Posts tonen met het label Volume 3. Alle posts tonen
Posts tonen met het label Volume 3. Alle posts tonen

zondag 7 juli 2013

Adjusted Firsthammer skill system

If and when I'm going to play Firsthammer as RPG I'll pretty much run it by the book. However, I will have a few modifications and house rules in place which hopefully improve the experience. One of the most involved modifications is an edit of the skill-system presented. My gripe with it is that it does not describe most skills and has a few superfluous skills. So here is my first draft of that.

(HUMAN) SKILLS
This is my modification of the original skill list. Starting characters have D4-1 skills (as described in WH1 vol.3). Characters with Intelligence of 10 or better have 1 additional skill.
    Roll a d100
    1-10 Trapper 
    Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)

    11-18 Tracker
    Will be able to find, follow and recognise tracks in soft ground, snow or dusty corridors.

    19-25 Trader
    Will be aware of most commodity prices and their differing values in differing areas. May “haggle” to reduce an item's price by 10%.

    26-30 Sailor
    Can perform general ship-board duties

    31-32 Carpenter
    Can construct and repair wooden items and structures.

    33-34 Servant
    May dodge close combat attacks on an unmodified roll of 6 on a d6.

    35 Herdsman
    Can train and direct dogs.

    36-40 forger
    Can make fake documents and counterfeit coins with the right equipment.

    41-44 con man
    +1 to bluff rolls.

    45-53 pick pocket
    Characters with this skill can attempt to pick pockets. The GM determines the number of pockets -roll a d4+2 if this is not specified. Money or treasure is randomly distributed amongs these pockets. To pick pockets the thief must contrive to bump into the target or make some other form of physical contact. A drunken embrace or even a handshake will suffice. At each contact the player may choose 1-4 pockets to 'dip'. After each attempt the GM should roll a d100 to see if the theft has been noted. The base chance is 10% per pocket dipped minus the thief's Initiative, +10% for each pocket dipped and +10 for each subsequent attempt/contact. (I.e a thief with I 6 who 'dips' 3 pockets has a 24% chance of getting caught in the act).

    54-60 pharmacist
    Identify potions and poisons, may brew potions and poisons of various kinds.

    61-67 actor
    Good at pretending to be other people (disguise)

    68-75 minstrel
    Can always earn a little money by singing and telling stories.

    76 Barber-surgeon
    Can perform surgery and apply medicine to injured or sick characters and gain the bonuses of Healers when performing first aid as described in the Injury and Death chapter. Also they may perform surgery on characters to remove permanent effects of injuries. This will require a successful Intelligence test (modified by GM at his discretion). Failed surgery may have additional adverse effects.

    77-81 Jeweller
    Is aware if the value and rarity of various gems and can identify forgeries.

    82-85 Woodsman
    Can walk silently in woods and may subsist and feed other people safely in a wilderness. He can identify most naturally poisonous plants.

    86-88 Fisherman
    Can safely operate a row boat with ease, knows the best spots in a body of water to fish

    89-92 Thug
    Has only a -1 to-hit penalty when fighting unarmed, no to-hit penalties when using an improvised weapon. If this skill is rolled twice, a thug may make an unarmed attack in addition to normal (armed) melee attacks (if armed with weapon+shield, double handed or two weapons, this attack would be a kick or head-butt).

    93-95 Armourer
    May, given the use of a forge, make weapons, armour and sundry special gadgets.

    96 Miner
    A miner will be able to tell if a dungeon or mine is safe. He will be able to recognise most of the characteristics of goblin, dwarf, human and other tunnelling.

    97 Engineer
    Can supervise the construction of engines (cranes, catapults, ballista's), buildings and fortifications.

    98-100 Linguist
    Can understand the basics of any language by passing an Int-test. May be fluent in one additional language other than his own.

Social status and skills
As I will be using the Social Standing characteristic too (RAW) I'll give any aristocratic player character the option of having a servant-retainer with the generated skill rather than the aristocrat knowing a skill that is obviously beneath their station (such as miner, thug, fisherman etc.).

