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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

There's nothing mechanically stopping them but the Career Compendium makes it clear they really prefer to go into battle bare-chested, both to show off the tattoos and because fluff-wise, they're A: Trying to die and B: Plate isn't going to fluff-wise save you from a dragon or giant stepping on you and you're better off with aggression and speed. Mechanically holy loving poo poo you want that Plate.

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wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


MonsterEnvy posted:

I thought Slayers were allowed to wear armor. They just don't cause it reduces the chance of them getting killed.

Part of the Oath is no armor, because Grimnir didn't wear armor you loving pansy now go die like a dwarf.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Like I said, a high tier fighter who can't wear plate is going to get totally destroyed by any other high tier fighter who can in 2e. A naked Slayer with the best possible roll on Toughness has 80 Toughness (85 if they somehow grabbed Very Resilient from another career before taking the Oath), and at best possible Str has 70 Str. SB 7, TB 8 is awesome, but let's put that guy up against an Imperial Champion in Plate. That guy's got the same number of attacks, same weapon skill advance (10 less since they're not a dwarf), only 1 or 2 points less SB (Maybe same SB if they had), and despite a lower TB, they've got 5 points of armor. That's going to advantage a duel a lot towards the Champion, since they absorb a lot more of the Slayer's attacks than the Slayer can do to them.

It gets even worse if you're fighting the sort of stuff a Slayer is supposed to, because monsters tend to have tons of Attacks (but meh Weapon Skill) so if, say, a Hydra gets lucky the Slayer's eating 5 attacks, only 2 of which they can try to stop unless they're spending Fortune for extra parries. And TB 8 with probably 20 Wounds won't stand up to a bunch of Damage 6 Impact hits. Armor was just too important to make a class that doesn't wear armor effective if they actually didn't wear their armor at high tiers. Meanwhile, a maxed Bret Questing Knight can probably solo that hydra. Especially if they have Heroism but that's because, having played a campaign with it, Heroism is kind of busted in its current state.

I think Slayers in 2e suffered a lot from no Dorf book. I'm pretty sure they could've made them keep up mechanically and given them cool poo poo like the Bret Knight if they'd had their own book to put it in. Stuff like that 'SB=enemy TB if it's higher than your base SB' is exactly what they needed.

Night10194 fucked around with this message at 02:20 on Sep 16, 2018

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
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2014-2018

WFRP 4e - Leaders of Men

Leadership is primarily used to order people around during chaotic situations. They may be resisted if you aren't actually supposed to be in charge, or if your orders are very difficult. In combat, it can be used to give a bonus to Psychology tests to your subordinates, or to move Advantage off yourself and onto an ally. This is super good.

Lore needs specializations. Having a Lore means you don't need to make rolls for broad access to relevant facts. Specific, less-known stuff needs rolls. In combat, the main use of Lore is to gain Advantage when the area you know about is relevant.

Melee needs specializations. If you lack the appropriate specialization, the penalty varies based on what weapon you're trying to use, more on that later. Besides that, it's combat.

Navigation lets you find your way in the wilds with landmarks, the stars or maps. As long as you have the skill at all, you have a rough idea of where you are at all times and can find your way between major landmarks without a roll. Rolls are needed if you're disoriented or far off-track. It's also used for long journeys, but not combat.

Outdoor Survival is your skill for foraging, hunting, fishing, building fires and so on, as well as predicting the weather and finding beast spoors. It's rolled when camping to get sustenance and shelter, and can be used in combat to gain Advantage while in the wilderness. Set Trap can also be used for foraging, and Lore (Herbalism) to find medical herbs.

Perception notices stuff with your senses. Very useful in general. In combat it can be rolled to notice important but non-obvious details about the environment and opponents, according to the GM's whim.

Perform needs specializations. It entertains people! In combat, you might use various Perform skills to distract people and gain Advantage, or might use Perform (Acrobatics) in place of Dodge sometimes. Perform (Firebreathing) is a skill, incidentally, noted to be useful as a potential weapon if you have the gear to use it.

Pick Lock...does what it says.

