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House Rules.

Posted by flakkFor group 0
flakk
GM, 373 posts
"The dude abides..."
Sat 13 Feb 2010
at 23:31
  • msg #1

House Rules

You got 'em for any system then put 'em here=:)
Tylorva
player, 14 posts
Inquisition Wannabe
Sat 13 Feb 2010
at 23:38
  • msg #2

Re: House Rules

I'll house rule fear, or rather snapping out of it, in DH (and presumably RT as well, although I've not used the fear rules for that as of yet).

I don't like the book rules for snapping out of fear - it's a bit too harsh especially for low WP characters.  So my solution has been to add a cumulative +10 modifier for each time the WP roll to snap out of it is attempted.  Ie, first attempt:  roll WP.  2nd attempt:  WP+10, 3rd attempt: WP+20 and so on.

This seems to better reflect the character naturally starting to calm down over time from the shock giving them progressively better chance over time to get into the fight.
Gwenlynn
player, 11 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 13 Feb 2010
at 23:44
  • msg #3

Re: House Rules

I use a system similar to that in my games. A cumulative +10 until they snap out of it. If only to avoid that a player can order the proverbial pizza as he has nothing to do for the next hour. A thing which falls definitely in the category NOT fun for the player.
Banjo
player, 81 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 14 Feb 2010
at 00:16
  • msg #4

Re: House Rules

I find the DH and RT rules on fear to be to restrictve. Characters should react in ways appropriate to their character and the situation. Eg, if a grater daemon manifests near by and you have a leman russ tank in your panic you are quite likely to gey in and fire everything, DH does not allow for this all you have is running away/cowering on the spot.
Gwenlynn
player, 12 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 14 Feb 2010
at 10:46
  • msg #5

Re: House Rules

In another system (Deadlands) that deals with horror they use a stat called 'grit'. Once you faced and defeat a couple of horrible things you are bound to be scared less often facing other little horrors. So if you are attacked by another branch of shuffling walking dead that are not in the slightest more scary then the ones you defeated in hordes before, you can ignore their fear rating and just blaze away.

In DH and RT, you gain a similar ability by going insane. But even without going insane there should be ways to steel yourself to low level supernatural fear in the rules and not only at the GM's discretion (as is done in the table DH rpg I play in) but in a rule as well.

How about a system where you earn "Victor of the Unclean points" whenever you successfully defeated the warptainted enemies of the Empire. You add them to your insanity rating when you compare against the fear rating.

Of course, you only get more "Victor of the Unclean points" when you defeat things you are not immune to in fear ratings.

Ideas, thoughts?
Ben E
player, 20 posts
Sun 14 Feb 2010
at 11:13
  • msg #6

Re: House Rules

I tend to make players only roll once against a certain kind of enemy.  So facing a murder gholam in one room then several rooms later facing another doesn't mean they need to take another check.  However if they faced one a few weeks down the line they would need to test again as time erodes the truth about how scary things were.  Anything with a fear rating of 3 is always scary though.
Tylorva
player, 15 posts
Inquisition Wannabe
Sun 14 Feb 2010
at 12:41
  • msg #7

Re: House Rules

I tedn to just use common sense on it.  If they're encountering something they had seen and defeated before, then I probably won't make them roll on it.

This works in reverse as well.  If they encounter something which thoroughly kicked their arses before, I might give them a negative modifier! ;)
flakk
GM, 376 posts
"The dude abides..."
Mon 15 Feb 2010
at 17:18
  • msg #8

Re: House Rules

Yah fear is a rule that IMHO you have to use a lot of common sense both in WFRP, RT, and DH.  I grant bonuses (and penalties) depending on the situation.

Two house rules I like for RT and DH-
1) All head hits that case damage after and toughness and armour require a toughness test to avoid a level of fatigue.
2) "Give 'em both barrels!"  With a double-barreled shotgun are character can opt to fire both shots as one (making one rol) for a d10+5 damage hit.
Gwenlynn
player, 13 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 15 Feb 2010
at 17:56
  • msg #9

Re: House Rules

A House Rule we use in our DH campaign to make automatic weaponry mores similar to laser weaponry and also makes them less deadly.