OPTIONAL RULE: ALTERNATIVE ELVES
In warhammer, Elves are nothing but a sort of ubermensch with aptitude for magic. Below an alternative skill list for Elf characters to use instead of the normal skill-list. The abilities are a mix of mundane skills and stuff inspired by European Myth and some excellent blogposts (Middenmurk, Jrients and others) on making elves more alien/weird/fey

Fey Feats
Elves are fey and otherworldly beings and sometimes have magical powers. If an elf generates a skill that requires life energy to use, generate life energy as for a wizard, even if the elf is not a wizard character.
At each 1500 experience points the elf acquires, generate a new Fey Feat.
    Roll a d100
    1-10 Trapper
     Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)

    11-18 Tracker
    Will be able to find, follow and recognise tracks in soft ground, snow or dusty corridors.

    19-25 Animal spirit 
    The elf is a were-creature. Generate the were-factor as normal (d6)
    wood elf: Were boar, bear, wolf or tiger
    High elf: were-tiger
    Sea elf: were-rat or were-wolf
    Dark elf: were-rat

    26-30 Sea Elf
    Can perform general ship-board duties. May breathe under-water at -1 life energy/10 minutes

    31-32 Scout
    Excellent vision and excellent hearing (+1 to spot checks)

    33-34 Wardancer
    Lightning reflexes (always strike first or in initiative order if surprised)
    35 Magical Sleep 
    Put d6 foes to sleep for 2d6 turns. Expend 1 life energy per foe per turn.

    36-40 Fey
     At night, the Elf appears otherworldly and ghost-like, causing fear in domestic animals, humans, halflings, orcs and beastmen and terror to Goblins.
    drawback: enemies striking the elf with iron weapons receive a +1 to wound. The elf may only use weapons of wood, stone, silver, bronze and mithril (ithilmar/gromril)

    41-44 White (wo)man 
    At night, the elf may turn into a Spectre (WHTMCFRPG vol.1 p. 50) for 1 life energy per turn, and operate under the rules as detailed for such creatures. The spectre cannot use other abilities or cast spells, nor can s/he use any equipment. To revert to corporeal elf-form, the elf must pas a WP-test at -1 for each 3 turns spent as spectre. A number of failed tests equal to the Elf's WP indicates the elf cannot rematerialize in mortal form and will vanish when his life energy runs out or when caught in sun-light. The elf-spectre will continue to haunt the area where he was last seen every night until banished by an exorcism or banish undead spell.
    drawback: enemies striking the elf with iron weapons receive a +1 to wound. The elf may only use weapons of wood, stone, silver, bronze and mithril (ithilmar/gromril)

    45-53 Marshlight
    may cast magic light for 2 energy without the use of a philtre or amulet
    drawback: enemies striking the elf with iron weapons receive a +1 to wound. The elf may only use weapons of wood, stone, silver, bronze and mithril (ithilmar/gromril)

    54-60 Herbalist
    Heal injury, identify plants, poisons and potions

    61-67 Tree-spirit 
    May turn into a dryad at-will for 1 life energy. While in dryad-form the elf loses 1 life energy per turn. To turn back into a normal elf, the elf must pass a willpower test at -1WP per 3 turns spent as Dryad. If a number of tests equal to the Elf's WP have failed, he remains in Dryad-form. Once the Dryad's life energy runs out, the Dryad becomes a normal, immobile tree.

    Dryad stats: BS:-1, S+1, T+1, W+1, I:-2, A:+1, armour save 5+. While in Dryad form, the elf attacks with natural weapons and cannot use any other equipment. The elf may still cast spells or use other special abilities that do not require the use of tools or weapons.

    68-75 minstrel
    Can always earn a little money by singing and telling stories.

    76 Elf-guest 
    Open locks

    77-81 Elf shot 
    Treat all bows as an Elf Bow (range, strength)

    82-85 Woodsman
    Can walk silently in woods and may subsist and feed other people safely in a wilderness. He can identify most naturally poisonous plants.

    86-88 Sense magic 
    If not a wizard, the elf gains the sense magic ability. If a wizard, the elf knows one additional spell.