Play is like Perform, but with instruments.

Pray is used to call on the gods. Most of its rules are in the religion and magic sections. In combat, though, you might use Pray to meditate and clear your mind in combat, gaining Advantage, or can be used in place of Intimidate against those that fear your god.

Ranged needs specializations. If you lack it, same penalty stuff as Melee, IE, it's in the gear chapter, or the combat chapter.

Research is about getting information out of libraries and so on and cannot actually be used unless you're literate. If you are and have the skill, however, then no roll is needed to get info out of a well-maintained library, given enough time. Specific, obscure info or rushing it will take rolls. It has no combat uses.

Ride needs specializations for what animal you can ride. Rolls are mainly needed when doing dangerous or non-normal riding, or riding in combat, so long as you have even one Advance. If mounted, you use the steed's Movement in place of your own, and use Ride to make it do any athletic stuff instead of Athletics. Long journeys also may require Ride tests. Mounted combat is in the combat chapter.

Row is about...rowing boats. It is typically rolled only when racing, doing dangerous stuff or otherwise performing unusual feats of rowing, so long as you have the skill at all.

Next time: Skills That Begin With S

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Is there no equivalent to the Ordinary weapons in 2e anymore?

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Night10194 posted:

Is there no equivalent to the Ordinary weapons in 2e anymore?

That'd be Melee (Basic). They exist. The penalty for most melee weapon groups is that if you lack the skill and use them, you lose any of the weapon's Qualities and retain all of its Flaws. Of those, the only Basic weapons that have any Qualities are shields. Flails are the only weapon group that have an additional penalty when used unskilled.

Basically, Melee (Basic) is a skill that can make you better at swinging Basic weapons (Hand Weapons, daggers, knives, shields and improv weapons) but not having it won't make you worse.

e: Crossbow and Throwing weapons can also be used untrained, unlike other Ranged weapons, but with the same penalty as most Melee weapon groups.

Mors Rattus fucked around with this message at 02:33 on Sep 16, 2018

MonsterEnvy
Feb 4, 2012

Shocked I tell you

wiegieman posted:

Part of the Oath is no armor, because Grimnir didn't wear armor you loving pansy now go die like a dwarf.

Don't think this is true. Ungrim the Slayer King wears armor. (He is not the King of Slayers, just a King who is a Slayer.)

Edit:Mistook kings.

MonsterEnvy fucked around with this message at 15:38 on Sep 16, 2018

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

MonsterEnvy posted:

Don't think this is true. Thorgrim the Slayer King wears armor. (He is not the King of Slayers, just a King who is a Slayer.)

He has advanced beyond being a Dragonslayer or Daemonslayer into the realm of being a Politicsslayer, truly the dreadest of foes.

ZeusJupitar
Jul 7, 2009

MonsterEnvy posted:

Don't think this is true. Thorgrim the Slayer King wears armor. (He is not the King of Slayers, just a King who is a Slayer.)

Ungrim (Thorgrim is the high king) is trapped between the Slayer Oath and the King's Oath. He wears armor because not doing so would be a dereliction of the king's duty to survive and keep leading.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

ZeusJupitar posted:

Ungrim (Thorgrim is the high king) is trapped between the Slayer Oath and the King's Oath. He wears armor because not doing so would be a dereliction of the king's duty to survive and keep leading.

Yeah Ungrim thanks for the correction. I know why he wears armor. It's because his life is paradoxically valuable despite him having to seek death. But the fact he wears it means the Slayers oath allows it is all.

MonsterEnvy fucked around with this message at 15:41 on Sep 16, 2018

Young Freud
Nov 25, 2006

wiegieman posted:

Part of the Oath is no armor, because Grimnir didn't wear armor you loving pansy now go die like a dwarf.

You think they'd be cool with armor unless it's the favored circumstances. It's not a glorious death if you get felled by some random bandit or worse nature.

Hunt11
Jul 24, 2013

Grimey Drawer

Young Freud posted:

You think they'd be cool with armor unless it's the favored circumstances. It's not a glorious death if you get felled by some random bandit or worse nature.

