The post of C7 highlights a few of the optional rules, and add an additional optional rule to make combat more granular. Ostensibly it suggests that a large part of the fun for many players in WFRP combat is the details and specials moves, and how they interact. Yep, that’s true for me I guess, so I agree.
That said, the suggested rule on closing inside a weapon’s reach is tricky though, because it devalues the In-Fighter talent. Its a good suggestion, but a character who already has In-Fighting might feel they’ve just had the leverage from a talent reduced. Likewise a character with good combative skills would be foolish to spend 200 xp (buying the talent outside a class) as they probably have better things to spend xp on, such as 200xp of Weapon Skill (WS).
Use it careful and chat about it, find something that works for the players.
Ok, if the designers liked crunchy details, then why are all Melee (basic) hand weapons the same?
All well and good to add more optional rules about weapon lengths, but ignoring the fact that a mace, axe, and sword are apparently the same in RAW is bloody odd.
Melee (Basic) Hand Weapons:
- Swords, gain Sharp – Critical strikes ignore non-metal armor AP values.
- Axes, gain Bite – Critical strikes inflict an extra wound.
- Maces, gain Crunch – Critical strikes inflict the Pummel quality.
No idea if this is OP or not, it certainly will add more complexity to an already complex system, but it will give players a reason to try to select each different weapon. I hope you have a grim and dangerous day. Chopy Chop Chop.
I don’t understand how the use of shields became so messy, so here is a re-cut of the rules as I think they should be. I know this isn’t RAW…
- Any weapon held in either hand (including shields) adds the benefits of the Defensive trait. If both weapons have the trait then the trait applies twice.
- There is a -20 attack penalty for attacking with the off hand, including a shield. There is no -20 while defending.
- The armour point AP reduction benefits apply all the time.
This means that a character with Melee (Parry) might use both a shield and sword breaker at once, gaining +20 to their Defense checks.
It means that all characters have an advantage in using shields, which is helps to counter balance the fact that most single handed weapons do not have special traits (damaging, etc). Melee basic can still be good, but it stays basic.
Also as a much broader change … I’d like to suggest that the Parry skill be totally removed and all the parrying weapons added into Melee Fencing instead.
This is a big rule change, but it is one that I think will increase the likelihood of players choosing these alternate Melee skills. The rules as written make it cumbersome to create a fencing character who is wielding a rapier in one hand and a parrying weapon in the other.
I used to think that a Warhammer Fantasy characters with ballpark 6000 Xp was top tier; that’s probably based on the power level of 1st and 2nd edition games we played, and also due to how the careers looked in the previous editions.
Forth edition Warhammer Fantasy has increased the flexibly for character options (downtime tasks, career changes) which also means the players will want to spend xp more broadly. Pondering the various channels and discord servers I’m noting an advanced character might have 10-12k xp.
Quick note for reference in WFRP when setting a ballpark of how much xp a character needs to