targets engagements.

 

Simplistic, but hopefully functional and adding more depth to combat.

Suggestions and ideas very welcome!

 

Page 1 of 2 (19 messages) 1 2 ...Last page »
Reply #1 | Published on 01 January 2012 - 11:27:13
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Well, not going to comment on the special battlemat actions, I still play that like AD&D, with the exception of disengaging/withdrawing to avoid a free swing from folks are you engaged with.  I personally don't care for all the AoO stuff and the 'tactical' options revolving around that.  But I'm sure adding house rules for that is easily workable.

 

The healing, I don't like that at all, again, personally.  Part of WFRP being 'grim and perilous' is that it takes time (and often alot of it) to recover from wounds.  This is a big part of what makes WFRP combat exceptionally harrowing.

 

In my experiences with 2nd edition games, characters who are the groups fighting types spend the vast majority of the campaign/sessions with wounds.

Reply #2 | Published on 01 January 2012 - 12:33:05

bigity said:

 

Well, not going to comment on the special battlemat actions, I still play that like AD&D, with the exception of disengaging/withdrawing to avoid a free swing from folks are you engaged with.  I personally don't care for all the AoO stuff and the 'tactical' options revolving around that.  But I'm sure adding house rules for that is easily workable.

 

The healing, I don't like that at all, again, personally.  Part of WFRP being 'grim and perilous' is that it takes time (and often alot of it) to recover from wounds.  This is a big part of what makes WFRP combat exceptionally harrowing.

 

In my experiences with 2nd edition games, characters who are the groups fighting types spend the vast majority of the campaign/sessions with wounds.

 

 

 

5 healing surges is just another way of doing what the rules already state. According to the rules you can get healed by 6 different spells (or more as long as each source is unique), first aid and a healing potion - all in one day.

 

I just want to standardize it a bit more so we don't have to track specifics (whom have been healed by what). Perhaps 4 or 3 surges is more balanced, but we'll take that balancing at a later date.

 

I don't exactly know what you mean with AoO stuff.

Reply #3 | Published on 01 January 2012 - 17:23:11
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 I find the range increments get wonky once it costs more fatigue, one thing i thinking about was breaking up the ranges based on manoeuvres, so Long would have Long 1 and Long 2,  extreme would have Extreme 1,2,3.   So you could just track where you are better.

I don't know if I would always want to use a grid, but I would do something similar to what you are doing if I did.

The thing about giving a Attack of Opportunity, I think it would be far too deadly in this game, some people can go down in one hit in this game!  But I guess you are giving them an option to risk it if they do not want to spend thier manoeuvre to get away safely.  

 

 

Without Signature
Reply #4 | Published on 01 January 2012 - 19:10:01
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 AoO stuff I mean the entire mini (or rather major)-game inside of D&D 3.5 that revolves around a square and a thing called a 5 foot step.

Reply #5 | Published on 02 January 2012 - 08:08:51

bigity said:

 

 AoO stuff I mean the entire mini (or rather major)-game inside of D&D 3.5 that revolves around a square and a thing called a 5 foot step.

 

 

 

I don't find the combat centric idea of D&D great. I have never really liked D&D because it has always been a dungeon crawl game to me.

 

But since combats can be fun, I just want to give players more options so it's not just a big pointless brawl. A lot of the cards are great with pushback, knock down etc., but they never really impress because of the silly abstract movement system. A bow attack that lets you attack without line of sight, when most GMs don't really worry about LOS is another example. I like the players to see the combat area top down so they can make use tactical advantages and cover. It's not really very different from what WFRP 3 has... it's just easier to use squares and have real distances that are easy to relate to. A lot of the action cards will really become much better just by scrapping the horrible movement/positioning system.

 

I insisted on keeping the abstract movement system for a long time (over a year now) to keep things simple... but it doesn't speed up the game at all and present many issues and stupid questions that just aren't there with relative positioning.

Reply #6 | Published on 02 January 2012 - 09:42:25
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 Having a grid is fine, and I'd think works pretty well with some movement rules for WFRP. I use mats for every RPG I play except Shadowrun.

 

Having dozens of talents/actions revolving around the mat isn't something I'm interested in though.  Enough to keep positions clear is all I'd want.

Reply #7 | Published on 02 January 2012 - 12:52:42

Just to be clear... it's 9 cards total (counting all cards up to omens of war).

Reply #8 | Published on 02 January 2012 - 16:31:23
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Gallows said:

Just to be clear... it's 9 cards total (counting all cards up to omens of war).

 

I'm talking about D&D 3/3.5/4, not WFRP.  I prefer a more abstract system when it comes to grids than those games, but the complete abstracts of WFRP are a step too far in that direction.  Some squares, some house rules about maneuvers and movement rates, and all good to go.

Reply #9 | Published on 02 January 2012 - 21:53:39

bigity said:

Gallows said:

 

Just to be clear... it's 9 cards total (counting all cards up to omens of war).

 

 

 

I'm talking about D&D 3/3.5/4, not WFRP.  I prefer a more abstract system when it comes to grids than those games, but the complete abstracts of WFRP are a step too far in that direction.  Some squares, some house rules about maneuvers and movement rates, and all good to go.

