Houseruling the heck out of 4E
Posted: Wed Apr 15, 2020 7:39 am
Ahhh, first post here...hi all!
Like a lot of folks, I found the game that C7 delivered almost unplayable as written. And yet, there were enough compelling ideas there that salvaging it has been on my mind since the first session I ran (the weekend that the first PDFs dropped). I often came back to it, gave it some thought, and then abandoned the project again. But in the interim I ran a lot of Conan 2d20 – a game I was dubious about at first, but quickly fell in love with – and it occurred to me that many of the good design choices in that game could be brought over to WFRP4E, to shore up some of its weaknesses.
Top of the list, of course, is the advantage system. I didn't want to excise it completely, because so many mechanics hinge on it, but I also didn't want to just nudge it by capping advantage or making it purely binary. The 2d20 system has a similar, but better designed system (called Momentum in Conan), and it makes the whole game go...simply the best tool I've seen for creating dynamic, action-packed setpieces. It seemed to me that a hybridized version of Advantage and Momentum should be possible; enough like Advantage to keep all of the Talents and Monster Traits valid and playable-as-written still, but more fluid and easier to manage (it's easy in Conan, because Momentum goes into a group pool, and doesn't need to be tracked individually...which also turns out to be better game design, as simpler math).
Second on my list were the way criticals were handled. Again, I wanted to preserve the tables and rewrite as little of the actual mechanics as possible, but the incessant rolling is a drag (yes, I know, it has its roots in earlier editions). Also, the fact that they had to write an exception to the hit location rules just to make their critical hit tables work just makes my head hurt. My version does away with random hit location and random rolls for effects, instead treating hit locations a bit more organically, and the crit hit tables like menus that players can pick from. This latter is going to need balancing through playtesting...my first session with it proved way too lethal, and what I have now is my first attempt at an adjustment.
Third was the opposed skill tests. Lots of folks seem to like these, but they're counter-intuitive to me...a roll over system would have been fine, but making a roll under system where half the time it doesn't actually matter if you roll under, and you're forced to deal with comparison of negative success levels is both annoying math and a mood killer for me. Still, a way to avoid whiffiness was needed, so I cludged a mechanic for that...though it's by far the one I'm least satisfied with, as it feels pretty tacked on. But it has been functional, in combination with Advantage.
I've put these three core changes to the test a little bit, and so far I haven't hit any snags (apart from crits being too lethal the first time out). I'm sure there are things buried in the system that I haven't accounted for when building these houserules, which is half the reason I'm posting here now. But also, houserules are fun, and I feel like I've sat at arm's length from the community too long.
There are a number of other little houserules embedded in these docs, things I haven't tested as much, but that feel "right" to me. In addition, I'm using a few of Zapp's houserules, or modeling my own on their effort, so kudos on the good work there.
https://docs.google.com/document/d/1Pqp ... sp=sharing
https://drive.google.com/file/d/1ughgdS ... sp=sharing
Like a lot of folks, I found the game that C7 delivered almost unplayable as written. And yet, there were enough compelling ideas there that salvaging it has been on my mind since the first session I ran (the weekend that the first PDFs dropped). I often came back to it, gave it some thought, and then abandoned the project again. But in the interim I ran a lot of Conan 2d20 – a game I was dubious about at first, but quickly fell in love with – and it occurred to me that many of the good design choices in that game could be brought over to WFRP4E, to shore up some of its weaknesses.
Top of the list, of course, is the advantage system. I didn't want to excise it completely, because so many mechanics hinge on it, but I also didn't want to just nudge it by capping advantage or making it purely binary. The 2d20 system has a similar, but better designed system (called Momentum in Conan), and it makes the whole game go...simply the best tool I've seen for creating dynamic, action-packed setpieces. It seemed to me that a hybridized version of Advantage and Momentum should be possible; enough like Advantage to keep all of the Talents and Monster Traits valid and playable-as-written still, but more fluid and easier to manage (it's easy in Conan, because Momentum goes into a group pool, and doesn't need to be tracked individually...which also turns out to be better game design, as simpler math).
Second on my list were the way criticals were handled. Again, I wanted to preserve the tables and rewrite as little of the actual mechanics as possible, but the incessant rolling is a drag (yes, I know, it has its roots in earlier editions). Also, the fact that they had to write an exception to the hit location rules just to make their critical hit tables work just makes my head hurt. My version does away with random hit location and random rolls for effects, instead treating hit locations a bit more organically, and the crit hit tables like menus that players can pick from. This latter is going to need balancing through playtesting...my first session with it proved way too lethal, and what I have now is my first attempt at an adjustment.
Third was the opposed skill tests. Lots of folks seem to like these, but they're counter-intuitive to me...a roll over system would have been fine, but making a roll under system where half the time it doesn't actually matter if you roll under, and you're forced to deal with comparison of negative success levels is both annoying math and a mood killer for me. Still, a way to avoid whiffiness was needed, so I cludged a mechanic for that...though it's by far the one I'm least satisfied with, as it feels pretty tacked on. But it has been functional, in combination with Advantage.
I've put these three core changes to the test a little bit, and so far I haven't hit any snags (apart from crits being too lethal the first time out). I'm sure there are things buried in the system that I haven't accounted for when building these houserules, which is half the reason I'm posting here now. But also, houserules are fun, and I feel like I've sat at arm's length from the community too long.
There are a number of other little houserules embedded in these docs, things I haven't tested as much, but that feel "right" to me. In addition, I'm using a few of Zapp's houserules, or modeling my own on their effort, so kudos on the good work there.
https://docs.google.com/document/d/1Pqp ... sp=sharing
https://drive.google.com/file/d/1ughgdS ... sp=sharing