    89-92 Hypnotist
    -still need some rules for that

    93-95 magic awareness  
    If not a wizard, the elf gains the magic awareness ability, if a wizard, the elf knows one additional spell.

    96 speak to animals
    The elf can speak to animals and understand their language.

    97 Alien 
    -1/10 to reaction tests

    98-100 Linguist
    Can understand the basics of any language by passing an Int-test. May be fluent in one additional language other than his own.
OPTIONAL RULES: DWARVES
Like elves, though I like Warhammer's characterization of Dwarves, I want to do some de-humanization of these creatures too. Making them a bit more like their mythological counterparts outside fantasy gaming. Therefore dwarfs may go for Dwarven Crafts instead of the normal skills:

Dwarven crafts
    Roll a d100
    1-10 Trapper 
    Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)

    11-18 Tracker
    Will be able to find, follow and recognise tracks in soft ground, snow or dusty corridors.

    19-25 Trader
    Will be aware of most commodity prices and their differing values in differing areas. May “haggle” to reduce an item's price by 10%.

    26-30 Greedy 
    Gains double experience for any gold looted. If of avarice alignment, the dwarf earns experience at a rate of 1:1 (i.e. acquiring 8 gold crowns is 8 XP.).

    31-32 Carpenter
    Can construct and repair wooden items and structures.

    33-34 alcoholic
     Subject to alcoholism. However, each pint of strong drink consumed gives +1 strength for the next turn.

    35 Conman
    +1 to bluff rolls.

    36-40 forger
    Can make fake documents and counterfeit coins with the right equipment.

    41-44 Ugly 
    -1/10 to reaction tests, cause fear to children, imbeciles (humans with INT 3 or lower) and Halflings in night and darkness.

    45-53 pick pocket
    Characters with this skill can attempt to pick pockets. The GM determines the number of pockets -roll a d4+2 if this is not specified. Money or treasure is randomly distributed amongst these pockets. To pick pockets the thief must contrive to bump into the target or make some other form of physical contact. A drunken embrace or even a handshake will suffice. At each contact the player may choose 1-4 pockets to 'dip'. After each attempt the GM should roll a d100 to see if the theft has been noted. The base chance is 10% per pocket dipped minus the thief's Initiative, +10% for each pocket dipped and +10 for each subsequent attempt/contact. (I.e a thief with I 6 who 'dips' 3 pockets has a 24% chance of getting caught in the act).

    54-60 Alchemist
    Identify potions and poisons, may brew potions and poisons of various kinds.

    61-67 sense magic
     If not a wizard, the Dwarf gains the sense magic ability, if a wizard, the Dwarf knows one additional spell.

    68-75 Immune to poison 
    Poisons have no effect on this dwarf.

    76 Berserker
    subject to frenzy

    77-81 Jeweller
    Is aware if the value and rarity of various gems and can identify forgeries.

    82-85 Hard-headed 
    Half the time unconscious and change of death for head wounds.

    86-88 Sniffer
     Detect the presence of metals, minerals and gemstones (1 type per level)

    89-92 Thug
    Has only a -1 to-hit penalty when fighting unarmed, no to-hit penalties when using an improvised weapon. If this skill is rolled twice, a thug may make an unarmed attack in addition to normal (armed) melee attacks (if armed with weapon+shield, double handed or two weapons, this attack would be a kick or head-butt).

    93-95 Armourer
    May, given the use of a forge, make weapons, armour and sundry special gadgets.

    96 Miner
    A miner will be able to tell if a dungeon or mine is safe. He will be able to recognise most of the characteristics of goblin, dwarf, human and other tunnelling.