When you get hit in our campaign with multiple rounds from the same source, instead of throwing damage for each round. We roll a D10 per round, select the highest throw and use that for damage. Basically, we turn an automatic weapon in a sort of tearing weapon.
GHornet
player, 2 posts
Tue 16 Mar 2010
at 05:19
  • msg #10

Re: House Rules

Greenskin Rules (In Progress)

General Rules
* If a profession would normally grant Knowledge (Empire) then it grants Knowledge (Darklands) instead.
* If a profession grants a horse, then instead you get a giant wolf (goblins & hobgoblins) or giant boar (orcs).
* If a profession grants a hunting hound, instead you get a squig (goblins, n.goblins, orcs) or a hobhound (hobgoblins).
* Orcs who take the Norse Berserker profession or Hobgoblins who take the Kislev Corsiar profession do not gain Common Knowledge or Speak Language for those regions, but instead may choose Common Knowledge for the region of their origin.
* Any Greenskin may choose to take Speak Language (Reikspiel) if used in a nonGreenskin-centered campaign. They are also generally considered to be Dogs of War.
* Goblins and Night Goblins fear Elves while Dwarfs hate all greenskins. They generally cannot group together, but there is no mechanical penalty if the game permits that they do (players are expected RP out the problems this causes!)

Gnoblars
WS  10+2d10
BS  10+2d10
S   10+2d10
T   10+2d10
Ag  10+2d10
Int 15+2d10
WP   10+2d10
Fel 10+2d10
A   1
M   4

FP
1-4  3
5-7  4
8-10 4

Gnoblar Racial Features
Skills: Common Knowledge (Greenskins), Concealment, Gossip, Speak Language (Goblin Tongue), Perform (Any 1), Trade (Any 2)
Talents: Flee!, Night Vision, Sixth Sense

Allowed Starting Professions
Barber-Surgeon, Bone Picker, Camp Follower, Charcoal Burner, Entertainer, Ferryman, Fisherman, Grave Robber, Peasant, Rat Catcher, Scribe, Servant, Tomb Robber, Tradesman, Valet

Playing a Gnoblar Mob
When you play a Gnbolar, you may play up to 3 Gnoblars who work together. If you choose to do this, then each Gnoblar shares the same stat block, profession and fate points. You effectively have 3 copies of the same character, each with their own name and personality. If one of the three dies, it will take 1d10 days to find a replacement (if two die, it will take an additional 1d10 days after the first is found to recruit the second).
All three count as one member of the party, so experience but each gains only 1/3rd of that experience. So if you have a group of 5 characters and the group gains 200 experience points, the Gnoblars gain 40 experience amongst the three or 13 experience each-- all of which must be spent in the same manner. Gold will usually be divided the same way with all three Gnoblars gaining 1/5th of the party's gold to be spent on equipment between the three. The three Gnoblars need not have the same equipment, but it must be clear which one is carrying which equipment at any one time.
If you choose to play 1 Gnoblar, then there is no experience division. If you play as a mob of two, then you divide the experience by two. The Gnoblar mob may act together well as though they have one mind or may endlessly squabble and bicker-- this is up to the player's discretion.

Goblin
WS  15+2d10
BS  20+2d10
S   15+2d10
T   20+2d10
Ag  15+2d10
Int 15+2d10
WP  15+2d10
Fel 15+2d10
A   1
M   4

FP
1-4  2
5-7  3
8-10 3

Goblin Racial Features
Skills: Animal Care, Common Knowledge (Greenskins), Concealment, Outdoor Survival, Silent Move, Speak Language (Goblin Tongue), Trade (Any 1)
Talents: Ambidexterous, Flee!, Night Vision, Trap Finder
Flaw: Fear Elves

Allowed Starting Professions
Agitator, Apprentice Shaman, Barber-Surgeon, Bone Picker, Camp Follower, Charcoal Burner, Coachman, Entertainer, Envoy, Ferryman, Fisherman, Grave Robber, Hunter, Jailer, Messenger, Militiaman, Miner, Outlaw, Outrider, Peasant, Rat Catcher, Rogue, Scribe, Servant, Smuggler, Soldier, Thief, Toll Keeper, Tomb Robber, Tradesman, Vagabond, Valet

Goblin Pet or Pairs
If you play as a Goblin, you may choose between having a pet or choosing to play as a Goblin pair. If you choose to play as a pair, you follow the same rules as the Gnoblar Mob, but you have 2 Goblins instead of 3 Gnoblars.
If you choose to have a pet, you may choose between a Giant Wolf or a Squig, if your starting profession doesn't provide one, or you may choose to have 2 Snotling assistants. If you have a pet, you lose half of your experience which goes to the pet. However, pets never advance and cannot spend their experience points.

