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A/C/E Replacement

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#1 Gallows



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Posted 22 October 2013 - 02:52 PM

One simple pool.


  • Each henchman group entering combat adds 1 point to the pool
  • Each non henchman adds 1 point to the pool
  • Each Nemesis adds 3 points to the pool


  • Each round the pool refreshes 1 point and one for each nemesis.


  • Adding expertise/challenge costs 2 points
  • Adding misfortune/fortune costs 1 point


Let's say you have four goblin henchman groups, a goblin shaman nemesis, four orcs and a troll.


Then you'd have a base pool of 11 points and a refresh of 2 points each round. That replaces all A/C/E and defensive actions unless you want a specific NPC to be more defensive.

Edited by Gallows, 22 October 2013 - 02:53 PM.

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#2 Ralzar



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Posted 22 October 2013 - 03:20 PM

Nice. Clean and simple. Just how I like it :D

#3 phild



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Posted 29 October 2013 - 04:10 AM

I recently played the new(ish) 13th Age RPG, and that had a really nice mechanic called the "Escalation die". Basically, every round after the 1st, the players get a successive +1 on all skill checks (it's a d20-based game), so that the longer the fight goes on, the more the balance tips in favour of the PCs. I like the way that this reflects a lot of cinematic scraps, with the hero taking a pasting to begin with but hanging on to win in the end.


You could always dump ACE and do a similar thing for WHFRP. Give every (non-minion) NPC X fortune dice (to be used as desired for attack or defence) on the 1st round of combat. Then each round after that, strip one away until they're down to zero.

#4 Gallows



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Posted 29 October 2013 - 05:04 AM

Yep that's one way of doing it. A set dice pool for each round and then remove a die from each type every round. That would work too. But one common pool is simple enough :-)

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