    97 Engineer
    Can supervise the construction of engines (cranes, catapults, ballista's), buildings and fortifications.

    98-100 Runecraft
     Can engrave runes on metal items (blades, rings, bracelets etc, see warhammer magic)

donderdag 6 juni 2013

CHARACTER CLASSES IN WARHAMMER 1ST EDITION: THE FIGHTER AND WIZARD

The role playing rules of Firsthammer include only two character classes, if one could name them as such: The Fighter and the Wizard. Other classes are often a 'flavour' of one of these two, determined by what skills a character has. In fact, to this day, there are but two main classes in Warhammer: the Fighter and the Wizard*

The Fighter
In essence, all Firsthammer Player Characters are generated as fighters, it is the default “class”, and it is entirely possible that a wizard Player Character starts out more proficient in combat than a Fighter! The Fighter does advance faster in the fighting skills department though, so would eventually catch up to the “master swordsman magician” should he survive enough adventures.
The distinction between swordsmen and archers is a tactical choice for all players, and I think that those who want to be wizards would choose archer over swordsman.

So, your character is always a fighter first, in this hybrid system of RPG and table-top wargame, and you have the option to become a wizard at character creation provided your Intelligence score is high enough (5+). The only advantages you have as fighter over the wizard is that you get physically stronger faster and have the simple role of hitting things. Oh, and you don't have to make the tough decision between wearing armour or not, as wizards may wear armour too but get penalties to casting spells when doing so.

The Role Playing rules of Firsthammer, being summary as they are, do not include a lot of guidelines on high level play and character (class)-goals like in D&D, but FoF. Vol.2 gives an insight in what the advancement goals of characters may be from the Hero Generation rules:
  • Finding a magic weapon
  • Getting some miscellaneous magical equipment
  • attracting followers, both humanoid and non-humanoid
  • finding and taming a Fantastic Mount.

i.e. these are things a randomly generated hero might have, and thus should conceivably be obtainable by Fighter player characters. Magic weapons and items could obviously be found in dungeons, and humanoid followers are available as hirelings. The non-humanoid “creature” followers pose more of a problem, how to handle these? A character might need an “Erberard's Leash”, a binding spell or come across a puppy of the creature and raise/train it as pet. More involving stuff. Fantastic Mounts include warhorses and horse-sized riding animals. While (war)horses are relatively easy to obtain, the more fantastic mounts such as riding reptiles, griffins, manticores etc. are more difficult to get... I noticed Centaur to also be an option as mount, which would obviously require the deep trust and friendship of such a creature (but, hey, that would be awesome!).

The Wizard
Being a Wizard in Firsthammer is a player's option provided his Character's intelligence is 5 or higher. By becoming a wizard you get the ability to sense magic in items, discover if there are people using magic nearby and of course the ability to cast spells. Your advancement focusses on the arcane arts, so physical attributes (fighting characteristics) advance at a slower rate than fighters, making you comparatively fragile at higher levels. Even so, the survivability of a wizard is not that much worse than that of a fighter if compared to D&D, mainly because the combat system is a wargame and handles 'hit points' differently. Up to experience level 500 (points), fighters and wizards have an equal amount of wounds, the fighter's advantage lying in his faster fighting skill advancement, which does contribute to survivability. It is even possible for a wizard to have a head start on a fighter concerning the fighting characteristics, though the fighter is bound to catch up and gain the lead eventually.
That being said, the Wizard is very resource management intensive as a character type. Your ability to cast spells is restricted by your constitution points and access to spell ingredients (philtres, amulets, talismans and staffs) and most ingredients are not easy to acquire. Thus, a wizard who has run out of constitution or ingredients is relegated to being a fighter who advances his fighting skills rather slowly. The magic system does give wizards a strong incentive to go out into the world on adventures to get the all important resources and ingredients required for many spells. Most of these can only be found in dungeons, lairs, other wizard's towers etc. And while they do turn op in random treasure tables (both in WTMCRPG vol.3 and FoF. Vol.3), a GM should take some care that wizard players have some opportunities to renew their resources or get those spell-ingredients, such as talismans, that are not expended while casting spells.

For “character goals” based on FoF Vol.2's chapter on heroes and wizards, the wizard has a few additional objectives, namely getting a (special) staff and spell ingredients/talismans. The random wizards generated using those rules acquire followers and mounts at later “levels” than heroes, and get fewer followers to boot, but includes the possibility of having apprentices (level 1 wizards) and lesser heroes among them.

