Warhammer Fantasy RPG 0E
I really love Warhammer Fantasy 1E, but I don't have the brain for crunch that twelve year old me somehow had. Here are modifications that basically make it the 3LBB version of WFRPG.
• Movement is out. I don't use miniatures nor worry about exact distances when describing combat.
• No such a thing as a Good Elf - everyone starts out as Neutral.
• Encumbrance = You can carry 10 + Strength + Toughness items.
Heavy weapons and Chain armor counts as 2 items, Plate armor counts as 3 items.
• Initiative is Agility. Want to act before the fancy swordsman? Ambush that sucker.
• Weapon Modifiers are Optional. Not using them is not even a house rule.
• Hit Location is determined by looking at the unit number on a Hit (as Perilous Ages)
0 = Head
1-2 = Right Arm
3-4 = Left Arm
5-7 = Body
8-9 = Legs
• No re-rolling damage, but Critical Hits happen on a 1 and when the dice match (11, 22, etc).
• I'll worry about the Magic rules the day someone becomes a Wizard, heh?
I'm quite surprised. I expected the list to be a lot longer, but I mis-attributed a lot of the useless crunch from 2E to 1E. Of course, I'm not dismissing the more detailed rules for weapons and such as bad, I'm just saying I have no patience for them. Might put them back in the game if we miss them, but I highly doubt that.
• Movement is out. I don't use miniatures nor worry about exact distances when describing combat.
• No such a thing as a Good Elf - everyone starts out as Neutral.
• Encumbrance = You can carry 10 + Strength + Toughness items.
Heavy weapons and Chain armor counts as 2 items, Plate armor counts as 3 items.
• Initiative is Agility. Want to act before the fancy swordsman? Ambush that sucker.
• Weapon Modifiers are Optional. Not using them is not even a house rule.
• Hit Location is determined by looking at the unit number on a Hit (as Perilous Ages)
0 = Head
1-2 = Right Arm
3-4 = Left Arm
5-7 = Body
8-9 = Legs
• No re-rolling damage, but Critical Hits happen on a 1 and when the dice match (11, 22, etc).
• I'll worry about the Magic rules the day someone becomes a Wizard, heh?
I'm quite surprised. I expected the list to be a lot longer, but I mis-attributed a lot of the useless crunch from 2E to 1E. Of course, I'm not dismissing the more detailed rules for weapons and such as bad, I'm just saying I have no patience for them. Might put them back in the game if we miss them, but I highly doubt that.
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