Try not to die

Game Master DEWN MOU'TAIN


1 to 50 of 57 << first < prev | 1 | 2 | next > last >>

"I will always strive to write better" , 25 years gaming, 20 yrs DM

Ding!


Poor Hedner. He was sort of asking for it, though, talking like that.


1 person marked this as a favorite.
Male Elf Seaman

It's WFRP. If a peasant is ever happy, the universe reacts violently and with prejudice in response.

For confused people:

Here's a guide
TO WFRP COMBAT

  • Everyone has two half-actions. They add up to a full action. Everyone has unlimited free actions. A free action is anything that takes a second, like talking or crying while holding a bleeding stump. Rounds are ten seconds long.

  • If you have Dodge Blow the skill, you can Dodge. If you don't, you can't, ever, sorry. The GM lets you buy in any career it out of the generosity of his heart. If you have a legit weapon in your off-hand, you can parry as a free action once per round, and if you take Parrying Action (see below), you can do it twice. You can only Dodge once per turn. You can't try to Parry and Dodge the same attack.

  • Your speed is your Movement characteristic x2 in yards. A move moves you that. Charge moves you double. Run moves you triple. Dolwen has a Mov of 5, meaning he moves 10 yards, charges 20 and runs 30.

  • Damage is 1d10+SB if it's a hand weapon plus any other modifiers from talents. If it's a special melee weapon, you may add or subtract damage or have neat qualities to use, but we'll assume you're swinging your trusty hand weapon. Ranged weapons have their own modifiers-- a bow is 1d10+3 flat, for example, or a throwing dagger is 1d10+SB-3.

  • Shooting into melee gives you an automatic -20% on Ballistic Skill.

  • When you hit, flip the roll you made and check the chart to see where.

    Hit Location wrote:

    01-15 - Head

    16-35 - Right Arm
    36-55 - Left Arm
    56-80 - Body
    81-90 - Right Leg
    91-00 - Left Leg

    In example, if I roll 1d100 ⇒ 14 and hit, I flip it to 41 and look on the chart. Left arm. Got him.

  • If you roll a 10 on damage, you can roll to hit again with all of the same modifiers. If you hit, you've invoked Ulric's Fury. Roll another d10 and add it. If you get another 10, roll another. Keep going until you stop rolling 10. It adds up.

    BASIC ACTIONS

  • Aim (Half Action)
    Add 10% to your WS or BS on your next action, provided it's an attack. It doesn't last round to round.

  • Cast (Varies)
    Most spells have a cast-time. If you spend an extra half-action, you can using the Channeling skill. You can only use this action once a round.

  • Charge Attack (Full Action)
    You move your full movement and attack with +10% WS. Minimum of 4 yards/2 squares etc etc I don't think we're using maps. Unlike Pathfinder, you can turn mid-charge.

  • Disengage (Full Action)
    If you are in a fight with someone, and want to leave-- you must disengage. It moves you one movement away. If you don't, everyone in the entire fight who wants to can take a free non-action attack on you. Don't run away without disengaging. It's a bad move.

  • Move (Half Action)
    You move your speed.

  • Ready (Half Action)
    This isn't Pathfinder's "declare a thing" ready. It means taking items out or unsheathing weapons. You can also put away an item in-hand at the same time. So if you've got a bow out and you want to sword, one half-action has the bow safely stored and the sword in your hands. No Pathfinder "AWAY MY CROSSBOW" free actions throwing your priceless artifacts to the ground to engage in melee.

  • Reload (Varies)
    Guns have a reload time. It takes that long to load them.

  • Stand/Mount (Half Action)
    You get up from the ground, or mount an animal.

  • Standard Attack (Half Action)
    You make one attack, melee or ranged.

  • Swift Attack (Full Action)
    If you have multiple attacks, you make them all. You need Attacks 2 or better to use this. If the weapon you're using is a loaded pistol, you get max 2 attacks, one per weapon.

  • Use a Skill (Varies)
    If you want to use a skill, like basketweaving, in combat, the DM will tell you a skill test to make. Most skills in combat are non-actions.

