Non-SL Combat Rules (ie my house rules)
Posted: Sat Dec 17, 2022 8:35 am
I had a test run with my group for WFRP 4th and the SL combat system did not work as it required too much effort to track.
So I crafted a simpler system where I changed SL to something called "Momentum" (you have it or you don't) and had the to hit rolls be affected by the opponents skill. Also I tried to minimize the amount of time spent looking things up. Here are the main changes:
Basics:
1) Melee:
a. Roll equal/under WS to hit.
b. WS of the attacker is modified by the difference between the attackers WS and the defenders WS or AG (eg with an attacker with 35WS and a defender with 30WS gives the attacker +5WS and the attacker needs to roll a 40 or less to hit).
c. Targeting a limb gives a -10WS penalty, for the head the penalty is -20WS.
2) Ranged:
a. Roll equal/under BS to hit.
b. BS is modified by the defenders AG as with 1b.
c. Targeting a limb gives a -20BS penalty, for the head the penalty is -40BS.
3) Damage: The to-hit roll 10’s number plus the weapons damage (eg 54 to-hit with a hand weapon = 5 extra damage + SB + 4).
Advanced:
1) Momentum: Having momentum gives +10 to all characteristics. Momentum is gained by:
i. Having the highest initiative of all combatants when combat starts.
ii. By initiating combat through surprise.
iii. Charging.
iv. Wounding an opponent.
- Momentum is lost by:
i. Failing a skill/characteristic test.
ii. Receiving a wound(s).
iii. Combat ending.
2) Outnumbering in Melee:
a. For every extra attacker; all outnumbering combatants receive a +10 Bonus to WS (eg. 3 to 1 = +20WS to the outnumbering combatants).
My group enjoyed these changes, it added the incentive to get creative when dealing with highly skilled opponents. Interested what you guys think.
So I crafted a simpler system where I changed SL to something called "Momentum" (you have it or you don't) and had the to hit rolls be affected by the opponents skill. Also I tried to minimize the amount of time spent looking things up. Here are the main changes:
Basics:
1) Melee:
a. Roll equal/under WS to hit.
b. WS of the attacker is modified by the difference between the attackers WS and the defenders WS or AG (eg with an attacker with 35WS and a defender with 30WS gives the attacker +5WS and the attacker needs to roll a 40 or less to hit).
c. Targeting a limb gives a -10WS penalty, for the head the penalty is -20WS.
2) Ranged:
a. Roll equal/under BS to hit.
b. BS is modified by the defenders AG as with 1b.
c. Targeting a limb gives a -20BS penalty, for the head the penalty is -40BS.
3) Damage: The to-hit roll 10’s number plus the weapons damage (eg 54 to-hit with a hand weapon = 5 extra damage + SB + 4).
Advanced:
1) Momentum: Having momentum gives +10 to all characteristics. Momentum is gained by:
i. Having the highest initiative of all combatants when combat starts.
ii. By initiating combat through surprise.
iii. Charging.
iv. Wounding an opponent.
- Momentum is lost by:
i. Failing a skill/characteristic test.
ii. Receiving a wound(s).
iii. Combat ending.
2) Outnumbering in Melee:
a. For every extra attacker; all outnumbering combatants receive a +10 Bonus to WS (eg. 3 to 1 = +20WS to the outnumbering combatants).
My group enjoyed these changes, it added the incentive to get creative when dealing with highly skilled opponents. Interested what you guys think.