That would require Dwarven honor to make sense. Two clans had been feuding for so long that they had forgotten why they were fighting and on the bring of being wiped out the two clans agreed to let bygones be bygones. The Dwarf gods on the other hand were having none of that so caused a statue to collapse on the two leaders and so the two clans got back to feuding before being wiped out.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Hunt11 posted:

That would require Dwarven honor to make sense. Two clans had been feuding for so long that they had forgotten why they were fighting and on the bring of being wiped out the two clans agreed to let bygones be bygones. The Dwarf gods on the other hand were having none of that so caused a statue to collapse on the two leaders and so the two clans got back to feuding before being wiped out.

Blood or Gold.

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

Young Freud posted:

You think they'd be cool with armor unless it's the favored circumstances. It's not a glorious death if you get felled by some random bandit or worse nature.

Here lies Ulrick Grimbeard, killed in honorable combat with this coconut that fell on his head, killing him instantly

Young Freud
Nov 25, 2006

Improbable Lobster posted:

Here lies Ulrick Grimbeard, killed in honorable combat with this coconut that fell on his head, killing him instantly

Ivor Undermountain, died in heroic battle from tetanus following stepping on a rusty nail.

To be fair, it was a rather big rusty nail, so he gets his Giantslayer cred for that.

Alien Rope Burn
Dec 4, 2004

I wanna be a saikyo HERO!


Rifts World Book 19: Australia, Part 7 - "Natural Spell Caster with innate magical properties similar to Faerie Folk and other creatures of magic (also known as a 'Nate')."


"SHAKE MY HAND?!"

Mutants
By Ben Lucas & Kevin Siembieda

So, while mutants were mentioned wayyy back in the original Rifts RPG, and hinted at but never included in books like Warlords of Russia, here we get legit mutant rules. The exact origins of the mutations is left vague - maybe radiation, a viral mutagen, magic, demonic meddling, etc. The Aboriginal peoples claim that mutations are blessings from being closer to the Dreamtime as chosen by the Rainbow Serpent, making people closer to "animal-like perfection". Many thusly work with the indigenous people, being valued by them. Others are corrupted by Tikilik, while some doing gangs or bandits to become known as "Phreakers", mutants who prey on the weak. Outbacks just call them "Muties", but the term isn't particularly derogatory. The term "Phreakers", however, comes from Perth and Melbourne, where mutants are treated as second-class citizens. Many join the military, where they at least escape a lot of day-to-day prejudice as they're often assigned outside the city - but face the biggest risks as a result. Ironically, many city-born mutants carry the prejudices of their origins and presume Outback muties are animalistic threats and menaces.

We get three tables mutants roll on: Physical Deformity, Special Mutant Powers, or Additional Special Abilities. Each says "pick one or make a random roll", so the odds of each result aren't terribly relevant.

The majority of results on the Physical Deformity table make you look like a specific animal, usually distinctly Australian: snake, koala, platypus, "feline", "canine", bat, kangaroo, lizard, bandicoot, tasmanian devil, thyalcine, or echidna. There's also looking like a tall skeletal person, third arm, or a mix of multiple animals (the latter of which seems to have no real in-game effect...?). Or you can just look normal. Furry alert: We're told 33% of canines get a special +8 to Affinity due to wolf charm. And if you get that bonus, you also get a special bonus to any one physical attribute. Ditto for felines, but the +8 is to Beauty instead. As a feline or canine get a choice of Thundercat or full-on Battle Beast, but either way you can be a looker.

To all the tasmanian devils and platypi out there, I just want to say: don't let Palladium tell you that you aren't beautiful. You're gorgeous just the way you are, even in this post-apocalypse world of feline and dragon-centric beauty standards. (Also, don't let a table ever call you 'Deformed'.)

Next is Special Mutant Powers, the majority of which are psychic power sets of various stripes. Other possible powers include very minor spellcasting, magic immunity, and becoming a super-strong mega-damage being (the former two convert one into a very-weak mega-damage being).

