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Silverwave

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  1. For me, the most interesting thing to do with your advancements is to buy a little something after each session (or adventure). What is nice in this system is with 1 advancement, there's a lot of little things you can buy : ability fortune dice, skill, action card, talent, stance, wound threshold. Having to save advancements to be able to increase an ability isn't much fun for me as you can't buy anything for a few sessions. The only time I consider increasing an ability is when an adventure rewards 2 advancements points at once (when you accomplish some sort of bonus objectives or the like). Then only I consider not buying anything so I could raise a 2 into a 3 at the next advancement gain. I would probably never consider increasing a 3, a 4 and even less a 5. That means that at character creation, I focus more on raising stats and buy very few actions, skills and talents because I know I can get them after each advancement, which is more fun for me. Giving a free 4 advancement points at each rank is a huge boost. Characters will get high stats very fast and they'll be very powerfull, generating a lot of hammers on almost all their checks. I like the gritty side of WHFRP so I would never do that. I like the way about anything is very dangerous. But if you want your game to be more heroic than gritty, go on. You'll have more powerful characters but you can easily compensate with facing them with very challenging encounters, increasing the number of monsters or making them face more powerful foes, making them work against the odds like climbing a very steep and flat mountain while in a thunderstorm, things like that. Really, it's just a matter of scale at this point.
  2. Just in case someone missed it, here's my conversion of TOR travel rules : javascript:void(0);/*1331907809371*/ Now, I guess Gallows, you are not satisfied with them so it is why you want to make some of your own. Since those rules are fairly simple I guess the only thing you don't like is that it's not using as many skills as you'd like (well, they are only part of the hazards, not of the basic check which is only resilience). Also, you'd want to make 4 checks for each journey, right?
  3. I also though about the idea. I even made some sketches of rules but I never put them into use. Yesterday, I bought D&D Castle Ravenloft dungeon crawl and it played like a charm. I guess you could convert most elements to fit with WFRP. Same can apply to Descent, I guess. Never played it, though. What parts of WFRP mechanics would you want to use?
  4. Emirikol said: I think that as much as this has been discussed by Valvorik and you guys that it would make a great article for Liber Fanatica 10. WFRP typically requires a lot of traveling and the ideas you guys present keeps it from being little more than "teleporting from one place to the next" as often occurs when you don't have rules like you guys present. great job! jh Thanks. What exactly is Liber Fanatica ? A webzine based on WH ?
  5. GoblynKing said: The 12 hours is in effect from the moment they awaken in the morning, until they set camp that night...it includes all the stops for meals, short breaks, pulling over to let the horses graze, etc. so it's more of an abstract way to represent the travel day. Most would travel until two or three hours before nightfall before stopping to make a camp, get a fire going, make a meal, and turn in...after swopping tales of peril around said fire first of course. Then it makes a lot of sense @Bohem Well, first Animal handling isn't Ride. Traveling with a horse or coach really would be a Ride check. I don't like exceptions much, so I wouldn't add a rule that calls for another check if your riding a horse or coach. But I could make a coach based hazard, though! I have yet to think of something for horses (as they are more... off roady). Since I cannot edit anymore, here goes : - Muddy road : A long segment of the road is covered in a foot deep of mud. A character must succeed at a Ride check or see the coach stuck in the mud. Other characters can help (each giving 1 fortune dice for the check) but if the check fails, everyone that helped take a fatigue point. On a Chaos Star, a part of the coach breaks down (wheel, harnes, etc). Alternatively, the group can decide not to go through the obstacle and turn back to take another road (if one exist).
  6. Works pretty well with my Journeys house rules
  7. Boehm said: How about just having the character take the talent (whose name if forgot) which lets him remove some stress - and then fluffing it as lighting up a pipe ... Yup. I lean toward this option. Take already existing rules and bend the fluff to match what you're looking for. The talent card you're thinkin is Resolute (Focus) : Exaust this card to recover 2 stress. But if you really want to make an house rule out of it, what you suggest is good enough : recover 1 stress and cannot get rid of the last stress as long as the character needs his dosage. Though I wouldn't make it available in a Rally step... I mean, most of the time, a rally step is few seconds while reinforcements are arriving or the bad guy spins his sword around. I can't imagine a character having the time to take out his pipe, filling it up, lighting it, smoking it and putting it back in his pouch. As for the decreased lungs capcity due to smoking, there's so much exceptions in the world that you could easily forgo any penalty due to smoking. I'm in the army and most guys smoke and they're all in top shape conditions whereas there's a lot of people who doesn't smoke and can't run for a mile.
