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WFRP House Rules
Post your custom or homebrew house rules here
Moderator: FFG DanielCGeckomauglirThe Spaniardynnen Topics: 510 | Posts: 3982
Player Combat Round redesigned
Published on 16 March 2013 - 11:24:33

I wanted to change original adjust stance + maneuver + action to a more eloborated but yet equally simple system.

See page 2 for Player Combat Round

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

Design notes:

Stance track change is now optional and available via maneuvers of which each player will have 2 per round. This allows two stance changes without moving etc. Also, all "gain free maneuver" nicely contribute in changing stance.

With my Advanced Combat Maneuvers, manuevers can be used for minor adjustments to combat aswell (fortune, misfortune etc)

Players may also perform two actions per round: one dealing direct damage (combat action) and one "buff / debuff" action. Spells fall into these categories respectively. I always considered all those actions that "potentially give a condiation or fortune / misfortune" a total waste compared to dealing damage to your opponents. What is your round worth if you could only do one such lame action and your other party member deals healthy 15 points of damage killing the opponent? In addition, this allows priests and sorcerers to cast a combat spell each round.

Sometimes, players would like to get "still one more action" and allowing that with one fortune feels like a good cost and more use for fortune dies as well.

Additional maneuvers beyond first two will cost 1 and 2 fatigue each, capping maximum maneuvers to 4 altogether.

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Reply #1 | Published on 16 March 2013 - 18:59:19

Interesting thougths.

How will you deal with NPCs doing two actions each turn? I mean, there is already a lot to track. Can you give some examples for NPCs?

 

Cheers,

Yepes

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 #2 | Published on 17 March 2013 - 09:22:54

My NPCs enjoy a lot of freedom when it comes to rules ;-) They do what is necessary to keep the action going on - they are the story element. Only dice rolls are open and public to get the feel of fairness and simulation.

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Reply #3 | Published on 17 March 2013 - 10:37:27

You mean that your NPCs also take two actions?

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 #4 | Published on 17 March 2013 - 11:24:33

Yepesnopes said:

You mean that your NPCs also take two actions?

Same rules - one attack, one other action (if monster would have such).

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