    ADVANCED ACTIONS

  • All-Out Attack (Full Action)
    One attack at +20% Weapon Skill in a "furious melee attack." After, you can't parry or dodge. For the people who can't parry or dodge, I'm just saying: Get furious.

  • Defensive Stance (Full Action)
    You don't attack. Attacks on you get -20% Weapon Skill.

  • Delay (Half Action)
    Your turn ends immediately, but you get a half-action for later, which you can use at ANY time for ANY reason. With the GM's style of simultaneous combat, I don't see this being used a lot.

  • Feint (Half Action)
    You make an opposed Weapon Skill test with your enemy, and if you win, your next attack can't be parried or dodge. If you don't attack right away, you lose your bonus.

  • Guarded Attack (Full Action)
    One attack at -10% Weapon Skill. You get +10% to Parry and Dodge tests.

  • Jump/Leap (Full Action)
    Jumpin' is a full action. Don't go caterwauling around on the battlefield.

  • Manoeuvre (Half Action)
    An opposed weapon skill test pushes the enemy one square. If you want, you follow. This doesn't disengage you, and you can't push them into terrain features like spiked pits or fireplaces, so what's the point of this action?

  • Parrying Stance (Half Action)
    You can now parry if you take a half-action to get ready to parry. If you have a weapon in your off hand, you don't have to take this to parry, but if you do-- you get two parries a round.

  • Run (Full Action)
    You boogie your full speed, giving enemies a -20% on Ballistic Skill to hit you. But melee gets +20% Weapon Skill to hit you, so it's a fair trade.

    These are all the types of action, generally speaking.

    ...

    In conclusion,

  • 1) Roll your WS or BS to hit

  • 2) If you roll under your WS or BS, you hit!

  • 3) Flip the number to find out the hit location, and let the GM know in case someone is parading around with only a gauntlet on, or no helmet, or other things.

  • 4) Roll 1d10 plus any general modifiers for damage. This is usually your SB plus or minus depending on weapon, or a unique value.

  • 5)They record it, subtracting for armor. They might roll for critical now and die horribly.

    Critical Wounds

  • If you hit 0 hp, you're not dead. You're just being critically hit.

  • All damage beyond 0 is taken as a value. So, if I have 3 wounds and take 10 damage, I'm rolling on +7. If I have 10 and take 11, I'm rolling on +1. Yeah-- on, not at. +1 through +10 are different 1-100 tables that determine how likely you are to die. It goes without saying that +1 is likely to survive and +10 is probably dead.

  • Roll a d100. Lower is better. Depending on where you were hit, a low number could be dropping things, stumbling or disorientation. A high number is instant decapitation, instant death from shock or instant death from "whatever spectacular and gore-drenched fashion the player or GM cares to describe." Limb loss is entirely possible.

  • But if you do die! You have...

    Fate Points

  • You have two things tied to fate points-- Fortune Points and Fate Points. I won't go into fortune points because I don't know if the DM is using them, since it's the most-commonly houseruled rule in the game. But fate points are special.

  • Every fate point you have is like an extra life in a video game. If you die and spend a fate point? You live instead. You don't shrug it off and just keep standing, though. Most of the time, you're out for the fight, but your Fate Point says-- you live through this. You don't get coup de graced after. Here's your next chance-- take it.

    I hope this is helpful. Next time, I'll go over Insanity Points...

    GM, feel free to make any corrections for house rules.


  • M Dwarf Runebearer

    The book I'm looking at (published 2005, p130-131) says Ulric's Fury requires first a 10 on the damage roll, then another successful attack roll, and only then can you just keep rolling the exploding damage die. Is there some errata I'm missing?


    Male Elf Seaman
    Nargond wrote:
    The book I'm looking at (published 2005, p130-131) says Ulric's Fury requires first a 10 on the damage roll, then another successful attack roll, and only then can you just keep rolling the exploding damage die. Is there some errata I'm missing?

    Good catch. I'll fix that right away.


    M Dwarf Runebearer

    I'm sort of conflicted about that, actually. It'd be nice to get an easy crit now and again, but then again given the number of enemies we're likely to fight it's far more probable to kill us first. Ah well.

