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LoveSkylark

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  1. I've been playing this game fro 4 years now and I know there are allot of small flaws the GM are house ruling away. I love this system and the concept despite its many flaws, but there is one flaw that deeply bothers me and I have not found any solution to it. In WFRP 3ed chance to hit and the amount of damage go hand in hand, in 2st and 2nd edition this was separated, so that you could have creatures that dealt allot of damage if they hit you but they had little chance to hit and vice versa. Best I idea I have had so far is to give some creatures a trade: Large creature: -2 to strength when determining hit pool, +2 strength when determining damage, Creatures blows are unstoppable (can not be blocked or parried). This only solves issues with giant and larger creatures, I suppose creating more trades of different sizes and values could adjust this to suite my idea how the creatures should behave, but I rather figure out some rule book solution that can be allied generally (using size difference etc). So any idea on how solved this?
  2. Extracted some fine symbols form Liberfanaticas Strange Eon package
  3. I'm updating my House rules and I was wondering if anyone had any symbols that hes willing to share? Symbols similar to those on action cards: Sword, Gun, Flag, Magic, Religion, etc.. (in a circle and on a shield)
  4. **** forum does not like tables ill post a fixed version later
  5. Actions: Diff Modifier Preforme Stunt + Easy Meele Strike + Easy Ranged Shot + Easy Cast/Pray Simple Move (3*man) + Easy 1-3 actions, one per success, move mod apply to all test Action Modifiers: Cost Modifier Shooting into a meele ++ @ per target between Shooting from a meele ++ @ if under attack Delay Action +_ +_ to any active defense preformed, Preform your action last Protect ++ 1 Maneuver Active defense can be applied to single ally, preform your action last Two Actions ++ 1 Maneuver +2 cool down each, & counts as && Multiple targets ++ @ per group size Damage/( group size) Extend duration 0 @ per round Increase duration (minutes) +_ Casting time is 10 minutes Duration increase x10 minutes Increase duration (hours) ++ Casting time is 1 hour Duration increase x1 hours Risking against recharge ++ +_ per recharge token Use an action that is still charging Fast casting (++) ++ when fast casting a spell Fast Prayer (++) ++ when meditating Defensless Target 0+ +Characteristic damage, +3 damage if Precise, ignore armor soak if Pierce Precise Is a weapon quality I gave daggers and smaller weapons: Precise Subtract 1_ from enemies defense
  6. (this is how I solve the kite effect) Disengage Disengage cost 1 maneuver. You leave an engagement everyone close to you can perform a Melee Attack Action against you immediately, at added cost of <c>. @GM discretion an Active Defense can be used to disengage, add the defense penalty to all attacks during the disengagement. Step Away If you leave an engagement without disengaging everyone close to you can perform a Easy (0<c>) Melee Attack Action against you immediately, the action gains: "$ +2 damage". Players did not like it at first but then we tried a combat against a few goblins kiting them......
  7. I did something different last time I ran TEW, I replaced Something rotten in Kislev with the 2nd ed adventure Terror in Talabheim. It isolates the players for months from the Empire. Easy to scale up, Panther have a chapter house there so it was easy to send them there. Ties up the question of what happens to the warp stone. Allso screws up the Empire further to escalate the conflict there
  8. I used 2nd edition as template to expand the Weapon list a little without doing to many changes. https://dl.dropboxusercontent.com/u/16860068/Weapons.pdf
  9. Nice Job! You can allso get Ogre names at http://www.scribd.com/doc/55423256/Warhammer-FRP-Ogres-2nd-Ed
  10. I built a small excel document to try to figure out roughly how you could convert money from the 2nd to 3rd. The prices differ greatly with armor and some other equipment but here is the rough value conversion: 2nd 3rd Brass: 4 = 1 Silver: 8 = 1 Gold: 40 = 1 Price multiplier: 2nd 3rd Cheap armor 2 1 Expensive armor 1 2
  11. I just use the old system of 100 exp per skill that way I can reward a player 80xp for s session or 135xp etc.. helps alot when you want to use the old adventures.
  12. Not exactly a house rule but a definition ( as I understand them) of how card traits work: Traits on Action Cards can be categories in to four groups: Rule, Career, Race, Effect Rule Traits Rule Traits are the exceptions on an action card that overrides any basic rules concerning action cards. Most rule Traits are written on the card but others are defined in the rule books. Rule Traits: Basic (can be obtained for free at character creation) Reaction (can be played when it’s not your turn) Social (can be used in social combat) Epic (requires player to be Rank3) Support (action will benefit the Party) Rank x (requires player rank to be equal or cost is more) Ongoing (effect last for some time) Flying (flying creature only) Petty (spell casters can be obtain for free at character creation) Enhance (modifier on an Action) Twin Weapon (requires more than one Hand-weapon) Pet (only a Pet can perform the action) Mounted (have to be mounted to perform the action) Teamwork (similar to support) Drunken (Must be drunk/drugged to perform the action) Thunder (Gunpowder weapon required) Active Defense (can be used to counter another’s action that effect you) Rally (no rule just a certain type of action) Career Traits Actions with a Career traits require some sort of formal training to obtain, some of them are easy to obtain others may be impossible to obtain if you are not in the right career. Players must get GM approval and may be required to buy the action as a non-career advancement. Career Traits: Trollslayer, Diesto, Zweihander, Slayer, Ancestor, Way of the Sword, Ritual Dance, Bulwark, Noble, Criminal, Engineer, Hunters Eye, Judgement, Watcher, Saga, Duel of Wits, Race Traits Action with Race Traits indicate who can use the card, this is rough guideline when choosing cards for NPC and monsters. Players are unable to obtain any card with Race Traits. Race Traits: Greenskin, Dark Elf, Skaven, Monstrous, Chaos, Dragon, NPC, Swarm Effect Traits Action cards with Effect Traits indicate what effect the action has, what kind of damage they deal etc… These effects can be changed to suit the creature using it; fire can change to frost etc. Effect Traits: Fire, Supernatural,
  13. So the only real rule on where you can place the recharge token is on an action that the target is able to play at the moment the effect happens.
  14. If looked through the rule book and the errata and I can't find any thing on this so I hope you can help. When have the option of placing recharge token on more than one card can you choose a card that is not already in use? Example 1: Player gets an hour glass on his roll, the GM picks one of his unused actions card and puts two recharge tokens on it. Example 2: Player uses reckless cleave and chooses to put the recharge token on an unused active defense.
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