Night Goblins
WS  15+2d10
BS  20+2d10
S   15+2d10
T   20+2d10
Ag  20+2d10
Int 20+2d10
WP   10+2d10
Fel 10+2d10
A   1
M   4

FP
1-4  2
5-7  3
8-10 3

Night Goblin Racial Features
Skills: Animal Care, Common Knowledge (Greenskins), Concealment, Prepare Poison, Scale Sheer Surface, Silent Move, Speak Language (Greenskin)
Talents: Grudge-born Fury (vs. Dwarfs instead of Greenskins), Night Vision, Tunnel Rat
Flaw: Fear Elves

Allowed Starting Professions
Apprentice Shaman, Bone Picker, Bounty Hunter, Hedge Wizard, Hunter, Militiaman, Miner, Peasant, Rat Catcher, Rogue, Servant, Smuggler, Soldier, Tomb Robber, Tradesman, Zealot

Night Goblin Pets
If you play as a Night Goblin, you may choose to have a Squig pet, if your starting profession doesn't provide one. As long as you have a Squig pet, you lose half the experience points you gain as they are awarded to the pet. However, the Squig cannot advance or spend experience.

Hobgoblins
WS  20+2d10
BS  25+2d10
S   20+2d10
T   20+2d10
Ag  20+2d10
Int 20+2d10
WP  15+2d10
Fel 15+2d10
A   1
M   4

FP
1-4  2
5-7  2
8-10 3

Hobgoblin Racial Features
Skills: Animal Care, Common Knowledge (Greenskins), Outdoor Survival, Prepare Poison, Speak Language (Goblin Tongue)
Talents: Night Vision, Rover, Schemer, Trick Riding

Allowed Starting Professions
Apprentice Wizard, Bodyguard, Bounty Hunter, Camp Follower, Envoy, Hunter, Kislevite Kossar, Mercenary, Militiaman, Outlaw, Outrider, Rogue, Smuggler, Thief, Tradesman, Vagabond, Watchman

Orc
WS  25+2d10
BS  20+2d10
S   25+2d10
T   30+2d10
Ag  15+2d10
Int 15+2d10
WP  20+2d10
Fel 20+2d10
A   1
M   4

FP
1-4  1
5-7  2
8-10 3

Orc Racial Features
Skills: Common Knowledge (Greenskin), Intimidate, Outdoor Survival, Speak Language (Goblin Tongue)
Talents: Night Vision, Strike Mighty Blow (Common Orc) or Frenzy (Savage Orc)

Allowed Starting Professions
Apprentice Shaman, Bodyguard, Bounty Hunter, Hunter, Jailer, Marine, Mercenary, Militiaman, Norse Berserker, Outlaw, Pit Fighter, Protagonist, Seaman, Soldier, Thug, Toll Keeper, Vagabond, Watchman

Black Orc
WS  30+2d10
BS  20+2d10
S   30+2d10
T   30+2d10
Ag  10+2d10
Int 15+2d10
WP  25+2d10
Fel 25+2d10
A   1
M   4

FP
1-4  1
5-7  2
8-10 2

Black Orc Racial Features
Skills: Command, Common Knwoledge (Greenskin), Intimidate, Speak Language (Goblin Tongue)
Talent: Night Vision, Sturdy

Allowed Starting Professions
Bodyguard, Bounty Hunter, Jailer, Marine, Mercenary, Militiaman, Pit Fighter, Soldier, Thug, Watchman
This message was last edited by the player at 07:13, Tue 16 Mar 2010.
overkill
player, 3 posts
Tue 16 Mar 2010
at 07:01
  • msg #11

Re: House Rules

Hooray for Greenskins! I'm not sure how well a long greenskin campaign would work but a short one could be loads of fun!
Gwenlynn
player, 27 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 16 Mar 2010
at 07:14
  • msg #12

Re: House Rules

Greenskins are sure fun to play. I did it once and the most effective character in the team was a lesser goblin named "Blerk". His name was the sound he made when smacked around by the bigger races who considered him a pet. What he missed at brawn he made up in brains, playing the bigger ones against each other with a frightening skill.
Exalt7212
player, 58 posts
Mon 22 Mar 2010
at 19:09
  • msg #13

Re: House Rules

I was wondering what the other GM's here did for Fate points. When do you refresh them and so forth. As it says end of session...so I was thinking making characters test every day their wp to see if they get any back. Or at the end of any Major scene.