    Also, (@Rizzenmagnus) are we using the basic or advanced armor rules?


    M Dwarf Runebearer

    Also, can we get a rundown on the rest of the house rules please?


    What happened to Hanna's attack with her quarter-staff; or did I understand the rules wrong?

    2 half actions in one round.

    Cast and touch Sleep : half action
    standard attack : half action


    Male Elf Seaman

    You cast, attacked, and declared parry-- can't do all three. Cast and attack checks out, though.

    I'm waiting to see if Hanna attacked or if I should lay into the monster. Automatic hits and +1d10 damage? Yes please.


    I'd forgoe the parry for the attack ( and as it was the last to be stated...)

    Idea was to conceal her spell use by continuing the attack, look like she just pummelled it into submission....can't be too careful around them ignorant peasants :)


    Hey Rizzen, was waiting on your ruling about wether I'd successfully attacked the beastman I put to sleep; on my second half-action of that round.


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    i had to reread the rules. I was under the impression that the casting and the action of targeting someone with the spell were two half actions. but upon rereading it, i recall that my former GM who introduced me to this game system had a way of making things very difficult for all of us players.
    So yes, the spell casting and quarterstaff attack were correct, but then declaring the parry would nullify one of the actions.

    So i will say that you decided to pull your attack with the staff...

    since you were waiting for me, and i see that you hadnt posted, i will give you 2 full actions this turn.


    Male Elf Seaman

    I don't know if we're using fortune points still, or advanced armor. Can you tell us what your house rules are?


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    we will start with base armor at this time.

    yes, we have fortune points.

    Brief house rules

    Critical hits
    roll 03: damage bypasses armor (you hit that sweet spot)
    Roll 02: Damage bypasses armor and toughness bonus (your shot lands on a pressure point)
    Roll 01: automatic critical hit. roll for location of hit. Roll on the critical hit chart and apply the affects to the target.

    Critical Fumble
    roll 98: drop or toss weapon 1d5 squares away.
    roll 99: weapon becomes damaged. Only applies half damage to all hits, with a 30% chance of breakage
    Roll 100: auto crit on self. Roll for location of where you hit yourself. Roll on critical hit chart and apply damage

    From this point on these rules apply...so let's hope i dont roll any more 1s =)


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    you know...looking back at the critical hit rules, they are just too cumbersome.

    Another house rule

    Skip the rolling on the critical hit chart to see your number. When you get a critical hit on something, roll a d10 and apply the result.


    Male Elf Hunter
    stats:
    WS 33, BS 45*, str 31, T 36*, A 35, Int 35, WP 38*, F 36; At 1, Wnd 10^, SB 3, TB 3, Mov 5, Mag 0, IP 0, FP 2

    @Rizz to make a map like I did.
    go to dungeongrid.com and log in with either face book or google account.
    click on My Game boards in the upper right corner.
    In the dropdown menu click create a new board.
    this creates a blank board.
    Left clicking on the board gives you options like change the dimisions of the board, and painting it.
    to create a player or enemy token simply find the picture you want to use for the token and drag it onto the game board.
    A box will pop up that lets you adjust the characteristics of the token.
    There is no way to make walls or anything like that so maps have to be kept pretty simple. That is all there is too it really.

    If we all die do we get to reroll new characters or is it game over?


    RIZZENMAGNUS wrote:

    i had to reread the rules. I was under the impression that the casting and the action of targeting someone with the spell were two half actions. but upon rereading it, i recall that my former GM who introduced me to this game system had a way of making things very difficult for all of us players.

    So yes, the spell casting and quarterstaff attack were correct, but then declaring the parry would nullify one of the actions.

    So i will say that you decided to pull your attack with the staff...

    since you were waiting for me, and i see that you hadnt posted, i will give you 2 full actions this turn.

    OK thanks for clearing that up for me. Actions forthcoming , after I get the wee ones to bed :)


    RIZZENMAGNUS wrote:

    Roll 01: automatic critical hit. roll for location of hit. Roll on the critical hit chart and apply the affects to the target.

    Roll 100: auto crit on self. Roll for location of where you hit yourself. Roll on critical hit chart and apply damage

    Is there a link to the crit charts somewhere that I missed?