Lastly, you get one from the Additional Special Abilities, which are general advantages like getting a bonus attack, Intelligence, Strength, become M.D.C., get good at swimming or hiding or climbing or running, shooting lasers, or having wings- but none of it is connected to your physical mutation. So you could be a winged kangaroo mutant, a genius tasmanian devil, or a high-speed koala person. Mind, the fact you can choose makes some options redundant. Why become a Minor M.D.C. creature when you can become a Major M.D.C. creature? Why become a Natural Climber when you could have wings? Well, I guess they're penalties for the fools who opt to roll. Each has its own nickname, like "Zap-Sack" for a electrokinetic or "Magic Back Rounder" for magic immunity.

Then we get two new classes for mutants: the Outback Mutie R.C.C. and the Phreaker Military Grunt. Neither have any requirements other than being mutants, but it's not clear what classes mutants might be able to take otherwise (though it's possible to end up as a Mind Bleeder from Africa or Psyscape or a Mind Melter on the powers chart). Neither class is too unusual - the Mutie is a generic adventure and the Military Grunt is... another Military Grunt class. *grunt*


Ty and Knuckles get reinvented for the gritty reboot.

Lastly, there's a parallel to mention about the Australian mutants in this book and the Australian mutants in another Palladium book. The After the Bomb setting, in which animals are mutate after the apocalypse and come to dominate the Earth, had an Australian supplement called Mutants Down Under. In it, animals that had mutated were seen by Aboriginal peoples as spirits that had come to reclaim the Earth for the animals and- well, it's pretty much a direct parallel here, right now to some mutant animals working for evil human fascists (though in Mutants Down Under, they were Jakartans in blimps instead).

Next: Koalas vs. Crocodiles.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Young Freud posted:

Ivor Undermountain, died in heroic battle from tetanus following stepping on a rusty nail.

To be fair, it was a rather big rusty nail, so he gets his Giantslayer cred for that.

Then they would have sworn vengence against the nail like they did that mountain.

Karak Azul Book of Grudges, 2315 posted:

Engorged with magical power, the Shaman gestured and our Longbeards fell. At its beckoning screech, the feet of some foul greenskin god descended, grinding a hundred Ironbreakers to death. With each incantation, the Shaman's power grew until its eyes sparked with hate and malice.

Then, with a crash akin to a thousand cannons sounding, the Shaman exploded. The detonation caused the ancient walls of the pass to topple and fall, crushing all beneath them.

For ten thousand kindred dead we swear vengeance against Grimspike pass. No peace until the mountain is mined to exhaustion and the rocks of the pass are as dust.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
That 'tall, skeletal' result on the mutation table is probably a reference to the Mimi.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
I think the upside there is that dwarves don't forget debts and favours the same way they don't forget grudges, usually.

Hunt11
Jul 24, 2013

Grimey Drawer

Ghost Leviathan posted:

I think the upside there is that dwarves don't forget debts and favours the same way they don't forget grudges, usually.

That can just as easily be viewed as another way to accumulate grudges as forgetting the slightest of favors is all that is required for a blood feud.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Hunt11 posted:

That can just as easily be viewed as another way to accumulate grudges as forgetting the slightest of favors is all that is required for a blood feud.

Let us not forget the time an accounting mistake resulted in them being shortchanged a few pennys for building a fort so they wrote that down then came back 50 years later to smash the fort in vengeance. Then when they were satisfied the grudge was fulfilled when the guys payed them, they wrote down more grudges for the guys that died trying to take the fort.

Alien Rope Burn
Dec 4, 2004

I wanna be a saikyo HERO!

Bieeanshee posted:

That 'tall, skeletal' result on the mutation table is probably a reference to the Mimi.

That's possible, but I'd presume it's just a typical stock entry for Palladium games, given they show up as their own entry... well, very shortly!

Mors Rattus
Oct 25, 2007

FATAL & Friends
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WFRP 4e - This Update Brought To You By The Letters S and T

Sail requires a specialization, and it is for operation of a sailing vessel, including all the knotwork, steering and so on that goes into it. As long as the ship has sufficient crew, it'll only require a roll for when you're pushing it or doing dangerous stuff, so long as you have the skill. If you have at least one form of Sail, all Sail specializations become basic skills for you. You can also use it to roll for tying people up.