  8. Boehm said: I would also love to see another challenge based of folkelore or intuition only - maybe a 'fork in the road', test vs. intuition or folkelore? Hmm, it would be too alike with the "Lost" hazard. What you can do is restrict this challenge to using Intuition, explaining there's no terrain feature they recognise they could use as a bearing and they must rely on their intuitions. I wouldn't recommand using Folklore or Education "on the field" because it's already usefull in the journey's planning, though if you want to give those skill more usefullness, why not. Maybe they've heard about a certain terrain feature, a big tree in the shape of a bear that points north or something like that.
  9. @GoblynKing It's a bit unrealistic to say characters travel for 12 hours. Most likely, they'll travel for about 8 hours per day, taking multiple pauses to rest, drink and eat, to stop and listen or scout the surroundings to notice potentially dangerous creatures, to get your bearing, to build a shelter or camp, gather wood and start a fire, make food, etc. More than anything, walking or riding for 8 hours in a single day is actually A LOT and it's more than generous to let characters do that. Then again, you don't mention any distance crossed for that 12 hours' walk so it should be easy to fix!
  10. Boehm said: Silverwave said: - Despair : The journey is a lot more harder than expected and characters can't see the end of it. A character can attempt a Leadership check to cheer the party up. For each failed check, the opposite effect is reached and everyone take 1 stress. If no check is made at all, everyone takes 1 stress. Additionally, on a comet, someone gets an insanity or a corruption as the land they cross is blighted. - Difficult obstacle : The group must cross a high cliff or a rushing river. Everyone in the group must make an Athletics check. Each character who fails the check gets a fatigue. Additionally, if he gets 2 banes, he loses a piece of gear. On a comet, he gets a wound. I think you mean a Chaos Star, not a Sigmars Comet DOH! Yeah, I meant Chaos Star. Silly me. Fixed.
  11. So, I've read The One Ring and really liked the journeys system. It manages abstractly the characters traveling from one place to the other, making checks to see how fatigued they arrive at destination and if they encounter some hazards along the way. So here's my WHFRP conversion of it. 1. Pathfinding When characters want to travel from one point to the other, calculate the distance they have to travel. Also, consider the type of terrain(s) they have to cross. Characters can cross 20 miles (~30 km) per day on foot or by a coach, by horse or on a boat that goes against the current or against the wind. They get a bonus fortune dice when making their travel checks if they have horses and an expertise dice if they travel by boat or by coach. If they travel on a boat that goes with the wind or with the current, they cross as much as 80 miles (125 km) per day. If they travel through difficult terrain (forest, hills, snow), they cross only 10 miles (15 km) per day. If they cross hard terrain (dense forest, marsh, moutain pass), they cross only 5 miles (8 km) per day. If they journey through dauting terrain (mountain, desert, waste), they cross only 2.5 miles (4 km) per day. If they follow a road, they double the distance crossed. 2. Planning Once the group have settled a path to follow, players can make an Education or Folklore check (specialisation like geography could apply) to see if their character knows anything about the lands they'll travel through. We use only the best roll of all characters who made the check. That character has to choose between making the travel faster or safer. If he chooses to make it faster, the number of sucesses will have an impact on how much faster the journey will be (up to the GM, for example a 3 days journey could be half a day faster for a sucess, or a whole day faster for 3 successes or more, anything that feels right for the GM). Usually, a day faster for a succeeded roll is acceptable. If he chooses to make the travel safer, avoiding strenuous paths and beastmen infested areas, he can add 1 fortune dice for each sucess to travel checks (which are Resilience checks, see below), distributed as he wants through all characters in the group. For example, if he gets 3 successes, he could give a bonus fortune dice to himself and two other companions for all their travel checks, or give all three fortune dice to a single low Resilience character to help him get through the voyage, or any other combinasion. Also, for each character that failed the check, increase the distance of the trip, as their false information get the party into dead ends or bad "short cuts". It usually increase the trip by a whole day, except if the distance can be crossed in a single day (in that case it will make it half a day longer). 3. Traveling When the party is on a journey, each member has to make traveling checks. A traveling check is basically a Resilience check made to see if the character arrives at destination with some fatigue or top-notch. It also check if the group has to face hazards. The number of traveling checks the characters has to do depends on the distance. The GM can call for a traveling check every 3 days of travel, for example. Then again, if the group make a very big voyage that lasts a whole month, maybe the GM will only want them to make 4 checks (1 for each week of travel). If the characters are crossing highly patrolled area, maybe he'll want to call for one for each day of travel. It's all up to him. The difficulty of this check depends on the type of terrain and the weather (including the season). For example, traveling in the best conditions could be as low as a difficulty 0 check (or even no check at all), while traveling in winter within a storm and through the mountains could be a dauting check (4 challenges). Characters who fail their check get 1 point of fatigue. These fatigue points cannot be removed until the characters reach destination and have some time to rest. If the check generates a Chaos Star or 