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Taking it back to Percentile


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#1 Phantomdoodler

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Posted 24 January 2012 - 02:07 AM

 Yes, this is an attempt to simplify 3rd ed, taking it back to its roots. No Chits, trackers, or buckets of colourful dice. If you hate the sound of that, theres no point reading further!

Characteristics

Players are defined by the standard 6 characteristics. Each starts at 30+2d10, plus a racial bonus:

Humans: None

Dwarves: +10 in Strength and Toughness

Wood Elves: +10 in Agility and Willpower

High Elves: +10 in Agility and Intelligence

Halflings: +10 in Agility, Willpower and Fellowship, -10 in Strength 

Ogres: +20 in Strength and Toughness, -10 in Fellowship and Intelligence 

Creation Points

Each player now has their normal allotment of Creation points, to improve their talents, actions etc. To improve a Characteristic by +10, costs a number of points equal to its value/10, rounding down. Therefore to improve St 44 by +10 costs 4 creation points.

Skills

Players may take training in skills as usual. For each level of expertise (up to 3), you may add +10 to relevant characteristic tests. Specialisations also add 10 to tests if t

Rule system

When making a test, roll percentile dice. You need to get equal to or under a specific Characteristic, but if you have any skill expertise, you may add +10 for each level of expertise. If you have a relevent specialisation, you may add a further +10 to your total.

This attempt is modified by the difficulty:

Simple Task: +40

Easy Task: +20

Average Task: +0

Hard Task: -20

Daunting Task: -40

The host may also further modify this roll by +/-10 for each positive/negative situation as appropriate (each misfortune dice is equivalent to -10%, each fortune dice +10%). 

If the test succeeds, the attempt gains 1 degree of success equal to the number rolled. So for example, if a player needs to make a Stealth roll with 1 level of expertise, and 46 Agility, if they rolled a 14, they would succeed with 14 degrees of success. 

Banes and Boons

If the players rolls an odd number on either dice, then a bane effect occurs. If the player rolls an even number, then a boon effect occurs. Banes and boons cancel each other out as usual, so its possible up to 2 boon or bane effects.

Chaos Stars and Sigmars Comet

When you roll a double, and you succeed at the task, your succeeds incredibly well - the equivalent of rolling a Sigmars Comet. If however, you roll

a double but fail the task, the action generates a Chaos Star effect. - bad things happen...

Initiative Ranks

Rather divided into rounds, combat and encounters are a little more abstract, with each player and combatant acting on an Initiative rank. This is initially determined by subtracting each targets Agility/10 (or Fellowship/10 for social encounters), rounding down, from 10. This represents when everyone first acts, with lower numbers acting first, each number known as the Initiative rank. After taking an action, each target must increase their current Initiative rank by 5, plus the actions recharge rating.

For example, Gustaf is facing 2 Skaven. Gustaf has Ag 55, and the two skavens have Ag 67, so in the first round, the skaven act on Initiative rank 4, while Gustaf acts on 5. One Skaven hits, injuring Gustaf. The Skaven next act on Initiative rank 9. Gustaf, however chose to perform the Backstab action, so he must increase his Initiative rank by 9, next acting on Initiative rank 14. He did seriously injury one of the skaven though. On Initiative 9, the skaven both hit, but Gustaf decides to block, which saves his bacon, but adds a further 2 to his Initiative rank for his next action, now increased to 16. The Skaven still get another strike, even before poor Gustav can act again.  Things dont seem to going very well for Gustaf...   

Stances

This has been simplified now. When in a Conservative stance, you may subtract 10 from your d100 result for each point in your current Conservative stance. This will, however reduce your number of successes if you succeed. Conversely, while in a reckless stance, you may add 10 to the d100 result for each point in your current reckless stance. This does reduce your chance of success, but will increase additional success if the task succeeds. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Actions 

Actions remain, but obviously, there are changes. For the test difficulty, subtract -20% to the test for each Challenge dice, -10% for each misfortune, and +10% for each fortune dice. For ranged and melee attacks, the default task is Easy, meaning that the test is made at +20%, before further difficulties are applied. But the targets defence is used to resist this, subtracting -10% for each point of defence

For the result, for each 20 degrees of success, or part thereof, the action gains 1 success. Boons, Banes, Chaos Stars and Sigmars comets have their usual effects, except that you can only gain up to 2 banes or boons, or one Chaos Star or Sigmar comet 

For example, Gustaf the thief is about to  perform the Backstab action. This has a difficulty modifier of -30, reducing this penalty by 10 for each ally engaged with his foe. Gustaf has Ag 55 and Stealth +10, while the target has Int 44 and Observation +10, so the basic difficulty Easy (+20 (Ag more than 10 higher than opposing Int), -10 for targets Observation, and -20 (the target is engaged with one target), so Gustav must make a roll 55 or less to use the action. Since Gustaf is currently at Reckless 2 stance, he adopts to increase his final d100 result by 10.