Secret Signs requires a specialization. It's about how to leave and interpret specific coded messages and markings, and is rarely actually rolled. Mostly you either have it or don't, with rolls only if the signs are disturbed or worn, or you're pressed for time while leaving them. Most messages are going to be simple, no more than three words. The primary codes it's used for are those of the Gray Order (most of which are perceptible only to wizards and known only to Grey Wizards, used to highlight safe houses, dangerous spots, areas where wizards unwelcome and so on), Guilder (used by the guilds, mostly individual to specific guilds and used to identify stuff important to those guilds), Ranger (used by woodsmen, mostly to mark territory, point out danger or show safe paths), Scout (used by military scouts to note foraging areas, supply routes and dangers), Thief (used to show hiding spots, safehouses, patrolled areas and so on) and Vagabond (hobo code).

Set Trap is used both to set and disarm traps of all kinds. Rolls are typically needed only under pressure or time constraints, or for especially complex traps.

Sleight of Hand is used to pick pockets, palm things and do street magic. You can also roll it to cheat at games of chance. It isn't super useful in combat but you can get creative, I'm sure.

Stealth requires a specialization. It is for creeping and hiding. You use it to avoid notice and shadow people, though you also require Perception for that. Stealth is used in combat to set up ambushes or to sneakily flank foes. More in the combat chapter on that.

Swim is swimming. If you have any ranks, you are assumed to be able to swim freely without a roll, rolling only in dangerous situations. It is used in combat if you're in the water, where it takes the place of any Athletics use for movement.

Track is used to follow trails left by the passage of others. Perception covers the easy stuff, like footprints in snow. Track is for harder stuff, or for hiding your trail.
It has no real combat use.

Trade needs a specialization. It's your ability to make things or provide services, plus your knowledge about said trade. If you have the skill, you don't need to roll for most relevant tasks, so long as you have the tools and resources needed. Rolls are for when you don't, or when you're working under time pressure, or when you're trying to make something high quality. You can also use it as a Lore skill for facts related to the specific trade. Most Trade skills have no use in combat, but it is certainly possible that a Trade might be situationally relevant and useful to gain Advantage or identify potential weapons - say, Apothecary in an apothecary's shop to ID which potions will be good to throw at people.

That brings us into Talents! Most Talents can be taken multiple times, capped by one of your stat bonuses. Some can only be taken once, some have no cap. Most will also provide a bonus to specific tests, which takes the form of +1 SL per purchase on any successful roll of the tests involved. Specifically successful rolls - these make you succeed better, they don't prevent failure. Then the Talent also does whatever it says it does. Most Talents are provided by going to the appropriate class and learning them that way, but you can pay a large sum of money during downtime plus extra XP to learn Talents that aren't in-class for you, if you can find a teacher.

I will not go over most of these, except to note that Dual Wielding works thusly:
When you have two weapons and the Dual Wielder Talent, you can make an attack with both weapons. First you roll to hit with your main hand weapon. If you miss, you're hosed, both weapons miss. If you hit, it deals damage as normal, you resolve it, and you then reverse the attack roll to get your attack roll with the offhand weapon, modifying your Melee as required for the off-hand penalty. The defender gets to make a second roll to defend against this attack, and if you hit, you deal damage as normal.

The exception to this is if you rolled a critical hit, which means both the tens and ones digit were identical. If this happens, you instead use the roll on the crit table as the roll for the second attack.

So why, you ask, would you ever not double attack? Well, if you use the double attack, your defensive rolls get -10 until the start of your next turn, and you don't gain Advantage from a double attack unless both attacks land.

The only really notable Talent that is not native to any class is probably Chaos Magic (Lore), which gives you a single Chaos spell from the selected Chaos Lore, plus a Corruption point. It is notable in that it never increases in cost no matter how many times you take it, though.