2 banes, the party must face a hazard. The GM chooses a hazard in the list below or make one up. Anyone in the group can attemp the proposed check but cannot do so more than 1 time (no retry) to try to circumvent the hazard. Though, only the best check of all characters who tried is kept. Additionally, each character that attempted the check and failed recieve 1 stress as everyone question the character's skills. Hazards : - Lost : The party's guide lost his bearings and the group is lost in the wilderness. Any character can attemp an Intuition, Observation or Nature Lore to get his bearings. If no check succeed, everyone in the group take 1 fatigue and the travel time is doubled. - Uncomfortable camps : A character can attempt a Nature Lore (locate shelter) to find good spots for the nights for all the journey. If he fails, the choosen spots end up cold, windy, wet and full or hard roots and rocks that stuck in everyone's back all night long. No one is able to take a rest for the duration of the trip. - Cruel weather : A character can attempt a Nature Lore (weather pattern) to predict bad weather episodes and keep the group from traveling under the harshest parts of a storm. A failed check means everyone in the group gets 1 fatigue. - Hostile territory : A character can attempt an Observation check to spot signs of hostile creatures about. On a failed check, the group gets attacked by ennemies. If the check succeed, the group spot the ennemies before they do and can go around them without being noticed if they want. - Supplies running low : The group's food supply is almost depleted. A character can attempt a Nature Lore (locate food) check to find enough food for everyone for the rest of the trip. Should he fail, everyone take 1 fatigue. Alternatively, the group can choose to rationed until the end of the trip. Everyone must make a Resilience check or suffer 1 fatigue. - Dead end : The group face an unpassable obstacle. A character can attempt an Observation check to try to find a way around. Each time the check is failed, the group is stranded for a day and the check must be attempted on the next day. The scout also take 1 fatigue. Alternatively, the group can decide to turn back from where they came and plan another route. - Natural trap : A character can attempt an Observation (minute details) to spot a danger. If the check is failed, the group gets hit by a natural trap (rockslide, loose tree that falls on them during the night, etc). Everyone takes a wound. - Despair : The journey is a lot more harder than expected and characters can't see the end of it. A character can attempt a Leadership check to cheer the party up. For each failed check, the opposite effect is reached and everyone take 1 stress. If no check is made at all, everyone takes 1 stress. Additionally, on a Chaos Star, someone gets an insanity or a corruption as the land they cross is blighted. - Difficult obstacle : The group must cross a high cliff or a rushing river. Everyone in the group must make an Athletics check. Each character who fails the check gets a fatigue. Additionally, if he gets 2 banes, he loses a piece of gear. On a Chaos Star, he gets a wound.
  12. Honestly, I would have left out A/C/E mechanic and just increase a bit core monster stats. Most ennemies don't last more than 3 turns anyway and, yeah, you get out of A/C/E after 2 or 3 turns. If you keep those points for a small use every round, you'll end up your monster dead before you could use it all anyway. For the cards and recharge, I do the same as Nisses. I check the action cards they have, look at the recharge rating but I don't use recharge tokens whatsoever. I just use action card aproximately, considering their recharge rating (recharge 2, every other turn, recharge 4, once every 5 turns or so, which is like once or twice for the encounter). I don't mind using a card a bit sooner or later than what it would have recharged. Most fights last for an average of 6 turns anyway. As for using melee or ranged basic cards. Nope. I use action cards monster has and if all are recharging, I use a simple test and make base damage (maybe a +1 to +3 if they get a lot of hammers).
  13. I REALLY like your stat fortune die defenses idea. I made up my houserule for active defenses based on your excellent idea here : http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=166&efcid=3&efidt=608419&efpag=1#618894
  14. Quote from this thread : http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=166&efcid=3&efidt=606680&efpag=3 limelight said: As far as active defenses I am considering the following.For each fortune die in an ability you also gain a misfortune die to those targeting against you. Actually, I REALLY like this idea. I think this will solve my problem with active defenses! I'll drop active defenses cards (but keep the advanced ones) and use your idea in their stead! So, for each fortune die a character has, he can use this amount to add misfortune for defense. From a fluff perspective, using his Str fortune die is parrying, Tou fortunes is blocking and Agl fortunes is dodging. You can't use a fortune die more than once until the start of your next turn so if you have 1 fortune in Str and another in Tou, if you use both die on a single attack, the next attack you won't have any fortune left to use for "active defense". I also like the extra usefullness of stat fortune die because quite frankly, those weren't really good. Statistically, it makes rank 1 characters less able for active defense than RAW since they won't get as much misfortune die as if they were using all three active defense cards but then after some advancement, they'll get as many and eventually more than what active defenses would give, balacing things up. Also, I'd let starting characters buy fortune die for their stat (you can't do that at the character creation as per RAW). You can add one fortune die for a characteristic at the cost of 1 creation point. I'd restrict characters to 1 fortune die per stat though to make sure they don't go crazy with stat fortune die.
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