 

He rolls a 37, modified to 47, so thats 2 banes and 3 success worth of effect. Since Gustaf is in a reckless stance, he hits for +1 damage, and ignores the targets soak, but triggers the bane effect (subtract -20 from his Initiative) 

To be continued....



#2 Doc, the Weasel

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Posted 24 January 2012 - 05:58 AM

Out of curiosity, why not just use 1st or 2nd ed? I don't see what benefit you get out of completely remaking 3ed to mimic previous editions.


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#3 Phantomdoodler

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Posted 24 January 2012 - 07:21 AM

 Its a combination of the best parts of all three systems. The quickness and ease of percentile, with the more flexible character creation of 3rd ed, as well as keeping up with the feel of the new edition.



#4 Boehm

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Posted 26 January 2012 - 01:51 AM

I understand your intention ... but just reading those rules made my head hurt ... now ofcause if you were used to them its probably not a problem at all - but I do feel that needing to keep some "conversion rule" in mind instead of just being able to read modifiers straight off the cards ... is needlessly complicated IMO. I would say go with one or the other - and just include a few choice elements ... like including some trademark moves in as one-use-per-encounter powers purchasable like a talent?? or give a couple for free which then must be activated with a fortune point? (examples of houserules I like myself)



#5 Phantomdoodler

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Posted 26 January 2012 - 08:10 PM

 Actually thats a good point. There probably isnt much point make a direct conversion. I will look at trimming the fat. I will probably go for a skill and talent system, much like 2nd ed, but using actions as talents. Something like:

Acrobatic Strike

 When using a dagger, hand weapon or fencing weapon, you may attack a foe using Coordination (Ag) rather than Weapon Skill, at -20. If you hit, you may use Agility, rather than Strength to determine damage. 

Backstab

A character with this talent  may make a Stealth (Ag) test at -30, reducing this penalty by 10 for each target engaged with your target. If successful, you hit for +1 damage, ignoring any armour the target is wearing.

Counterblow

When making a block against an opponent, if they fail to hit you, you may immediately make an attack against them, at -10.  

Accurate Shot 

You may suffer up to 2 stress before making a Ranged attack. For each stress suffered, add 10 to your Ballistic Skill (Ag) test. 

Arrow Storm

You may attempt to fire a volley of arrows at up to three targets, if they are within medium range of you. Make a Ballistic Skill test (Ag) at -20, and -10 for each additional target after the first. If successful, you manage to hit all three targets - make a single damage roll for all three.

Called Shot

When making a ranged attack, you may reduce the hit location penalty by 10. If you gain 2 or more degrees of success, you may also ignore the targets armour.

 

 

 

 



#6 Phantomdoodler

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Posted 26 January 2012 - 08:47 PM

Ok, another attempt for a percentile warhammer 3rd ed, this time more of a revamp, rather than a direct conversion. 

Characteristics

Players are defined by the standard 6 characteristics. Each starts at 20+2d10, plus a racial bonus:

Reiklanders: None

Asgaraz Dwarves: +10 in Strength and Toughness

Wood Elves: +10 in Agility and Willpower

High Elves: +10 in  Agility and Intelligence

Each characteristic has a Bonus, which is equal to the tens digit. Therefore a character with Toughness 27, and Willpower 32, would have a Toughness Bonus of 2, and a Willpower Bonus of 3. To make this clearer, on the character sheet, this digit is circled. These Bonuses are used to determine the players secondary characteristics, such as Wound Threshold, Initiative or the amount of fatigue they can take.

Rule system

When making a test, roll percentile dice. You need to get equal to or under a specific Characteristic, and if you have any skill expertise, you may add +10 for each level (up to +30). If you have a relevant specialisation, you may add a further +10 to your total.

The attempt is modified, based on the difficulty of the attempt:

Simple Task: +40

Easy Task: +20

Average Task: +0

Hard Task:  -20

Daunting Task:  -40

The Gm may apply futher modifiers to this difficulty as appriopriate - each -10 penalty for each negative situation, each +10 bonus for every positive situation. If the test succeeds, the attempt gains 1 degree of success equal to the number rolled. So for example, if a player needs to make a Stealth roll with 1 level of expertise, and 46 Agility, if they rolled a 14, they would succeed with 14 degrees of success. Degrees of success are used to determine additional effects from talents and skills. 

