Search found 36 matches

by fluminor
Sat Jun 29, 2019 1:23 am
Forum: WFRP 4th Edition
Topic: Official WFRP FAQ
Replies: 26
Views: 2072

Re: Official WFRP FAQ

the only way to explain some of these rulings is they don't actually understand their own game system, which i assume isn't true because My gods but then that leaves that they just don't want to explain things if they get complex. You can't be serious. You mean you're supposed to generate the criti...
by fluminor
Fri Jun 28, 2019 7:49 am
Forum: WFRP 4th Edition
Topic: Zapp's house rules collection (take 2)
Replies: 10
Views: 988

Re: Zapp's house rules collection (take 2)

On a second thought, I am wondering if bonus wounds in the special table may be too high. If the objective of special hits (i.e., rolling double, below WS, when attacking) is to add flavor, these results should mostly be about dropping a weapon, losing initiative, skipping an action, etc, but not ab...
by fluminor
Fri Jun 28, 2019 6:09 am
Forum: WFRP 4th Edition
Topic: Zapp's house rules collection (take 2)
Replies: 10
Views: 988

Re: Zapp's house rules collection (take 2)

2) IIRC, our original "top result" was to generate a standard 01-100 critical only. But again, there's too many non-conclusive results, so after a bit of design iterations I added what I realized was the key element of "taking a critical". Which is "you've run out of Wounds" - remember, in our syst...
by fluminor
Wed Jun 26, 2019 10:39 am
Forum: WFRP 4th Edition
Topic: Zapp's house rules collection (take 2)
Replies: 10
Views: 988

Re: Zapp's house rules collection (take 2)

Hi Zapp, Thanks for posting these! I may take inspiration for our game if/when we start it. I like most of it. A few quick comments: 1. The doubling of negative wounds for critic rolls when starting from 0 but not when starting from 1+ is an unnecessary complication. I see what it's trying to accomp...
by fluminor
Wed Jun 26, 2019 6:42 am
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

Thanks Zapp! I can see why you chose this approach and it does have more flavor, which probably justifies that bit of extra work. Still thinking about what to do for our game, but it’s nice input indeed.
by fluminor
Tue Jun 25, 2019 7:50 am
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

I confess I was overall surprised by your answer. You yourself agreed multiple times that magic sort of sucks, but when asked if you'd lower the CN of spells if this were the only thing wou'd be allowed to do, you reply you would not even lower it by 1 point. Since I've gone ahead and given my Wiza...
by fluminor
Mon Jun 24, 2019 2:26 am
Forum: WFRP 4th Edition
Topic: On Strength
Replies: 10
Views: 892

Re: On Strength

FasterThanJesus wrote:
Sun Jun 23, 2019 10:27 am

You suggestion looks like it addresses two problems neatly, it slows combat a little and increases the value of S.
Thanks, I am glad you like it!
by fluminor
Sat Jun 22, 2019 12:38 pm
Forum: WFRP 4th Edition
Topic: On Strength
Replies: 10
Views: 892

Re: On Strength

i think this is actually a very good idea- as you're spot on about the heightened importance of weapon skill and making STR a requirement for players who want to deal heavy blows means that players have to choose between their skills on a very real level. i do have a few questions though: firstly i...
by fluminor
Fri Jun 21, 2019 11:55 am
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

I am sure to follow. What crouches/talents are you referring to? It seems to me that the only somewhat viable strategy for low level wizards is to boost int and language (magick) since all relevant talents are out of reach. In terms of talents the ones that can help are: 1. instinctive diction, whic...
by fluminor
Fri Jun 21, 2019 6:28 am
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

I am considering the following set of modifications for a play-by-post game (thus a bit less concern about extra math during play): - Allow Channeling users to cast spells prior to meeting the full CN for a spell - Automatically grant WP Bonus/2 casting points (rounding down) for every successful C...
by fluminor
Fri Jun 21, 2019 6:26 am
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