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    since i didnt post this earlier, i am posting this now for everyone's benefit.

    1) We all have a life outside of PBPRPG. I recognize that, since i too have a life. I work full time, am in school full time, have a family, and am an elected official for the city i live in. That said, I like to give myself and everyone within my game plenty of time for postings. So i do not adhere to the 1 post per day rule. I trend towards the 1 post per 2 days or even up to 1 post per 3 days. So I extend the same to my players. If you want to post multiple times per day, that is fine. If you only post 1/3 days, that is fine as well.

    2) i understand that things come up and that you do not have an opportunity to say "hey, i will be away because of X reason". So, if you are AFK for up to a week, it's no big deal. After a week, i will send a PM to you asking for a status update. If i hear nothing back after 2 weeks, i will assume that you have some major issue going on and cannot be bothered. So i put you into the NPC status, and you just hang out in the background. You collect no xp, and do not provide anything to the group. If after a month and still no contact, then i will remove your PC from the group.

    3) combat. I like to do my combat differently, as you have already noticed. First, the PCs go first, and then I make my npcs go in reaction to you. This allows everyone a chance to act without having to wait for me, or others, to post.
    when in combat, i post 1/day. i do my posting during my lunch hour, which is at 12pm CST every day, monday through friday. after i make my posting, players then have from that time to 12pm CST the next day to act. Players that do not act will be considered in a defensive stance, and will not have an opportunity to act. yes, considerations can be made, as seen with hanna's quaterstaff question

    4) style of play. I like to spin a tale around the game, from the battles to the roleplay aspect of it. I strive to make the world come alive, from the dew speckled grass that dampens your feet as you stride through a field, to the red stained grass that stains your boot as you dispatch chaos dwarf in a field of battle. I do this to make it enjoyable for the players, to make them feel a true part of the story. But this is a two way street. I ask my players to make the attempt to do the same. Dont simply say my character walks with the group to the ambush point. Give some character growth, have an internal monologue with yourself, or strike up a conversation with your group members. Now, Shakespeare is not in all of us, but at least try. As time progresses, your skill at spinning a yarn about your PC will grow. Plus, if i read something that truly impresses me, i give perks to players (free xp or rerolls. If it is good enough, i have given a free level advancement to the pc. Although, in this game, it would be a career advancement).

    and finally this. It is my job to challenge both your PCs and you the players to the breaking point. I do not hold back punches, i do not coddle. The creatures, foes, villains within this realm all want to kill you, eat you, and destroy you. And not necessarily within that order. But, i do not cheat. I will use the rules and house rules as they are written, and make every attempt to bring you to your doom. I want this to be fun for you and for me.


    "I will always strive to write better" , 25 years gaming, 20 yrs DM
    Tvarog wrote:
    RIZZENMAGNUS wrote:

    Roll 01: automatic critical hit. roll for location of hit. Roll on the critical hit chart and apply the affects to the target.

    Roll 100: auto crit on self. Roll for location of where you hit yourself. Roll on critical hit chart and apply damage

    Is there a link to the crit charts somewhere that I missed?

    no, its in the book.


    RIZZENMAGNUS wrote:

    since i didnt post this earlier, i am posting this now for everyone's benefit.

    <snip>

    Thanks for posting this! This is a huge help. I appreciate your efforts.


    RIZZENMAGNUS wrote:
    Tvarog wrote:


    Is there a link to the crit charts somewhere that I missed?
    no, its in the book.

    Found it! Not sure how I missed it the first time, but thanks.


    *** Notice - from now thru the weekend my posting may be spotty. I'll be out of town at Cold Wars in Lancaster, PA.

    I will try to keep up. Just an FYI.


    1 person marked this as a favorite.
    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    AHA! i knew he had posting it somewhere...

