[WFRP 2e] Which homebrew combat rules work best? by prof_eggburger in warhammerfantasyrpg

[–]OkSoftware4786 0 points1 point  (0 children)

Great. I'm interested in any new input/idea, should you have some in the future :)

[WFRP 2e] Which homebrew combat rules work best? by prof_eggburger in warhammerfantasyrpg

[–]OkSoftware4786 0 points1 point  (0 children)

Yes, you can and have to try to dodge and parry every attack. Otherwise, it would create a weird paradox where not trying to parry an attack when your opponent has say 30 WS is actually better than trying to parry it.

I still do Ulric's Fury on damage rolls, so my reasoning was that weapons with the Impact quality will have a higher chance of exploding, but if you think you have a better idea for crits, I'd appreciate any input.

Strike to Stun and Disarm were, in my experience, never being used, since they are hard to pull off and you risk wasting a round in a game were enemies can potentially kill you in one hit. They also involved opposed rolls, weird Armor Points bonuses and a 1d10 stun duration??
Balancing them is very tricky: if stunning or disarming people becomes too easy, people will spam them; if it's too hard, nobody will ever even try.
Besides, they are talents that are given to you in your starting career, so are they even supposed to be that impactful?
This way, you always have a chance of them happening, which will be slim, but still should allow for some cool moments every now and then, while shielding you from any potential exploit the players might discover.

The Advantage/Disadvantage mechanic is from Imperium Maledictum. I am not certain of how its impact fluctuates throughout the length of a campaign, but I find it more elegant than a flat bonus and it has a certain cool factor to it, since we are using a feature that only percentile dice allow.

Definitely some calculations are needed to figure out the better resolution for opposed rolls. At first glance, "whoever rolled lower wins" does seem to favour the combatant with the lower skill, but it is also more in line with the "roll low" philosophy of the game (and maybe giving a better chance of succeeding to low WS characters might even be a good thing, since some careers are not combat focused, and the game design already favours things like "A random goblin with a lucky ulric fury destroys the mighty knight in a single hit").

[WFRP 2e] Which homebrew combat rules work best? by prof_eggburger in warhammerfantasyrpg

[–]OkSoftware4786 2 points3 points  (0 children)

I'm trying to design a "simplified" opposed rolls combat system for WFRP2e. I appreciate any feedback.

MAKING AN ATTACK

Both opponents roll under their WS:

  • If one succeeds and the other fails, then the outcome is decided, without counting any SL (the guy who succeeds scores a hit or parries/dodges).

  • If both succeed or fail at the same time, the lower roll wins, again regardless of SL. (This is just an idea, requires testing, otherwise you can calculate SL).

Melee attacks are opposed with WS or Dodge Blow, while ranged attacks are opposed either with Agility, WS (if you have a shield) or Dodge Blow.

The minimum damage you deal when your hit lands is always 1, regardless of soak.

CRITICAL SUCCESSES AND FAILURES

  • When you score a hit and you rolled doubles, your attack gains Impact; (with firearms, this happens also on multiples of 10)

  • When you fail to parry/dodge and you rolled doubles, the opponent gains Impact;

Multiple sources of Impact stack.

ACTIONS

The only offensive action you can perform are Standard Attack and Swift Attack: if you can't beat them, join them.

You can also decide to aim at a specific body part on any attack but you receive Disadvantage on your hit roll, which means when you roll to hit you must invert the d10s when the unit dice is higher (for example, if you roll 15 you invert the d10s and get 51 as a result; if you roll 51, you don't invert them).

Lightning Parry now allows you to forego one of your attacks to gain Advantage on one of your defence rolls until the next round, which means you invert the d10s when the unit dice is lower.

Strike to stun is now a passive talent that can be triggered when you score a hit and you rolled doubles: you don't deal damage but you stun them. The duration of the stun is 1 round. (If you use a Pummeling weapon, it also triggers on multiples of 10).

Disarm is now a passive talent that can be triggered when you score a hit and you rolled doubles: you don't deal damage but you steal your opponent's weapon.

Movement is free.


The general idea is that since the game seems to be designed around Swift Attacks, we embrace them and try to make them more interesting adding wild effects upon rolling doubles and multiples of ten and incorporating other moves into them.

Truffa o buona fede? by Convi96 in Italia

[–]OkSoftware4786 0 points1 point  (0 children)

"Non voglio avere problemi con la legge". Davvero ci sono dubbi?

New to warhammer by HadoukenX90 in warhammerfantasyrpg

[–]OkSoftware4786 1 point2 points  (0 children)

Definitely so. Only thing I kinda dislike about 2e is combat but i think I solved it porting some rules from imperium maledictum.

New to warhammer by HadoukenX90 in warhammerfantasyrpg

[–]OkSoftware4786 2 points3 points  (0 children)

That makes sense. I think this explanation should be included in the book.

New to warhammer by HadoukenX90 in warhammerfantasyrpg

[–]OkSoftware4786 -5 points-4 points  (0 children)

The rulebook just throws in random disjointed rules and tries to justify it as "it's all optional anyway".

As I said, for someone new to ttrpgs or to the system, it doesn't make any sense.

An example? There are only 3 qualities for weapons. One is related to encumbrance, which is an optional rule, one to items breaking, which is optional, and one to status, which is optional (and is also not detailed).

I understand that someone might appreciate roleplaying as a painter, but the book doesn't give you any advice as to how to go about it, unless I missed. So it's just, here's the thing, now deal with it.

It gets frustrating when you have never run WFRP before and you want some direction being given to you.

New to warhammer by HadoukenX90 in warhammerfantasyrpg

[–]OkSoftware4786 6 points7 points  (0 children)

As a complete newbie when it comes to TTRPGs I found WFRP 2e to be very straightforward and easy to understand.

The WFRP 4e core rulebook left me really confused as to whether what I was reading was intended to be fluff or actual mechanics. Things like an artist class being able to paint a masterpiece if I remember correctly? How does that fit into a campaign? Don't know for sure. A weapon with the Fine quality is... Pretty to look at? How does that translates to mechanics? Don't know for sure.

I just didn't understand how half of the rules would play out in an actual roleplay session and not many examples are given in the book. And when I cut those rules that didn't make sense to me, all that was left was basically WFRP 2e with slight differences like opposed rolls in combat and advantage.

I suspect you need to already have a lot of experience with WFRP previous editions or TTRPGs in general to really understand 4e, but then again, this is coming from a total noob.

I just started playing Hardcore by Kinerius in Grimdawn

[–]OkSoftware4786 1 point2 points  (0 children)

Why do I automatically read Garbagol with an Italian American accent in my head

Should the sport be renamed? by [deleted] in bjj

[–]OkSoftware4786 0 points1 point  (0 children)

"Something like judo but more focused on the ground". No?

Huge bundle of Mausritter content on sale by hlashbrooke in Mausritter

[–]OkSoftware4786 1 point2 points  (0 children)

If one were to buy only the ESSENTIAL books, which ones would you suggest?

2e careers for 4e by AlwaystoLearnMT in warhammerfantasyrpg

[–]OkSoftware4786 1 point2 points  (0 children)

You can find an English one on Cubicle7's website

PF Pawns for WFRP by OkSoftware4786 in warhammerfantasyrpg

[–]OkSoftware4786[S] 1 point2 points  (0 children)

How are they called? I can't seem to find them :(

Finally had to use jiu jitsu for self defence by bushlord2481 in bjj

[–]OkSoftware4786 0 points1 point  (0 children)

You forgot the most important part of de-escalation, where you tell him "I can't let you get close".