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WFRP with Dice Pools

Started by B.T., December 13, 2011, 08:34:59 PM

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B.T.

Something I've been mulling over is the use of dice pools in favor of the standard d% system with WFRP.  Each 10% in a stat would correspond to a single die (so someone with a 30% in Strength would have a 3 Strength that gave him three dice to roll on Strength-related checks).

Skills would be simplified.  If you are trained in a skill, you use your whole dice pool to make a check.  If you are untrained in a skill, you use half your dice pool to make a check.

Difficulty modifiers are as follows. -2 dice for hard tasks, +0 dice for normal tasks, +2 dice for easy tasks.

Thoughts?
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.

misterguignol

Quote from: B.T.;495058Something I've been mulling over is the use of dice pools in favor of the standard d% system with WFRP.  Each 10% in a stat would correspond to a single die (so someone with a 30% in Strength would have a 3 Strength that gave him three dice to roll on Strength-related checks).

Skills would be simplified.  If you are trained in a skill, you use your whole dice pool to make a check.  If you are untrained in a skill, you use half your dice pool to make a check.

Difficulty modifiers are as follows. -2 dice for hard tasks, +0 dice for normal tasks, +2 dice for easy tasks.

Thoughts?

Congratulations, you just invented Vampire!

TristramEvans

WFRP 3rd edition has the best dice pool system of any RPG I've ever come across. The rest of the system is hit or miss, but the basic resolution mechanic is the be-all, end-all IMHO.

B.T.

QuoteCongratulations, you just invented Vampire!
That's not how WoD works.
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.

misterguignol

Quote from: B.T.;495062That's not how WoD works.

Maybe I'm not seeing what you're getting at then.

So you would roll your pool versus a target number, right?  Do you get to add the results of the roll, or are you just looking for dice that beat the target number?

As for difficulty, does the modifier effect the target number or the player's roll?

Lawbag

I thought one of the charms of WHFRP and DH etc was its high failure rate when attempting anything. That's what fate points are for., knowing the best you could hope for was 50% made you think Amber-style in creating marginal advantages to improve your chances.

Reducing WHFRP to a dice pool game removes its risks, character and balance.
"See you on the Other Side"
 
Playing: Nothing
Running: Nothing
Planning: pathfinder amongst other things
 
Playing every Sunday in Bexleyheath, Kent, UK 6pm til late...

TristramEvans

Quote from: Lawbag;495088I thought one of the charms of WHFRP and DH etc was its high failure rate when attempting anything. That's what fate points are for., knowing the best you could hope for was 50% made you think Amber-style in creating marginal advantages to improve your chances.

Reducing WHFRP to a dice pool game removes its risks, character and balance.

Plus the rather sweet, streamlined combat system

Lawbag

Every combat Ive been involved with in WHFRP or Dark Heresy has ended up with the "winning" side covered in their own blood, missing vital organs or at least a bucket of blood, down 1 or 2 fate points, and perhaps wishing they had an extra 5% on their ballistic skill...
 
Thats Warhammer in a nutshell, and thats what I prefer.
 
I want the battlefield and my enemies looking like a bomb went off in a slaughterhouse.
"See you on the Other Side"
 
Playing: Nothing
Running: Nothing
Planning: pathfinder amongst other things
 
Playing every Sunday in Bexleyheath, Kent, UK 6pm til late...

kryyst

If your goal is to make characters more competent then just increase their stats across the board.  But personally I'd just switch to WFRP 3.
AccidentalSurvivors.com : The blood will put out the fire.

B.T.

Quote from: misterguignol;495063Maybe I'm not seeing what you're getting at then.

So you would roll your pool versus a target number, right?  Do you get to add the results of the roll, or are you just looking for dice that beat the target number?

As for difficulty, does the modifier effect the target number or the player's roll?
Roll all dice, a single success wins.  Difficulty adds or subtracts dice.
QuoteReducing WHFRP to a dice pool game removes its risks, character and balance.
How?
QuoteEvery combat Ive been involved with in WHFRP or Dark Heresy has ended up with the "winning" side covered in their own blood, missing vital organs or at least a bucket of blood, down 1 or 2 fate points, and perhaps wishing they had an extra 5% on their ballistic skill...
Every combat I've been involved with in WFRP has been a drawn-out slog rife with "miss, miss, miss, Ulric's Fury!, miss, miss, hit, damage absorbed by AP + Toughness."
QuoteIf your goal is to make characters more competent then just increase their stats across the board.
The idea is to simplify.  My players had a remarkably difficult time calculating degrees of success.
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.

Bedrockbrendan

I use a d10 dice pool against a Target Number in my system (with a somewhat similar success and modifier method to yours I believe) and I find it really keeps things moving. Sounds like that is what you are after, so I say go with it. With Dice Pools lethality and grit can easily be scaled to taste by adjusting how you handle wounds.

TristramEvans

Quote from: B.T.;495246Roll all dice, a single success wins.  Difficulty adds or subtracts dice.

So pretty much a lesser version of Warhammer 3rd Edition.

Drew

Here's a hack I suggested on RPGnet. You can use any or all of the following to speed up your game:


Roll percentiles but choose which are tens and which are units after the dice hit the table.

For regular skill checks the lower die indicates degrees of success.

For attack rolls the higher die indicates base damage (impact weapons are +2)


Net result: Everyone becomes more competent (averaging around a 20% increase in the mid-skill ranges); attacks hit more often and inflict greater damage and combat flows much more quickly.
 

Bedrockbrendan

Also how you set the target numbers really impacts things. I suggest if you are going to do a dice pool to run the numbers through a dice probability generator (there are some very good ones online) because it can be a little trickier to eyeball the chances of success/failure than rolling a single die and adding a number.

kryyst

Quote from: B.T.;495246The idea is to simplify.  My players had a remarkably difficult time calculating degrees of success.

You mean the basic math to calculate them?  Most of the time the degrees of success don't even come into effect.  Pass/Fail first - can't get much easier then a percentile.  Then if how well you succeeded matters worry about it then.
AccidentalSurvivors.com : The blood will put out the fire.