    The guy who introduced me to the Warhammer RPG setting has a game going on in another pbprpg website. For his game, he has posted his house rules. Since i took a lot of pages from his playbook, i am going to reference his house rules so that people here can see them

    HEALING
    Natural Healing
    1 wound recovered per day
    +1 wound recovered per day with a successful Toughness test
    +TB wounds per day of complete rest with a successful Heal Test (if light wds 4+ wds)
    +½ TB in wounds per day of complete rest with a successful Heal Test (heavy wds <4 wds)
    maximum 1 wound per day without a successful Surgery if Critically wounded and really nasty scars

    First Aid
    First Aid (3 Combat Rounds) - successful Heal Test
    stops bleeding on any single set of injuries

    Treat Wounds (90 Combat Rounds) - successful Heal Test
    Requires at least a needle and thread and a bandage of some kind.
    Bandages are required to apply a Heal test. Good and Best quality bandages add it the skill test (+10% for Good, +20% for Best).
    +1-5 Wounds for lightly wounded
    +1 Wound for heavily wounded (revive a character who is at 0 from Fate Point expenditure)
    Surgery Talent increases wounds treated by +1 per degree of success.
    (no longer an automatic +1)

    Surgery Talent (on critically wounded)
    +10% Heal tests, 1 hour,
    Character will be extremely weak for 7 - TB in days,
    +20% to saving a limb (Toughness Test)
    Patient will be at 0 Wds 24 hours after the surgery is complete.
    Normal healing afterwards.

    Draughts and Poultices
    Healing Draughts - Heal 1-5 Wds immediately but only on Lightly Injured
    Healing Poultice - Heals 1-5 Wds with a Heal Test and 8-10 hours rest


    Rizzen, did Hanna not remember anything about the beastmen of this area?


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    sorry. i totally misread what you were rolling for. i saw the line, but read "what are the common death practices within the empire".

    you know that within the great forest that beastman activity is kind of regular, so the empire sends patrols on all the major roads through the forest. But, sometimes, the patrols will skip an area for a week or two, to draw the beastmen out and make it easier for them to be killed.


    Male Elf Hunter
    stats:
    WS 33, BS 45*, str 31, T 36*, A 35, Int 35, WP 38*, F 36; At 1, Wnd 10^, SB 3, TB 3, Mov 5, Mag 0, IP 0, FP 2

    Cricket cricket . . . . . . Cricket cricket


    I assume those are Chaos crickets?

    Can't expect many posts on the weekend.


    LOL
    Just noticed your new title Rizzen....very nice ! Didn't know you cared so much :)


    I'm back from Cold Wars, kids!

    Some great wargaming this past weekend.


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    was a little preoccupied this weekend from friday thru sunday. My son was in the hospital having his tonsils removed. It was supposed to be easy peasy (and i would have time to do my pbp) but was not. spend the weekend in the hospital while my son recovered due to unforeseen complications. But, all is well now, he is home, and enjoying chocolate pudding by the gallon. (yes, just like carl)

    now that i am back, it is time for me to get with killing off the pcs... i mean furthering the storyline. :)


    RIZZENMAGNUS wrote:

    was a little preoccupied this weekend from friday thru sunday. My son was in the hospital having his tonsils removed. It was supposed to be easy peasy (and i would have time to do my pbp) but was not. spend the weekend in the hospital while my son recovered due to unforeseen complications. But, all is well now, he is home, and enjoying chocolate pudding by the gallon. (yes, just like carl)

    now that i am back, it is time for me to get with killing off the pcs... i mean furthering the storyline. :)

    Glad to hear he's OK. I work in Pediatric ED, and have seen some "complications" from morning surgery come in...not all with good outcome.

    Thanks for carrying on the killing...er....I mean, furthering...


    Indeed, glad to hear that all is good.
    My two little one's haven't been to the hospital < knock on wood> except for some tests...hope it stays that way.


    "I will always strive to write better" , 25 years gaming, 20 yrs DM
    Edgar Underfoot wrote:


    Glad to hear he's OK. I work in Pediatric ED, and have seen some "complications" from morning surgery come in...not all with good outcome.

    my son's tonsils were the size of golfballs. he impressed the surgery staff with how large they were. The complication was his oxygen saturation ratings. He was dipping down to the mid 60s while he slept, and freaked the docs out. Turns out it was the anesthesia that was causing it. 24 hours later he was only dropping down to 88.


