I've been wanting to take a stab at a "WFRP 3,5" for a while now.
I like 3rd Ed and I'm not going to abandon it - at least not until I finish running my current campaign, which will take a year at the very least.
However, I'm becoming more and more aware that 3rd Ed is, for lack of a better term, very inelegant. There's a lot of good ideas there, but IMO FFG went so overboard with adding new systems that the playing experience as a whole suffers.
This is my attempt to trim the rules down a bit, to make them flow more easily.
I've taken some queues from 1st/2nd Ed and Edge of the Empire, but this is supposed to be a WFRP 3rd Ed conversion. I've also included some of the more common house-rules.
I've written up a list of changes I want to make. When I've refined them a bit, I'll try them out with my regular group, but if any of you would like to offer some advice or opinions in advance, I'd very much appreciate it.
The list is here: https://drive.google...dit?usp=sharing
It's very long and a bit rambling, so read at your own peril.
The major changes are:
- Dice pools are assembled like EotE, with either the higher of characteristic or skill+specialization determining the amount of blue dice, and the lower determining how many are upgraded to yellow
- Stress and fatigue are combined into Strain
- Actions (with a few exceptions) no longer have recharge, but cause strain instead
- Stance meters are out, along with reckless and conservative dice. A character's stance simply determines which side of the action cards are used.
- No talent-sockets. Once acquired, they are always active
- Far fewer actions and talents in general
- Opposed checks are changed. Difficulty is (opposed characteristic+skill)/2.
- I want to change the magic and blessing rules to something less fiddly, but I'm not sure exactly how yet
- Edit: Characters start with 5 less creation points
Edited by Croaker13, 09 February 2014 - 03:04 PM.