Just some Ideas wondering what you all thought or if you had better ideas.
gmonk
player, 4 posts
Mon 22 Mar 2010
at 19:31
  • msg #14

Re: House Rules

For 2e:
Fortune points are refreshed daily (at the start of the day, by the rules. YMMV.)
Fate points are gone once used and can only be accrued by doing something truly heroic (or anti-heroic, as may be appropriate to your campaign.)
Tullyandy
player, 68 posts
Mon 22 Mar 2010
at 23:53
  • msg #15

Re: House Rules

I've banned alot of Talents from my campaigns, as they seemed things you were born with rather than things you could learn to do.

It ruffled a few feathers.
gmonk
player, 5 posts
Tue 23 Mar 2010
at 05:55
  • msg #16

Re: House Rules

I tried that in a 1e campaign a while back, you could get talents for your race and two random talents at the start.  Many of the things like 'Night Vision', 'Ambidextrous' etc. you couldn't buy later.  It wasn't a very well received decision.
Gwenlynn
player, 42 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 23 Mar 2010
at 12:19
  • msg #17

Re: House Rules

Well, I don't mind that much if you are told so at the start of the game and you are allowed to have them in your first career. Why the first career? Because those careers are balanced with talents and skills to be semi equal to each other. It is also the career you have when you grow up into the man/woman you are now. So it makes sense. Of course this can mean that you have to choose between very strong or lightning reflexes for example but I find that acceptable.

But you must avoid to create problems like the careers in the 1st edition where one career had 15 skills/talents plus decent equipment and another had 1 skill and that's it.
Kilgs
player, 17 posts
Tue 23 Mar 2010
at 12:37
  • msg #18

Re: House Rules

Two ideas I had on Fate Points/Fortune Points… I hate the fact that I have to measure when to award Fate Points, and the death-spiral of Fortune/Fate is kinda disappointing. Haven’t implemented any of them.

A. Fortune Points Separate-Just cut them out from being attached to Fate. Award 3 or 5, because they’re heroes and leave it at that.

B. Fate Point Per 2 Ranks (DH)-This is the idea I’m having for DH. Each Player starts with 1 Fate Point, gets +1 per 2 Ranks. In my mind, Acolytes are supposed to die all the time. As noted above, you would need to cut out the Fortune Point stuff from Fate Points.
Gwenlynn
player, 43 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 23 Mar 2010
at 12:41
  • msg #19

Re: House Rules

In one of my campaigns they share one of their fate points with the rest of the team. So making a Fatepoint pool that each can use if the other players agree. This way, the pool of Fate Points will dry up slowly and keeps from having one player having 4+ Fatepoints while others having 0.
flakk
GM, 414 posts
"The dude abides..."
Tue 23 Mar 2010
at 12:58
  • msg #20

Re: House Rules

Gwenlynn:
In one of my campaigns they share one of their fate points with the rest of the team. So making a Fatepoint pool that each can use if the other players agree. This way, the pool of Fate Points will dry up slowly and keeps from having one player having 4+ Fatepoints while others having 0.


I do like this one!
Kilgs
player, 18 posts
Tue 23 Mar 2010
at 16:16
  • msg #21

Re: House Rules

Definitely.
gmonk
player, 6 posts
Tue 23 Mar 2010
at 16:25
  • msg #22

Re: House Rules

I like that idea, but I think I might modify it and allow another character to spend a Fate point and narrate exactly what they do to 'save' the other character.
flakk
GM, 416 posts
"The dude abides..."
Thu 25 Mar 2010
at 12:00
  • msg #23

Re: House Rules

Don't get paranoid.....but death happens=:)  PC's may choose which table to roll on if they do not want to go totally random.  This is a modified version of the one found in The Thousand Thrones, and includes the new careers found in books that I own.

Table 0-1
Academic Careers

Dwarf
01-33 Noble
34-66 Scribe/Litigant(TiT p.16)/Apothecary(SH p.121)/Apprentice Runesmith(RoS p.216)
67-00 Student

Elf
01-28 Apprentice Wizard
29-56 Envoy
57-80 Scribe/Litigant(TiT p.16)/Apothecary(SH p.121)
80-00 Student

Hafling
01-33 Barber/Surgeon
34-00 Student

Human
01-18 Apprentice Wizard
19-27 Barber/Surgeon
28-45 Initiate
46-64 Noble
65-82 Scribe/Litigant (TiT p.16)/Apothecary(SH p.121)
83-00 Student