Conclusion
Firsthammer RPG offers two “character classes”, Fighter and Wizard (actually: Fighter/Mage). The choice between both being largely a matter of personal preference. If you like resource management and arcane arts, go wizard. The fighter is in essence your average hack and slash guy.

*though, the addition of warrior/liche priests, assassins and scouts provide additional 'classes' to some races, these are generally just a variation on either of the two main classes.

vrijdag 1 februari 2013

The 1st WARHAMMER, a closer look at Volume 3: Characters.

Now, volume 3 is actually the main thing of this blog. It is the booklet that inspired me to try and use warhammer as RPG!
Unfortunately it's also the least comprehensive of the 3 original booklets. It's apparently aimed at experienced role-players who want to avoid system-switching between Adventures and Mass-combat who are proficient house-rulers and home brewers as the best we get from Volume 3 are guidelines.
The worth of this booklet for WFRP scholars is however, enormous in my opinion. This is zero-edition WFRP, with the kernel of the injury tables and career system.

I have yet to use the firsthammer rules with my friends, but did some solo-games and it's quite a rules-light RPG with low character survival chances at first.

The booklet starts with some general information on how to play a role-playing game, yet gives a paragraph on the handling of the player-character's miniature and by that Warhammer remains a miniatures game even if used as RPG. And would we have it any other way?
It does bring up an interesting, board-gamist rule that only the player may move his character's figure and once moved a player may not change his mind (like in chess).

Volume 3 adds more characteristics to the game: personal characteristics. Some have no mechanical use other than determining wealth (social status) and general appearance, but Intelligence, Cool, Willpower and Leadership are implied to have mechanical effects in play. Sadly, these are barely covered and aspiring Firsthammer GM's are left in the dark as what to do with them!

A list of skills is also provided. It features shockingly few actual rules on their use, has no less than 5 naval skills, 3 of which are absolutely superfluous and the list also includes the cringe-worthy skill transvestite! I'd hate to have an immature GM/Group when I roll that skill, and of course it is also semi-superfluous as there is also an actor skill. It's an interesting skill if done well though, if a GM treats it as “disguise as opposite sex” skill, rather than implying your character to suffer gender disphoria (unless you want to role-play that of course!). It also brings up the question on what Dwarf women would look like in your campaign, as Dwarves can get this skill and male Dwarves invariably have beards while females have not, in Warhammer lore (though firsthammer is pre-canon). So, in firsthammer, do Dwarfettes have beards? I actually prefer them not to have beards... but maybe they (sometimes) wear veils?

The characteristic generation range is quite broad for certain characteristics, while others have maybe two or three options. Wounds and attacks always start at 1 and can only be advanced quite late into a campaign, making character survival precarious. The injury table is quite unforgiving too, so players would need to tread carefully to make it to the level where they finally get that additional wound point. Off course, if you get that maximum weapon skill of 6 and a good score for bow skill to boot, you might have a good chance to slaughter your way to experience level 500.
Playable races are Humans, Dwarves and Elves, and may be generated randomly (1:2 chance of human, 1:3 chance of Dwarf and 1:6 chance of elf).
What I don't like here however, is the character generation sequence given, the order in which you roll up your attributes as it is completely out of sequence with the profile-organisation in the creature list, the descriptive at the start of the chapter and the profile of sample character wulfhand. It seems all randomly arranged in a random fashion that is completely random!
But then, if anything, randomness is of course, a big part of oldskool gaming, especially Oldhammer (Realms of Chaos anyone?)!

One of the personal characteristics I have tinkered with most before writing the blog was Social Status. In Firsthammer you generate your social class which determines wealth and in some cases starting equipment... and that's it. While your character may be a Duke or Dwarf Royal Prince, nothing says you have a castle and retinue, just more wealth. I first considered nobles to have a chance on having estates and/or retainers, or instead of rolling for skills rolling for privileges, offices and titles but in the end I settled on something simpler as there's only a 10% (20% for dwarves and elves) that a character is generated with an aristocratic social standing. My house rule for aristocrats would be that instead of having a skill, they may have a servant-henchman with that skill, especially if a skill is a commoner's profession. Could vary by race: human and elfish nobles would sneer at blacksmithing being a peasant's job, while a dwarf noble might take great pride in his family's forge!
I have a lot more thoughts on Firsthammer character generation I'll write up in another post (this one is long already).

