Simplified Damage in WFRP 4e

In my first post on TobCon 3, I mentioned we ran into problems with the damage system in 4e. On the surface, it’s cleverly done: you add the Success Levels of the attacker to the damage, and subtract the defenders’ and that gives you a number. Simple, elegant, and reflective of how things went in the round.

But the same system also gets rid of the dreaded whiff of 1 & 2e by deciding a successful hit by an opposed test, so that it can happen even if both sides fail their rolls (the one with the worst Success Levels loses). Unfortunately, this makes calculating damage very complicated very quickly if you are dealing with multiple combatants, as we were. Continue reading

Passive Perception

I should probably rename this blog, ‘The Annual Empire’…

That being said, here’s a little idea I had while rereading the Zweihänder rulebook recently.

One of the rules issues that’s bothered me for years is how to run what Zweihänder calls “Secret Tests”. The classic example of this is the test to spot an ambush: it’s the kind of test the player needs to roll, but the very act of rolling tips the player off to what the PC is trying to achieve. Spotting whether an NPC is telling the truth is another example.

Zweihänder has a nice little solution, by having the player roll, but the GM doesn’t reveal the difficulty modifier: the player rolls, the GM describes the result, and in edge cases, at least, the player won’t know how far to trust the GM.

There are, inevitably, weaknesses to this method. It penalises near-successes, for example. But generally, I think it’s a pretty cool way to maintain suspense.

But another way to resolve these issues in a d100 system would be to make more use of the respective digits. I’m a fan of d100 precisely because it can do cool stuff with the various numbers it produces in a single roll (e.g. the d100, the result reversed, the two face digits – other possibilities exist, like the 2d10 sum; the d100 is super-flexible).

So maybe the GM sets a difficulty number from 1-10 to spot an ambush, avoid a guard, detect a lie, or the like, with higher being more difficult. In the case of a roll against an opponent, the base difficulty might be the tens digit of that opponent’s respective skill. So a guard with an awareness of 42 would set a base difficulty of 4, perhaps modified for weather, light, etc.

Continue reading

The Book of the Asur

A huge project by FFG forum user Yepesnopes is finished. This tremendous work is nothing less than a major league supplement for WFRP3. It introduces the Asur (or the High Elves) for players and GMs alike and includes careers, items, pets and a complete the book.

This what the writer has to say about his project for the readers of the Daily Empire:

After three editions of Warhammer fantasy role play game, three different editions of Dwarf supplements (they have even a magazine called White Dwarf), and no Elf supplement at all; in this times where we are working to correct gender discrimination, I decided to work to correct race discrimination!
In this fan project you will find the recompilation of the recent history of the Asur and some of their most fabled heroes, descriptions of the different regions of Ulthuan and house rules for regional features of the Asur, Elven culture and religion, a short description of Elftown the largest high elf settlement in the land of men, house rules for High Elf nobles in the harsh Empire lands, and the role of high magic in the Asur every-day life as well as house rules for High Magic apprenticeship.
All this is supported by several new careers and some already existing careers re-edited with an elf flavor.

The Book has been uploaded to the vaults of the Daily Empire and it can be downloaded HERE (zip).

Liber Fanatica – Strange Eons extension

From FFG forum:

Liber fanatica usually come up with new cards or even new cards types. LF7 was published along his own Strange eons plugin (built by Sunatet and Jussi). I resumed their work, to add LF8 cards as well as brand new card types (ideas from FFG forums or LF discussions).

this extension is still under construction, since you folks always have thousands of new great ideas. Some updates are most likely to come up, with new stuff or existing stuff improvments. Feel free to ask for improvements/new cards and report any issues you could have.

You can get it >> here <<

HOW TO USE IT :

you can download Strange Eons alone here : http://www.sfu.ca/~cjenning/eons/

open Strange Eons, Toolbox/Manage plugins/Open plugin folder
copy w3e.seext in there and reload Strange Eons.

altenatively, you can double-click w3e.seext to install it into SE <<<<<THIS DOES NOT ACTUALLY WORK

Make sure that you have the latest version of Java, and latest version of Strange Eons (i personally have v2.1 alpha 13)

– “i get error that ui-grid.selibrary is missing” >> “You can download the ui-grid.selibrary from the Strange Eons Website at http://www.sfu.ca/~cjenning/eons/plugins/index.html” (hat tip Sorga68)
– All cards : some users seem to experience errors when loading existing cards >> make sure you have the latest version of SE, try to reinstall it wil all patches (check in the thread page 5-6 for related discussion)

 WHAT CAN IT DO ?

most existing cards

LF8 cards (trade, trade locations)

CURRENTLY WORKING ON :

NPC and Ally cards (see the asbtract NPC thread in House rules sub-forum)
NPC cards are much like FFG NPC cards, and retainer cards (from lure of power)
Ally cards are a more abstract version of retainers (no stats no specific actions, only bonuses to PCs)

Encounter cards (LF9)

Posted by: Hurlanc