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Ten things that I cannot stand about WFRP  XML
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CapnZapp


Joined: Fri, 2008 Feb 22, 3:03 PM (CST)
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Thanks Moracai, that's the post I (half-)remembered!

(No, there's no stat cap by the RAW, just a reluctance by the designers to assign triple-digit stats to anything official.)

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jadrax


Joined: Thu, 2008 Mar 6, 10:34 AM (CST)
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CapnZapp wrote:
Sorry, I'm not following you here?


The rule in 1st edition is that leather armour provided 1 point of armour against any attack that did under 4 damage in total. So if the score on the d6+ the attackers strength was over 4, the armour did nothing.

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CapnZapp


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Lord of the Pit wrote:The a 5AP cap is even more weird. First you have the gromril exception with AP6, and this one more for AP7.

So, basically they say its a cap, but really there isnt.

I fail to see why this is weird, or even out of the ordinary.

It's called exception-based rules design, and the rulebook is full of it.

You introduce a rule, and then that rule is in effect wherever you don't make an exception.

So, yes, there's a cap on armour points, and there's an exception that just so happens only primarily benefits dwarfs. This works like a charm!

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CapnZapp


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jadrax wrote:So if the score on the d6+ the attackers strength was over 4, the armour did nothing.

Okay, the missing piece of the puzzle is that damage includes the deduction of Toughness.

If you look at the Combat Procedure, Step 2 on page 118, you'll see "Hits cause damage on the target. To determine how much, roll a D6, add the attacker's Strength and Deduct (sic) the victim's Toughness."

I now understand why you feel v1 leather armour to be relatively worthless, and urge you to consider changing (if you still play v1, of course): it really makes (made?) a difference, especially when facing weaker foes.

@Everyone: this v1 definition of "points of damage" should not be confused with v2's definition of a "Damage X hit".

This message was edited 2 times. Last update was at Mon, 2008 May 12, 1:47 PM (CDT)


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Lord of the Pit

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Joined: Thu, 2008 Mar 6, 2:20 PM (CST)
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CapnZapp wrote:
Lord of the Pit wrote:The a 5AP cap is even more weird. First you have the gromril exception with AP6, and this one more for AP7.

So, basically they say its a cap, but really there isnt.

I fail to see why this is weird, or even out of the ordinary.

It's called exception-based rules design, and the rulebook is full of it.

You introduce a rule, and then that rule is in effect wherever you don't make an exception.

So, yes, there's a cap on armour points, and there's an exception that just so happens only primarily benefits dwarfs. This works like a charm!


What other example are there that can be compared to the AP cap?

But why, in the first place, state that you cannot have more than 5 APs, when actually you can. The rules then keep referring to that AP limit like its unbreakable (for example spells that give AP).

It would be another issue if you point out that normally you cannot have more than 5 APs, with the exception of certain magical or rare materials.

Also, a spell should not cap at 5 APs. If a spell give you +1 AP while wearing full chain, the same should apply when wearing full plate. A more logical way to reduce the effectiveness of the spell would be to say that it does not stack with armour APs at all!

-Conan, what is best in life?
-To crush your enemies, see them driven before you, and to hear the lamentation of the women.

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Luther

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[Mispost]

This message was edited 2 times. Last update was at Mon, 2008 May 12, 4:50 PM (CDT)

Heinrich Kahl


Joined: Thu, 2008 May 8, 1:30 AM (CDT)
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Moracai wrote:The only thing I have a rub against that is that according to rules as written, the Strenght and Toughness stats that are above 100 have a Bonus of 1!!! (the first digit of S/T)


Using a bit of common sense you could deduce that the bonus is actually the two first digits of an attribute over 100.

--------------------

To me, the biggest issues with v2 are the senseless economy (illogical/inconsistent prices for certain items), and too high stats of small critters. For example, goblins should only be a threat in numbers and an annoyance otherwise. A snotling swarm should be able to kill one human if they are lucky.

On the other hand, a single orc can be devastating to a small party. No way they could be used like in v1, an orc party or two attacking the PCs. Unless the point is to slaughter all PCs/expend all Fate points in every single combat. It´s a shame, because for me the Warhammer is about combat and battles.

The rules seem to expect
A) a party of at least 6 (preferably eight) player characters (which is practically impossible in my case, I can get a maximum of 4 players at a time if I´m lucky)
B) each party member to begin adventuring with hefty weapons and armour.

I love the v2 magic system. They should have translated all the v1 magic items and potions to v2 though.
And priests learn magic too slowly in v2. Initiates should gain Petty Magic, and divine magic should be more powerful, ritual-type thing.

This message was edited 3 times. Last update was at Tue, 2008 May 13, 3:25 AM (CDT)

Lord of the Pit

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AFAIK Initiates did not have Petty Magic in V1 either, but dont quote me on that.

Yeah, the (still) crappy economic system I totally forgot about.

Ill change my gripe about stat caps (as officially apparently there are none ), to the fact that they follow the WFB stats to closely. This means; A) Big Monsters are rather meak, but insanely fast (3+A). B) There is little practical difference between different types of creatures within the same race (Orcs, Black Orcs and Goblins too).

-Conan, what is best in life?
-To crush your enemies, see them driven before you, and to hear the lamentation of the women.

Flexible combat rules in this link.
 
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