 

Ahh yes. I stayed true to the abstract movement of wfrp for a long time, but it's just a hassle at times and not at all cutting down on combat time. It also takes a lot away from some of the cards. I think I want grids, but still keep it simple :)

Reply #10 | Published on 07 January 2012 - 02:50:46

Just got my battle mats from chessex. A normal one and a megamat - very nice surface.

Reply #11 | Published on 07 January 2012 - 12:41:30
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I'm running a WFRP3 "Deepwatchers" game for an upcoming con.  As it stands, abstract movement system, doesn't handle corridor fighting very well at all.  Considering WFRP's long-history of being involved in dungeon-crawls (Drachenfels, all wfrp1 scenarios, some wfrp2 scenarios, etc.), this requires some house rules.

This stuff comes as  a good guide.

 

The main problem that I've found comes when you've got "choke points."  This occurs commonly in combat as well.  Say you've got the PCs guarding a gate or a "T" intersection in a castle against a horde of bitchin' beastmen.  The WFRP3 rules just are not capable of handling this...and again, considering the combat-heavy nature of the game system, it makes me /dislike/ the abstract system.

Thanks for the tips Gallows.

 

jh

 

 

..

http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook

Reply #12 | Published on 22 January 2012 - 14:49:37

 Gallows just ran our first session using his battlemap houserules - must say my impression as a player it worked out GREAT ... I used to be a bit sceptical of how combat worked in 3rd edition - leaning towards preferring 2ed for roleplay & D&D for combat, but this time it was a perfect blend where it just meshed really nicely with combat being fluid, tactical, interesting and easy to picture in my mind - I used to sometimes feel combat in 3rd edition was very complicated without really giving any of the satisfaction of feeling it was more than simply rolling a pile of dice each time it was your turn - Now Im a convert - I hereby proclaim 3rd better than D&D and 2nd combined :D (as long as the above rules are utalized!!) so many of the action cards just makes much more sense now, while at the same time the visualization is much better making combat overall just more interesting ....

Our WFRP campaing (on hold): 'Edge of the Storm' javascript:void(0);/*1329413582683*/

 

Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
 

Reply #13 | Published on 22 January 2012 - 14:59:25

as a sidenote, we decided to add an additional houserule whereby any dead bodies were left on the ground ....creating difficult terrain in the hex(es) they drop in - impact on actual tactics was rather minimal - but it just made it look great ...gave the feeling of carnage when the bodies started to pile up, until in the end we (4 PCs and 2 town guards we had managed to persuade to come investigate) found ourselves standing among 12 dead enemies ...- amazingly we managed to keep the watchmen alive with only my character going down ....but luckily having his eye saved by some rapid healing (It was my only crit, so not above thresshold for the permanent injury) Btw. anyone ever wronder how come loosing an eye gives -2 to Fel tests but not to balistics or observation?? - I cant help thinking of Moshe Dayan, he doesnt strike me as having had his charisma horrible mangled by loosing an eye?!

Our WFRP campaing (on hold): 'Edge of the Storm' javascript:void(0);/*1329413582683*/

 

Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
 

Reply #14 | Published on 23 January 2012 - 01:14:21

Emirikol said:

I'm running a WFRP3 "Deepwatchers" game for an upcoming con.  As it stands, abstract movement system, doesn't handle corridor fighting very well at all.  Considering WFRP's long-history of being involved in dungeon-crawls (Drachenfels, all wfrp1 scenarios, some wfrp2 scenarios, etc.), this requires some house rules.

This stuff comes as  a good guide.

 

The main problem that I've found comes when you've got "choke points."  This occurs commonly in combat as well.  Say you've got the PCs guarding a gate or a "T" intersection in a castle against a horde of bitchin' beastmen.  The WFRP3 rules just are not capable of handling this...and again, considering the combat-heavy nature of the game system, it makes me /dislike/ the abstract system.

Thanks for the tips Gallows.

 

jh

 ..

You expose a very important point here. What about creating some location cards for dungeons, houses, castles...where you have locations like corridor, T, room, door.... You could create in the card two entries one for defenders and one for attackers.

Just an idea

The Book of the Asur: a High Elves fan supplement for WFRP 3rd ed.

Secrets of the Anvil: a Runecrafting fan supplement for WFRP 3rd ed.

Libro Monstra: A fan made creature guide

Denizens of the Old World: A fan made resurce of NPCs

The Dark Side: a fan supplement for Witches, Warlocks & Magisters in WFRP 3rd ed.

My book of house rules

Reply #15 | Published on 26 January 2012 - 06:17:52

 Yepesnopes: I don't see that working as well, because you'll have to start ruling who is or isn't affected by the card even when they are only 5 feet away.
Location cards at the moment are fairly general and binary: You're either INSIDE the burning house or not. 

I've ditched the abstract positioning for tabletop movement à la warhammer tabletop. You need some more space, but I've simply converted the distances to inches, and let the players move their figure with a ruler. (stick with 4 notches. 1 notch is 1 manoeuvre).

I do like the addition of staggered & such. Think I'll use that from now on :)

Enough, Gutter-runner. Look-search, warpstone!

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