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WFRP House Rules
Post your custom or homebrew house rules here
Moderator: FFG DanielCFFGMarkGeckomauglirThe Spaniardynnen Topics: 510 | Posts: 3981
Story-mode skill checks
Published on 04 November 2012 - 17:51:56

Our group does 80% of skill checks in story-mode - we prefer the fluid smooth game play with less focus on turns, recharges etc. Majority of cards are consider active until GM decides otherwise.

For story-mode skill checks, reckless and conservative should have an affect. Adjusting stance meter is too much trouble but I thought of simply using the dominant side of player stance to auto-convert one characteristic die. Also, player could add second reckless die by taking one fatigue or second conservative die with one stress.

Rule in my house rules, page 2:

dl.dropbox.com/u/12641813/WHFRP%20House%20Rules.pdf

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Reply #1 | Published on 13 November 2012 - 17:51:55

 Very nicely laid-out, and some food for thought.

i don't like adding another roll to make for monster criticals.  I am mulling myself a rule that player who deals a critical can declare instead of whatever it says that the target is simply distracted, winded or whatever and severity only is used for that many tokens added to it that allies can pull off it as fortune dice on an attack or if it acts first become misfortune dice on its action.

i like some more maneuver options.  Do you allow someone to use fatigue to take a regular manoeuvre after using their free on for one of those choices?  Some like the strategize make more sense to me as the only manoeuvre on the turn.

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