Character advancement is one of the more incomplete chapters of Firsthammer. For starters, remember volume 2 where the writer tells us he will give a (more) detailed explanation Life Energy in Volume 3? Well he lied! All we get is the life energy generation rules and nothing about the effects of losing large amounts of life energy.

Aside from experience for killing mook NPC's (standard creatures) and acquiring wealth, experience points are to be randomly generated if we follow the rules. This might be okay in sandbox-style play where every encounter is randomly generated, though for prepared adventures a GM should predetermine the amount of XP based on what he throws at the party.

The advancement tables are a variant of D&D, I can see it no other way. There are no “levels” mentioned though, but I might use “levels” as in D&D for ease of use, as XP accumulates and at certain thresholds advances are gained. The tables go up to “level 10”, but would obviously be expanded on when WFRP were to be released. Would it? ;)
Wizards get their own table for the magical stats, but also progress on the fighter chart at double cost at the same time (so at XP100 a wizard can advance both Constitution and Initiative). The table for wizards is a bit different though.
Absent from the advancement tables are strength and toughness and personal characteristics, so I might make my own variants to improve them.

Alignment is done a bit differently in Firsthammer. Chaos is not yet an alignment, we get Good, Neutral, Evil, Avarice and Hunger as alignments, and all but Neutral alignment affect experience rewards in some ways or other. Good aligned characters gain double XP for killing evil creatures but penalties for slaying Good ones while Evil characters get double XP for killing good creatures and triple points for harming allies and friends!
Avarice alignment characters get double points for acquiring money but nothing for acts of courage, bravery or self-sacrifice.
Hunger aligned characters get quadruple points for eating defeated enemies though the alignment is only available for Human player characters, though the chance of getting it using the random table is pretty slim.
As in WFRP, a GM is encouraged to reward players for role playing alignment accurately.
There is also a full-page table for randomly generating alignment of many creatures, though for some creatures the inclusion in the table is quite pointless, some having 100% chance of being of Hunger alignment (though nice for reference).

As characters are stuck with one wound for quite a while, the booklet provides an injury table so characters are not killed outright but might survive with a (possibly) debilitating injury instead. The example description of the injury table in use is a bit grating as it presents us with a high level character slaying 20 orcs and only suffering injury after taking no less than 3 wounds, implying Rothnik 'Mad Hacker' Redbeard to be at least level 8 (1250 total XP). How did he get that far? Why is there no mention of niggling previous injuries? What a lucky bastard that Rothnik is!

The Creating Adventures chapter gives us some tiny plot hooks and summary GM-prep-advice, but also a nice price list and employment chart which may double as guidelines for henchmen fees.

The Encounter charts provided are nice, but generic. It does give a table to determine the direction the creatures come from though, something I haven't seen in RPG rules before.

The random treasure table is neat too, and includes all items described in volume 2.

Volume 3 concludes with the rough outline of a sandbox style warhammer adventure in the Redwake River valley. Once more a lot is left to the GM running the game to elaborate on and prepare, but the adventure has a start and a finish and the potential to be a multi-session campaign rather than a single adventure, with a few plot twists to boot!

LET'S MAKE A FIRSTHAMMER PLAYER CHARACTER:

Priri Ecestlyk

Social status: Free Elf
Age: 30
sex: male
Alignment: Good
Intelligence: 7
Cool: 12
Willpower: 8
Leadership: 3

Attacks: 1
Wounds: 1
Initiative: 5
Weapon skill (secondary skill): 4
Bow Skill (Primary skill): 6 (being an elf gives a +2bonus to the 2d6 roll on the bow skill generation table)
Strength: 2
Toughness: B
Move: 4½

Money: C30 (gold)
Weapons: Sword, bow (elf standard equipment).

Skills: pickpocket, trapper