WFRP3e has a fun combat system that lets players make strategic and colorful choices during combat without going overboard with simulationist rules that bogs the game down.
However, the combat requires some preperation from the GM and while the combats are not overly long, they can easily overstay their welcome if the fight is not particularly important to the adventure or challenging. Not to mention the setup time if the GM is unprepared for what the PCs do.
So I decided to make some rules for quickly resolving small, unexpected or uninteresting combat situations in an expedient manner while only using the rules already in WFRP.
1 Decide how many turns combat should last.
2 Take the number of turns and multiply it by the number of player characters.
3 Make a tracker with that many spaces and place a marker at the start of it.
Combat Check Difficulty
1 Take as many Difficulty Dice as the enemies Threat Rating. (The Index in "The Creature Guide" has a very nice listing of Threat Ratings)
2 Do the Enemies outnumber the PCs? Add as many Misfortune Dice as they outnumber them by.
3: Do the PCs outnumber the Enemies? Add as many Fortune Dice as they outnumber them by.
4: Add extra Misfortune and Difficutly dice for any other factors that will affect the combat. (p60 of the Rulebook has some good examples)
(5: If you start running out of Fortune or Misfortune Dice, just convert three Fortune/Misfortune dice into adding/removing a Difficulty Dice.)
Ok, now that you have a tracker and a handful of dice that represents the difficulty of the combat. You do not need to make an initiative roll if you do not want to. Just go around the table clockwise. Each player must make a Skill Check using a skill he and the GM deems appropriate. And consult this table:
1 Comet: Remove one Misfortune Dice, or add 1 Fortune Dice to the pool for the rest of the combat.
3 Successes: Move the marker forward two spaces along the tracker.
1 Success: Move the marker forward one space along the tracker.
1 Failure: Take Normal Damage from the enemy.
2 Failures: Take Normal Damage +2 from the enemy.
3 Boons: Move the marker forward one space along the tracker.
3 Banes: Take Normal Damage from the enemy.
Chaos Star: Take Critical damage.
Once the marker reaches the end of the tracker, the combat ends. Usually by all the enemies being dead or that they flee or surrender.
There are ways to tweak this to fit your needs, here are a few:
Single roll: For a very fast resolution; do not set up a tracker, just have each character roll once to see how he made out in the combat. Then the GM can just interpret these rolls and describe what happens next.
Group representative: Instead of each player rolling, select one PC as the combat leader. He does all the rolls while the others assist him with 1 or 2 Fortune Dice each. If he should take damage, select a random PC to be hit.
Individual Combat: Make one short tracker for each PC. This represents them fighting by themselves in a bigger combat. Once one of the PCs finishes his own track, he can move over to another PCs track and help him out with that one.
Any suggestions are welcome
Edited by Ralzar, 27 October 2013 - 04:53 AM.