Table 0-2
Commoner Careers

Dwarf
01-15 Burgher/Exciseman (TiT p.11)
16-26 Entertainer
27-41 Jailer
42-62 Miner
63-77 Rat Catcher
78-85 Servant
86-00 Tradesman

Elf
01-40 Entertainer
41-00 Tradesman

Halfling
01-07 Burgher/Exciseman (TiT p.11)
08-10 Bone Picker
11-17 Camp Follower/Frogwife(BotD p.28)
18-28 Entertainer
29-31 Ferryman
32-34 Fisherman
35-55 Peasant
56-58 Rat Catcher
59-75 Servant
76-93 Tradesman
94-00 Valet

Human
01-04 Ballif
05-11 Burgher/Exciseman (TiT p.11)
12-19 Bone Picker
20-27 Camp Follower/Frogwife(BotD p.28)
28-35 Entertainer
36-39 Ferryman
40-47 Fisherman
48-51 Hedge Wizard
52-55 Jailor
56-63 Miner
64-71 Peasant
72-79 Rat Catcher
80-87 Servant
88-94 Tradesman
95-00 Valet

Table 0-3
Criminal Careers

Dwarf
01-11 Agitator
12-27 Outlaw
28-50 Protagonist
51-67 Smuggler/Wrecker(Companion p.24)
68-84 Thief
85-00 Tomb Raider

Elf
01-33 Outlaw
34-66 Rogue/Gambler(SH p.121)/Raconteur(SH p.122)
67-00 Thief

Hafling
01-11 Agitator
12-21 Grave Robber
22-31 Outlaw
32-50 Rogue/Gambler(SH p.121)/Raconteur(SH p.122)
51-60 Smuggler/Wrecker(Companion p.24)
61-82 Thief
83-00 Tomb Raider

Human
01-11 Agitator
12-22 Grave Robber
23-33 Outlaw
34-44 Protagonist
45-56 Rogue/Gambler(SH p.121)/Raconteur(SH p.122)
57-67 Smuggler/Wrecker(Companion p.24)
68-78 Thief
79-89 Thug
90-00 Tomb Raider

Table 0-4
Ranger Careers

Dwarf
01-24 Coachman
25-39 Hunter/Swampaire(BotD p.28)
40-71 Runebearer
72-80 Seaman
81-00 Toll Keeper

Elf
01-20 Hunter/Swampaire(BotD p.28)
21-37 Kithband Warrior
38-52 Messenger
53-67 Outrider
68-82 Seaman
83-00 Vagabond

Halfling
01-08 Bounty Hunter
09-21 Charcoal Burner
22-34 Fieldwarden
35-55 Hunter/Swampaire(BotD p.28)
56-77 Messenger
78-85 Toll Keeper
86-00 Vagabond

Human
01-08 Boatman/Stevedore(Companion p.23)
09-16 Bounty Hunter
17-24 Charcoal Burner
25-31 Coachman
32-39 Hunter/Swampaire(BotD p.28)
40-47 Messenger
48-54 Outrider
55-61 Roadwarden/Riverwarden(Companion p.24)
62-68 Seaman
69-75 Squire
76-83 Toll Keeper
84-91 Vagabond
92-00 Woodsman

Table 0-5
Warrior Careers

Dwarf
01-13 Bodyguard
14-17 Marine
18-35 Mercenary
36-47 Militiaman/Deepwatcher(Companion p.83)
48-63 Pit Fighter
64-75 Shieldbreaker
76-83 Soldier
84-94 Trollslayer
95-00 Watchman

Elf
01-00 Mercenary

Halfling
01-25 Mercenary
26-50 Militiaman/Deepwatcher(Companion p.83)
51-75 Soldier
76-00 Watchman

Human
01-11 Bodyguard
12-14 Estalian Diestro
15-17 Kislevite Kossar
18-28 Marine
29-39 Mercenary
40-53 Militiaman/Deepwatcher(Companion p.83)
54-56 Norse Berserker
57-67 Pit Fighter
68-78 Soldier
79-89 Watchman
90-00 Zealot
Devin Parker
player, 6 posts
Professional Liar
WFRP GM & Player
Thu 25 Mar 2010
at 15:38
  • msg #24

Re: House Rules

Sweet!  Thanks, flakk!
flakk
GM, 417 posts
"The dude abides..."
Thu 25 Mar 2010
at 16:03
  • msg #25

Re: House Rules

Devin Parker:
Sweet!  Thanks, flakk!


No worries.  All cut and pasted from my game so the work was already done.  I like it, and plan to add new careers as I get the books.
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