    RIZZENMAGNUS wrote:


    my son's tonsils were the size of golfballs. he impressed the surgery staff with how large they were. The complication was his oxygen saturation ratings. He was dipping down to the mid 60s while he slept, and freaked the docs out. Turns out it was the anesthesia that was causing it. 24 hours later he was only dropping down to 88.

    Glad he's OK, but it kinda sounds like they might have overloaded him a bit. Then again, some extra swelling at the incision site isn't uncommon, so that may have affected his O2 sats.

    That being said, did they mention any apnea concerns with him? I'm most likely going overboard, but O2 sats bottoming out isn't all that common following a T&A (assuming they took his adenois too).

    Just curious...I'm understand not divulging, what with HIPAA and all... :-)


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    yes that has been brought up. i know that later this year he will be going in for new sleep testing again....


    Male Elf Hunter
    stats:
    WS 33, BS 45*, str 31, T 36*, A 35, Int 35, WP 38*, F 36; At 1, Wnd 10^, SB 3, TB 3, Mov 5, Mag 0, IP 0, FP 2

    ahhh! I don't need stories like that. My daughter is only four months old so I still have all this stuff a head of me


    Elthaslas Palemoon wrote:
    ahhh! I don't need stories like that. My daughter is only four months old so I still have all this stuff a head of me

    Don't sweat it, man! Just wait til she gets to the teen years...then you'll wish she was only 4 months old!

    Seriously, as the father of two teen boys, its all par for the course. Just come to the realization that effective parenting is an illusion, and you'll be fine...


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    at least you are lucky enough to see your kid at 4 months old. I left for iraq when my kids were 6 weeks old, and next saw them when they turned 1 year.


    RIZZENMAGNUS wrote:
    at least you are lucky enough to see your kid at 4 months old. I left for iraq when my kids were 6 weeks old, and next saw them when they turned 1 year.

    Thank you very much for your service, sir! You and others who serve have my utmost respect and admiration.


    Male Elf Hunter
    stats:
    WS 33, BS 45*, str 31, T 36*, A 35, Int 35, WP 38*, F 36; At 1, Wnd 10^, SB 3, TB 3, Mov 5, Mag 0, IP 0, FP 2

    I wasn't married when I did the Iraq thing thank goodness. Being single and doing that sucked enough. I don't know how you married guys handled it.


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    i was lucky. i had a 99 line.

    when were you over, elthaslas? i was in '08 at victory.


    Male Elf Hunter
    stats:
    WS 33, BS 45*, str 31, T 36*, A 35, Int 35, WP 38*, F 36; At 1, Wnd 10^, SB 3, TB 3, Mov 5, Mag 0, IP 0, FP 2

    I was over there at the end of 2006 begining of 2007. I was in Falujah. I had a quiet deployment though. never took fire and the base only got mortered once.


    "I will always strive to write better" , 25 years gaming, 20 yrs DM

    my first day in country we were welcomed with 18 rockets. thank god for the cwiz.
    aside from that, had a mortar land next to me but didnt explode, and had to go out with the officers and talk to locals. Some of it was fun, other times not so much.


    M Dwarf Runebearer
    Elthaslas Palemoon wrote:
    a cretin like Minous

    Clever!


    Happy DMing anniversary, Rizzen! (I see your tagline says 15 now)


    My apologies to everyone for not posting this week, work has been insanely busy. Things are nice and quiet now, though. Shouldn't happen again anytime soon (and I'll do my best to give some warning next time).


    Any chance of joining in at some point? I love WHFRPG


    Male Elf Hunter
    stats:
    WS 33, BS 45*, str 31, T 36*, A 35, Int 35, WP 38*, F 36; At 1, Wnd 10^, SB 3, TB 3, Mov 5, Mag 0, IP 0, FP 2

    Anybody seen the DM recently?


    M Dwarf Runebearer

    Looks like he's been posting in at least one of his other campaign threads. I'll send him a PM.

    1 to 50 of 57 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / The four gods care not for your mewlings, just your corrupt soul (warhammer fantasy rpg) Discussion All Messageboards

    Want to post a reply? Sign in.