Win, Lose Or Draw

Win, Lose Or Draw

WWiinn,, LLoossee oorr DDrraaww Expanded Skill Rules for WFRP Skills in WFRP 2nd edition were streamlined to use a Degrees of Success and Failure universal mechanic. This made the skill rules easier to Perfect Passed by 30+ 3+ DoS memorise, at the expense of certain details. In some Success Passed by 0-29 0-2 DoS cases, competency levels were lowered significantly from Failure Missed by 1-29 0-2 DoF 1st edition, resulting in higher overall failure rates. Botch Missed by 30-59 3-5 DoF Fortunately, the test results and difficulty modifiers were Fumble Missed by 60+ 6+ DoF left open-ended, enabling individual GM’s to customise the results to their own vision of the Warhammer world. After rolling a skill test, calculate the Degree of Success This article restores some of the details that were or Failure (WFRP pg. 89) and consult the appropriate removed from the skill rules in WFRP1, while keeping table. If you find this to be overly time-consuming, you intact the new edition’s universal mechanics. may decide to reserve DoS only for particularly important rolls. Once players get in the habit of Test Difficulty calculating DoS – and it doesn’t take long – you’ll likely discover that it’s not as cumbersome as it first sounds. The following tables offer some guidance for You may even wish to print the players a copy of these determining Test Difficulty (WFRP pg. 89), by listing tables for reference. several examples of Average Tasks for each skill. Note: Average Tasks award no modifier to a base skill roll. You Note that in some cases, “minor failure” has been may adjust the listed Average Tasks to suit your own interpreted as “almost success”, and the possibility of tastes. Bear in mind however, that the outcomes listed in Perfect Success is a good incentive for players to use the the Degrees of Success & Failure tables assume these DoS system. On the other hand, many of the Fumble baselines. Examples of tasks that are automatically results will have dire consequences for characters, successful are also included where relevant. allowing the GM to penalise failure while blaming the dice for their misfortune. Of course, some cases won’t Related talents are listed with either a +10, +20 or warrant such extreme outcomes, and the GM should use *(special), depending on their effect. Keep in mind that common sense when deciding whether to ignore bizarre talent bonuses are often conditional, so the official results (keeping in mind WFRP’s grim physics…). rulebook should be consulted when in doubt. Table of Contents Academic Knowledge............................................................. - 2 - Outdoor Survival ................................................................- 12 - Animal Care........................................................................ - 3 - Perception ...........................................................................- 12 - Animal Training.................................................................. - 3 - Performer............................................................................- 13 - Blather................................................................................. - 3 - Pick Lock ..........................................................................- 13 - Channelling.......................................................................... - 4 - Prepare Poison....................................................................- 13 - Charm ................................................................................. - 4 - Read/Write........................................................................- 14 - Charm Animal .................................................................... - 5 - Ride ...................................................................................- 14 - Command ............................................................................ - 5 - Row....................................................................................- 15 - Common Knowledge.............................................................. - 5 - Sail ....................................................................................- 16 - Concealment......................................................................... - 6 - Scale Sheer Surface..............................................................- 16 - Consume Alcohol ................................................................. - 6 - Search.................................................................................- 17 - Dodge Blow.......................................................................... - 7 - Secret Language ..................................................................- 17 - Drive ................................................................................... - 7 - Secret Signs.........................................................................- 17 - Evaluate .............................................................................. - 7 - Set Trap.............................................................................- 18 - Follow Trail......................................................................... - 7 - Shadowing ..........................................................................- 18 - Gamble................................................................................ - 8 - Silent Move.........................................................................- 18 - Gossip.................................................................................. - 8 - Sleight of Hand...................................................................- 19 - Haggle ................................................................................. - 9 - Speak Arcane Language.....................................................- 19 - Heal .................................................................................... - 9 - Speak Language .................................................................- 20 - Hypnotism ......................................................................... - 10 - Swim..................................................................................- 20 - Intimidate .......................................................................... - 10 - Torture ...............................................................................- 21 - Lip Reading....................................................................... - 10 - Trade .................................................................................- 21 - Magical Sense..................................................................... - 11 - Ventriloquism ....................................................................- 22 - Navigation......................................................................... - 11 - Acknowledgements........................................................- 22 - -1 - Academic Knowledge (Intelligence - Advanced) At the discretion of the GM, very long Academic Related talents: None Knowledge tests may be an extended action, and tests Automatically Successful Tasks: using a reference book may take additional time (a few Know examples of reference books that would be minutes of reading, see below). relevant to Academic Knowledge tests Recall the main components in gunpowder (Science) Retry Failed Test: No, retests are not normally allowed. Estimate a typical sentence for larceny (Law) The test represents what the character knows, and Oversee the construction of a defensive ditch thinking about a topic a second time doesn’t let the (Engineering) character know something that they never learned in the Identify common star-signs on a cloudless night first place. An exception to this rule would be that a test (Astronomy) Locate advantageous high-ground on a pre-battle scout retry might be possible if the character uses a reference (Strategy/Tactics) book relevant to the Academic Knowledge. Identify the God of a mainstream religion worshipped in a temple, based on the building’s construction and the Notes: The GM may wish to make Academic presence of religious symbols (Theology) Knowledge tests in secret. Differentiate between a skeleton & zombie by sight (Necromancy) At the discretion of the GM, tests using reference books Identify the God of a lesser Daemon, such as a Plague may improve the test difficulty, but usually at the expense Bearer of Nurgle, (Daemonology) of the test time. The GM may additionally determine the Recall the timeline of events of the Empire (History & time taken to research the topic based on the outcome of Common Knowledge (the Empire)) a Read/Write test. Average Tasks: Gain +10 to any relevant Trade (or other) test (see below) Academic Knowledge of a subject represents a Calculate the lifting capacity of a pulley system theoretical understanding of a topic, while Trade tests (Engineering) represent a more practical application. A character with Recall an obscure loophole in Altdorf’s death row good academic and practical understanding of many provisions (Law) subjects enters the realm of the inventor. It is often the Identify a noble family from a crest painted on the side of case that sound book learning may aid the practical a coach (Genealogy/Heraldry) application of the subject, though booking learning by Recall a long lasting blood feud between neighbouring itself is not usually enough for any practical application. noble families (History or Genealogy/Heraldry) At the GM’s discretion, Academic Knowledge can Recall weaknesses or strengths of a monster (relevant

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