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How will armour work in WFRP 3rd edition? A proposal for the developers or for future house rules

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#1 cogollo



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Posted 04 September 2009 - 01:40 AM

I guess the rules for 3rd edition will already be almost, if not completely, finished, but I wanted to mention this idea for the developers' consideration (maybe they already have considered it, but just in case...).

One of the advantages of rolling pools of dice is that you can easily get lots of related info with just one roll. Some background: In Alternity, when you were attacked, wearing armor allowed you to roll dice and subtract that number from the wounds caused by the attack. In Tide of Iron, you roll at the same time attack and cover dice; for each cover dice that gets a success you get 1 less hit.


So, why not do a similar thing in WFRP 3rd edition? It would be very simple:

1. Each armour's stats would come with a number of dice you have to roll as your "defence roll".

2. Parrying or dodging manoeuvres would add dice to the "defence roll" pool.

3. When rolling the attack, the defender would make his "defence roll" at the same time and for each success obtained reduce the successes of the attack (similar to Alternity or Tide of Iron).


Advantages of such a "defence roll" mechanics:

1. You get all results in one roll. No need to keep track of all the myriad bonuses or penalties.

2. You can personalize a lot each armour and obtain a lot of results that now are very cumbersome to calculate using only numerical dice.

Examples: maybe you find the breastplate of a Chaos Marauder, it's very protective (roll many armour dice) but is slightly corrupted (your defense roll would include a black die) so every time you get a skull on the black die you run a risk of corruption or insanity.

- a chainmail allows you to roll more defense dice than a leather armour, but maybe it also adds a purple (difficulty) die. The chainmail will protect you more than the leather armour, but when you get a bad result in your purple die, your character would suffer some fatigue.

- all defensive equipment would come with a number of "sunder" dice. If you get a "success" in this "sunder" dice, your armour/shield would become damaged and less useful for defence. Your armour's card could come with several stats for several levels of damage taken (i.e., you would roll less armour dice if the armour is damaged and at some point it would be completely useless or even give penalties to your movement and attacks). Poor quality equipment would add extra "sunder" dice to the pool.

3. Each armour could come with its card showing special results that you can achieve with it (like getting rid of more damage against a certain type of weapons) or maybe you have to spend more to reduce some types of damage (ex.: breastplate reduces better the damage from blunt and slashing weapons but is less effective against piercing weapons).

4. You will get a lot of info about the "story of the blow". You will know if you survived the attack because you parried the attack, dodged it, maybe your shield took the full brunt of the attack, or maybe you deflected it enough for the armour itself to do the rest... no need for the same boring drone "attack misses, next..."


This is the beauty of a dice pool. With the correct combination of cards+equipment stats you can easily and elegantly obtain a lot of extra info just with one dice roll.

What do you think?

Hur-Nir ran to the aid of the beaten man, recovering in the process a handful of pennies the thugs had let fall in the man's boots during their hasty retreat. - from Nulner Blues campaign


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