Character Creation

Step 1: Select Race

Characters must first choose their characters race, each providing racial abilities:

Reiklander Characters

Adaptable:  Changing careers for Reiklanders costs 100 less experience points, which may reduce the cost to zero.

Diversity: Reiklanders begin with 25 creation points

Favoured by Fate. Once per session, a Reiklander may add 20 to a single test

Wound Threshold: 9 plus Toughness Bonus

Corruption Threshold: 5 plus Toughness Bonus

 

Azgad Dwarf Characters

Children of Grungni: Before investing any creation points , an Azgad Dwarf may train one of the following skills for free: Discipline, Resilience, or Weapon Skill

Grudge: A Karak Azgaraz dwarf gains +10 to Weapon Skill and Ballistic Skill tests, when fighting Greenskins, and against any target who has wounded him. This bonus lasts until the end of the encounter.

Sturdy: A Karak Azgaraz dwarf adds 5 to his encumbrance limit.

Night Vision: Dwarfs reduce all darkness penalties by -20

Wound Threshold: 10 plus Toughness Bonus

Corruption Threshold: 10 plus Toughness Bonus

 

High Elf Characters

Valour of Ages: When facing their fallen kin, the dark elves, high elves may add 20 to all Discipline and Resilience tests

Erudite: High elves acquire (but do not train in) the advanced skill Education for free during character creation. 

Ishas Chosen: Before investing any creation points, a high elf may train one of the following skills for free - Discipline, Intuition or Observation

Night Vision: High elves may reduce all darkness penalties by 20

Wound Threshold: 8 plus Toughness Bonus

Corruption Threshold: 10 plus Toughness Bonus

 

Wood Elf Characters 

Forest Walk: Wood elves may ignore terrain-based manoeuvre penalties, and up to -20 worth of penalties to movement and actions performed while in woodland terrain

Nature Bond: Wood elves gain +1 to combat Initiative, and +10 to  Observation and Stealth tests, while they are in woodland terrain

Orion`s Favoured: Before investing any creation points, a wood elf may train in one of the following skills - Ballistics Skill, Nature Lore, Observation, or Stealth

Night Vision: Wood elves may reduce all darkness penalties by 20. 

Wound Threshold: 8 plus Toughness Bonus

Corruption Threshold: 10 plus Toughness Bonus

 

Step 2: Roll Career

Characters must now make a percentile roll on the Starting career table, according to their race.

 

 



#7 Lautrer

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Posted 26 January 2012 - 09:24 PM

The Starting-Thread is like a post in the Porsche Forum how to make a "good old" mitsubishi out of the car. It's rediculous.

Why just don't you use BRP or the Legend (RQ)-Rules. It's easier to convert.


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#8 Phantomdoodler

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Posted 26 January 2012 - 09:36 PM

 As I said before, if you love 3rd ed as is,then this is not the post for you! Actually i like a lot of the flavour of 3rd ed, regarding the names, skills etc, but i am not a fan of the board game esque system mechanics. Hopefully, this will allow me to play the game with a 2nd inspired rule system, but capturing the best parts of the new game.  



#9 Lautrer

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Posted 26 January 2012 - 09:53 PM

Phantomdoodler said:

 As I said before, if you love 3rd ed as is,then this is not the post for you!  Actually i like a lot of the flavour of 3rd ed, regarding the names, skills etc, but i am not a fan of the board game esque system mechanics. Hopefully, this will allow me to play the game with a 2nd inspired rule system, but capturing the best parts of the new game.  

Sorry, I think my Post sounded a little to harsh. So it's your game.
But if I had the same idea as you, I would take the BRP or Legend Rule System and take the best Parts from WHF3 and convert these to BRP d% System.

I almost made a conversion for the Hyperborea (Conan) Setting. BRP/Legend ist easy to mod.


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#10 Phantomdoodler

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Posted 26 January 2012 - 09:56 PM

 Thats ok. None taken. Actually I do have the Legend pdf, so I may explore that a little...



#11 crimsonsun

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Posted 27 January 2012 - 11:27 AM

i think you might get a more involved response with a thread like this over on strike to stun.net, I loved 2ed wfrp but I love 3rd just as much if not more, mechanically i am happy with both but 3ed is set Pre-Storm of should never have happened and I feel this is a far more dramatic setting than, the end of the world that wasnt really that end of the world like.

What I'm trying to say is this is a 3ed forum with people happily playing 3ed, strike to stun on the other hand covers all editions and is more about the setting than the mechanics hence why I feel your ideas would be better received. Not that I object in anyway to your ideas at all, I just am not sure this is the appropriate place for them.

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