Ive found this game heavily favors ranged weapons and I cant convince my players to go melee so big fights always end up as a shootout and its hilarious to RP but my players are also super paranoid at using magic unlike when we play DnD cause it can backfire.
I rly like the qualities & flaws. Sadly the "normal" basic weapons like swords, axe and mace are all generic and dont have qualities. Feels a little unimmersive. We right now use: sword +5% when you use your opposed test in a defense situation / axe: on an even successroll you gain hack / mace: on an even successroll you gain pummel. Do you guys have houserules regarding weapons, maybe even more immersive ones?
Thorodeth I’m currently working on an extended armoury, when it started it was going to be pretty simple, based mainly on the 2e Old world armour, but the more research I did into weapons and armour the bigger it got. Swords alone account for 12 design types each with 3 style (short, standard and long). Had to modify and create some new qualities as well. I split penetrate into two, one for piercing and one for crushing. Nerfed Hack, impale no longer defeats weak points (another quality does that)... whole thing turned into a bit of a rabbit hole, but it’s slowly getting there.
Might try and make another, more simplified one when I’m done. A lot of the weapons in my armoury aren’t intended for PC use, some are mainly battlefield weapons (ie Pikes) and some are not going to be available as they come from far off lands. For the rest, I figured that that they are mainly for PCs and important NPCs only, and there for you’re only going to need to know what your weapons do, it’s not Skyrim and players aren’t going to need to carry 6-7 different weapons around with them. Lol
@@BalborValis Hi Andy, this sounds interesting and promesing. I do had a conversation on the Winds of Chaos Forums about this topic. One of the guys there had a pretty similar approach. He posted his modded qualities and flaws list there. Maybe check it out? You nerved hack? I really like the idea of damaging armour, especially since you counter crits with armour. It`s a good money drain too. Im not not decided yet, if i ike that a heavily armoured guy can negate most of the crits. Whats your experience with armour, hack & crits?
Shouldn't mace AT LEAST get the stun on head thing, probably hack too? They are anti-armor weapons after all, one of their IRL advantages being that the sizable kinetic shock can be delivered through armor. Also feels like swords should be able to pierce when used in a thrust. Imho axes should probably just have nastier stats than the others, maybe hack?
@@scelonferdi The hand weapons have changed in the new "Up in Arms". Axe gets hack and unbalanced, mace gets pummel and unbalanced. The sword as a "standard" weapon gets no bonus and no malus.
I really don’t understand how the secondary (offhand) weapon works. You can perform 2 attacks (primary weapon + secondary with a -20 melee) in a single round? Or you have to choose and perform only 1 attack? Nice content btw, and excuse my english.
Mako No worries!! The English was better than many of my neighbors (who were born here)! Where are you from? Traveling at the moment but wanted to thank you for a solid question. I’ll answer with detail when I’m home tomorrow. Cheers!!
MythBrigade thanks! I’m from Barcelona, Spain. I’m currently running a campaign and we’ve doing the 2 attacks/round if the have 2 weapons (-20 skill on the secondary) but It just feels wrong... once my players build 1 or 2 advantage... is just a broken mechanic. They dismember and mutilate every enemy with ease and there’s no feeling of danger anymore. Maybe I have to figure how to balance if the rule is like that. Thanks again!
@@santosjavi You can only use 2 weapons in one attack if you have the talent "dual wielder" (p136). It says "When armed with two weapons, you may attack with both for your Action." If you dont have the talent you can use either your main OR your off-hand weapon (p163). You still get the -20% unless you have ambidextrous. You can use your off-hand for parrying with either a weapon or a shield (everything that has the "defensive" quality). The -20% still applies. There is a good article by cubicle 7 wich is called "in defense of defense" check it out: www.cubicle7games.com/wfrp-in-defence-of-defence/
Mako To build on Thorodeth’s comment on dual wielding... If you’ve got a 1-handed weapon with the Defensive quality (like a sword breaker), you may also choose to use Melee(Parry) instead for your normal combat opposition roll. In this case, you do ignore the -20 off hand (page 296). Note that this is only if you have advances in Melee(Parry). If you fall back on Melee(Basic) you ignore the weapon’s qualities. So you’d have to take the -20 after all. I tend to agree that the balance of the advantage system is a little questionable and it’s something I’ve struggled with. I like it a lot but it can tip the tides of battle carefully. That said, I think it can go the other way as well! I like to think it’s like the THAC0 of 2nd Edition D&D. I despised it for the longest time but, once I got used to it... I was fine.
Can you describe the difference between Damaging and Impact weapon qualities? Looks like it is the same with Damaging being more flexible because it gives you the option of using SL for damage. Seems redundant to me.
Rombizio I agree that they are a little redundant. Though, impact is more significant because it adds more damage rather than giving you the choice of the SL or units.
@@MythBrigade But isn't Damaging the same? It adds the unit die too. I think this is very random. It can be a 1 or a 9. On 2ed our house rule was to just double the weapon dmg. It worked perfectly because dmg was consistent. Maybe I will just remove Damaging and use Impact for everything. Can you give an example using the same attack roll for both? Thanks!
@@Rombizio Could be wrong here but the way I see it if you roll a 19 with a damaging weapon you can either use the weapon damage or 9 but not both. With an impact weapon you take the weapon damage and ADD 9 to it making it devastating. However most weapons only allow impact when charging into combat not once engaged already.
Love the dwarf Slayer cosplay. Beard could be bigger.
And scalp tattoos! (OUCH!) Thanks for watching!!
I love this serie of rule breakdown! Bel lavoro! :-)
Thanks Maxx and thanks for watching!!
Do you subtract the opponents SL from the unit die from Damaging weapon?
I think longer weapons should allow for opposing an enemies atempt to close the distance, at least if unengaged.