What truly deserves the epithet "overwhelming" however is the Advantage you amass against lesser foes. Before we basically removed Advantage entirely we witnessed the Dwarf (because of his skill) and the Wizard Apprentice (because of unopposed Tests and a fortune point or two) to easily gain both +...
by fluminor
Fri Jun 21, 2019 5:55 am
Forum: WFRP 4th Edition
Topic: On Strength
Replies: 10
Views: 892

On Strength

Hi all, My impression is that Strength is now (much) less important that it used to in the past. This because of the much increased importance of WS as a combat skill.It used to be the main stat for melee damage, but it is not longer, which is sad. I think even combat oriented characters would be be...
by fluminor
Thu Jun 20, 2019 8:35 am
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

Thank you guys. I don't have "problems" because we are not playing as of now. I am (probably) going to start a game, as a player, with some friends, and we may decide to try a modified rule set to see how it goes. So, what I am trying to do is put together some modified rule with the objective of ma...
by fluminor
Mon Jun 17, 2019 4:54 pm
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

And if advantage is modified as Cap suggests it can give at most +2, so casters can no longer hope to use advantage to cast with fewer penalties.

I am wondering if something as simple as a flat reduction of the CN of all spells by 2 points could be a decent quick fix.
by fluminor
Mon Jun 17, 2019 4:05 pm
Forum: WFRP 4th Edition
Topic: WHFR 4e - Are Wizards playable?
Replies: 51
Views: 3976

Re: WHFR 4e - Are Wizards playable?

So... it’s been a while since my first post. Has anyone come up with a reasonably simple and effective way to fix magic? It’s not just a matter of mages being weak. The current rules force a mage to focus on depth instead of breadth, to be able to survive. The result being mages that are, perhaps, d...
by fluminor
Fri Jun 14, 2019 4:18 pm
Forum: WFRP 4th Edition
Topic: Dual Wielder talent analysis
Replies: 12
Views: 1000

Re: Dual Wielder talent analysis

Orin: your version seems, at a first glance, too powerful. The current rules, though overly complicated, place quite a few restrictions on the second attack: it does not always trigger, you get defense penalty, etc. And still, dual wield is quite good. In your case, except for the fact that other ta...
by fluminor
Fri Jun 14, 2019 12:29 pm
Forum: WFRP 4th Edition
Topic: Dual Wielder talent analysis
Replies: 12
Views: 1000

Re: Dual Wielder talent analysis

Cap: another complaint you may have with your version of the talent is the case of someone with dual wielding and a weapon in each hand attacking an enemy from behind and not being allowed to attack with both weapons. That is, the idea of using the off hand weapon for deflection is nice, except when...
by fluminor
Fri Jun 14, 2019 10:03 am
Forum: WFRP 4th Edition
Topic: Opposed tests vs single test
Replies: 10
Views: 900

Re: Opposed tests vs single test

I feel we need a better way to rule what happens when someone is using a shield to oppose a ranged attack. Let me know your thoughts! I would simply allow the character to choose whether to use this property of the shield. If your skill is effectively lower than 50%, simply don't make the Test into...
by fluminor
Fri Jun 14, 2019 9:59 am
Forum: WFRP 4th Edition
Topic: Dual Wielder talent analysis
Replies: 12
Views: 1000

Re: Dual Wielder talent analysis

High level feedback: I like it quite a bit. Simpler, definitely, with a risk/reward twist. And if feels different. Specific feedback: given how you updated the shield rules, I believe in your game a shield offers the same defensive benefit in melee as a main gauche does. If so, this is not great. I ...
by fluminor
Thu Jun 13, 2019 7:45 pm
Forum: WFRP 4th Edition
Topic: Melee (Parry) and Shields
Replies: 53
Views: 4218

Re: Melee (Parry) and Shields

off-hand penalties don't make any sense to begin with in the current system- there's no advantage to it besides gaining benefits of traits from a different weapon (like a shield) and there's no reason why you'd need to inflict a penalty to attacks for it when you only have the one attack to begin w...