...oh, and Doomed, which you get by being Human, and which sucks. If you die in a situation related to your Doom, your next PC begins with half as much XP as your old PC had. Greeeeat. I have modified it in my game so that if you have it, have 0 Fate and are in a situation related to your Doom, you can reverse any roll if that'd make it succeed, as you either embrace the fact that your time has come or become terrified and fight to survive extra hard. Very potent but it will almost never come up.

Next time: How am rules work

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I really want to know who came up with the idea of that 'half EXP' thing as a 'bonus' and what the hell they were thinking, since it's come up multiple times.

psudonym55
Nov 22, 2014
Starting new characters with no experience seems to have been what was expected in previous editions.
The Thousand Thrones is it has a section in the intro telling the gm not to do this and to give an idea of how much exp
a new character should have based on the chapter they are starting in. They probably decided they wanted to keep it but "reward"
a player who did something significant. Either way it's a pretty lovely system especially for long term campaign play.

psudonym55 fucked around with this message at 13:25 on Sep 17, 2018

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Starting new characters anywhere but the same power level as existing characters is a hilariously dumb idea.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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#1 Builder
2014-2018

WFRP 4e - Surprisingly Simple

I'm not gonna patronize y'all, you know how dice work in wFRP. D100, roll under your stat or stat plus skill advances. Binary success/fail is a Simple Test - all it cares about is if you succeeded. Incidentally, by default, 96-100 is always a failure and 01-05 is always a success. You are free to modify that, says a sidebar. (Another sidebar says all rules can and should be modified if it's more fun for your table, but not to confuse fun with never failing.) Some notable mechanical terms we should remember: doubles, which is when the 10s digit and 1s digit are the same number, and reverse, which is swapping the tens and ones digits.

We also get an excellent flowchart about when to roll dice, and when to go for a Simple Test vs a Dramatic Test. A Dramatic Test cares about how much you succeed or fail by, and we'll get into it in a moment.



The game also has an excellent sidebar on social rules - be nice to new and inexperienced players, respect boundaries and topics people do not want to deal with in the game without requiring them to justify themselves, don't have fun at other people's expense, discuss what is and is not good manners at the table, make sure everyone is involved, don't be needlessly awkward or split parties for no reason (it slows play), don't start rules arguments at the table and leave discussions of bad rules calls for after the game, and make sure to mentor and be age-appropriate if there's young er players, among other things.

Now, Dramatic Tests! This is where SLs come in. you make your roll, see if you succeed or fail. Then you take the 10s digit of your roll and subtract it from the tens digit of the target stat or stat+skill you were rolling against, after all modifiers. The higher the SL, the better you do. Optionally, for every full 10 points over 100 that the stat or skill was, you get +1 SL on a success. 6 SLs or more is pretty much legendary - you succeed perfectly, as well as it is possible to do, with extra luck and fortune thrown in. 4-5 SLs is 'Yes, and...' territory - you succeed better than expectations. 2-3 is solid success - you get what you wanted. 0-1 SLs is 'yes, but...' territory - you get what you wanted, but imperfectly or with side effects you didn't want. -1 to 0 is 'no, but...' - you fail, but some of what you wanted happens. -2 to -3 is 'no' - you fail. -4 to -5 is impressive failure - 'no, and...' territory. You screw up, and stuff gets worse on top of that. -6 or less is amazing failure, everything goes badly in the worst possible way.

Optionally, if you don't want to spend time calculating SLs, you can just take the 10s digit of any successful roll as its SL. It screws with the probabilities some but it's fine for just keeping things moving. Failure calculates SL the normal way, because otherwise you will get hosed up bad by any failure.

Also of note, if you roll 01-05, you get +1 SL or your rolled SL, whichever is better, and 96-100 means -1 SL or your rolled SL, whichever is worse. It will usually be your rolled SL in both cases, but they did account for the outliers. Optionally, you may also import the Critical rules from the Combat section - any test that rolls doubles is a Critical, either very very good or very very bad.