Ive found this game heavily favors ranged weapons and I cant convince my players to go melee so big fights always end up as a shootout and its hilarious to RP but my players are also super paranoid at using magic unlike when we play DnD cause it can backfire.
Ambush them a couple times with melee powerful enemies that get in close before they can shoot them up. That’ll break the habit!
I rly like the qualities & flaws. Sadly the "normal" basic weapons like swords, axe and mace are all generic and dont have qualities. Feels a little unimmersive. We right now use: sword +5% when you use your opposed test in a defense situation / axe: on an even successroll you gain hack / mace: on an even successroll you gain pummel. Do you guys have houserules regarding weapons, maybe even more immersive ones?
Thorodeth I’m currently working on an extended armoury, when it started it was going to be pretty simple, based mainly on the 2e Old world armour, but the more research I did into weapons and armour the bigger it got. Swords alone account for 12 design types each with 3 style (short, standard and long). Had to modify and create some new qualities as well. I split penetrate into two, one for piercing and one for crushing. Nerfed Hack, impale no longer defeats weak points (another quality does that)... whole thing turned into a bit of a rabbit hole, but it’s slowly getting there.
Might try and make another, more simplified one when I’m done. A lot of the weapons in my armoury aren’t intended for PC use, some are mainly battlefield weapons (ie Pikes) and some are not going to be available as they come from far off lands. For the rest, I figured that that they are mainly for PCs and important NPCs only, and there for you’re only going to need to know what your weapons do, it’s not Skyrim and players aren’t going to need to carry 6-7 different weapons around with them. Lol
@@BalborValis Hi Andy, this sounds interesting and promesing. I do had a conversation on the Winds of Chaos Forums about this topic. One of the guys there had a pretty similar approach. He posted his modded qualities and flaws list there. Maybe check it out? You nerved hack? I really like the idea of damaging armour, especially since you counter crits with armour. It`s a good money drain too. Im not not decided yet, if i ike that a heavily armoured guy can negate most of the crits. Whats your experience with armour, hack & crits?
Shouldn't mace AT LEAST get the stun on head thing, probably hack too? They are anti-armor weapons after all, one of their IRL advantages being that the sizable kinetic shock can be delivered through armor.
Also feels like swords should be able to pierce when used in a thrust. Imho axes should probably just have nastier stats than the others, maybe hack?
@@scelonferdi The hand weapons have changed in the new "Up in Arms". Axe gets hack and unbalanced, mace gets pummel and unbalanced. The sword as a "standard" weapon gets no bonus and no malus.
I really don’t understand how the secondary (offhand) weapon works. You can perform 2 attacks (primary weapon + secondary with a -20 melee) in a single round? Or you have to choose and perform only 1 attack? Nice content btw, and excuse my english.
Mako No worries!! The English was better than many of my neighbors (who were born here)! Where are you from? Traveling at the moment but wanted to thank you for a solid question. I’ll answer with detail when I’m home tomorrow. Cheers!!
MythBrigade thanks! I’m from Barcelona, Spain. I’m currently running a campaign and we’ve doing the 2 attacks/round if the have 2 weapons (-20 skill on the secondary) but It just feels wrong... once my players build 1 or 2 advantage... is just a broken mechanic. They dismember and mutilate every enemy with ease and there’s no feeling of danger anymore. Maybe I have to figure how to balance if the rule is like that. Thanks again!
@@santosjavi You can only use 2 weapons in one attack if you have the talent "dual wielder" (p136). It says "When armed with two weapons, you may attack with both for your Action." If you dont have the talent you can use either your main OR your off-hand weapon (p163). You still get the -20% unless you have ambidextrous. You can use your off-hand for parrying with either a weapon or a shield (everything that has the "defensive" quality). The -20% still applies. There is a good article by cubicle 7 wich is called "in defense of defense" check it out: www.cubicle7games.com/wfrp-in-defence-of-defence/
Mako To build on Thorodeth’s comment on dual wielding... If you’ve got a 1-handed weapon with the Defensive quality (like a sword breaker), you may also choose to use Melee(Parry) instead for your normal combat opposition roll. In this case, you do ignore the -20 off hand (page 296). Note that this is only if you have advances in Melee(Parry). If you fall back on Melee(Basic) you ignore the weapon’s qualities. So you’d have to take the -20 after all.
I tend to agree that the balance of the advantage system is a little questionable and it’s something I’ve struggled with. I like it a lot but it can tip the tides of battle carefully. That said, I think it can go the other way as well! I like to think it’s like the THAC0 of 2nd Edition D&D. I despised it for the longest time but, once I got used to it... I was fine.
Ok. So.. a dagger is like 12/2
Does this mean.. 12 silver to 2 gold crowns?
Can you describe the difference between Damaging and Impact weapon qualities? Looks like it is the same with Damaging being more flexible because it gives you the option of using SL for damage. Seems redundant to me.
Rombizio I agree that they are a little redundant. Though, impact is more significant because it adds more damage rather than giving you the choice of the SL or units.
@@MythBrigade But isn't Damaging the same? It adds the unit die too. I think this is very random. It can be a 1 or a 9. On 2ed our house rule was to just double the weapon dmg. It worked perfectly because dmg was consistent. Maybe I will just remove Damaging and use Impact for everything. Can you give an example using the same attack roll for both? Thanks!
@@Rombizio Could be wrong here but the way I see it if you roll a 19 with a damaging weapon you can either use the weapon damage or 9 but not both. With an impact weapon you take the weapon damage and ADD 9 to it making it devastating. However most weapons only allow impact when charging into combat not once engaged already.
@@eldridgep2 Humm that would be a better solution than what I was reading. Interesting. Thank you for clarifying.