Modifiers are the same as in 2e, - +10, +20, -10, -20, etc. You will rarely see modifiers worse than -30, but it's possible if things get nasty enough. Opposed tests are also pretty similar - you roll, someone else rolls, and whoever has the better SL wins. If there's a tie, the GM may either declare a stalemate and nothing happens, or you reroll both tests.

Extended Tests are required sometimes, and basically this is a series of Dramatic Tests in which you add the SLs you get from each test together. If the total SLs ever go below zero, the test fails and you have to start over if this is possible. Optionally, any success adds at least 1 SL, and any failure removes at least 1 SL, even though an SL of 0 is possible on both rolls.

Can you help people make tests? Yes! Provided:
1. You have at least 1 Advance in the skill being rolled.
2. You are close enough to the person making the roll.
3. It isn't a roll to resist disease, poison, fear, hazards or anything else the GM rules is inappropriate for assistance.
4. There aren't already too many people helping; you can't have more assistants than the approprate stat bonus.
Each helper gives a +10 modifier.

Some rolls will be 'combined' tests - that is, you take the single roll and compare it to two different skils, with mixed success and failure if you don't pass or fail both. This is used when two skills are both very important for the job, and is done because having to pass two tests in a row for a single task actually significantly reduces your odds of succeeding overall if you have to do two rolls compared to one.

Next time: Combat

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.

Mors Rattus posted:

...oh, and Doomed, which you get by being Human, and which sucks. If you die in a situation related to your Doom, your next PC begins with half as much XP as your old PC had. Greeeeat. I have modified it in my game so that if you have it, have 0 Fate and are in a situation related to your Doom, you can reverse any roll if that'd make it succeed, as you either embrace the fact that your time has come or become terrified and fight to survive extra hard. Very potent but it will almost never come up.

Doomed actually says your next character gets bonus XP equal to half your dead character's total.

Granted the book has no guidelines on how much XP to give a replacement character, which sucks, but it seems pretty clear that whatever you decide to give a replacement character, Doomed gives them an extra 50% of your previous character's.

Which I suppose means if you give new characters more than half the rest of the party's XP, you could farm XP by strategic serial suicide.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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2014-2018

...okay, yeah, I misread that.

gonna stick to my houseruled version tho

Alien Rope Burn
Dec 4, 2004

I wanna be a saikyo HERO!


Rifts World Book 19: Australia, Part 8 - "As you can imagine, the koala-men were a fierce sight, drippin' blood from their claws, some of em carryin' weapons."

Optional Player Races

It's time for things to go full Rifts.

Kwarla R.C.C.
Optional Player Character R.C.C.



When will you rage?

Yes, it's not enough to just have people who have mutated into half-koala people, let's have people that have been transfigured into half-people koalas. It's a Megaverse™ of options! Supposedly there are a number of native animal spirits in Australia, and the "The Great Koala" passed on his koala rage onto a group of humans to help them survive in this new land, making them into magical koala people. Also, he wanted to pass on his koala rage so he could koala nap instead. No, seriously, that's not exaggeration or a joke, that's the actual reason.

The Kwarla are stocky four foot humanoids who build Ewok-ish tree communities. They're apparently allied with the Millennium Trees, which presumably were intended to be detailed in Mystic Australia, but that never happened. They have regressed to the wood, stone, and bone level of technology, but are mega-damage creatures. They're curious, buff Ewoks with a kind disposition, but they're go full wookie on demons and other creatures of supernatural evil.

An interesting note is that they down't really understand lies or deception and are brutally honest at all times. Unfortunately, Palladium editing rears its shrouded head in agony! It says that "guile and deception are alien to them" but then goes and says "Kwarla are masters of the ambush". Crikey, make up your mind! For whatever reason, they have strongly gendered roles: guys get to be demon hunters or mystics, while "all females are providers". What's a provider? Gatherers and housewives, more or less. But supposely one tribe has one female that's one mystic! That's progessive!

As a mega-damage species, they're a bit dim, but very strong-willed, strong, agile, and tough. They can climb very well, ignore vampire mind control, power up with aura that triples their mega-damage, have claws they can animeify by calling upon their "Claws of Vengeance!" and then do suprisingly solid damage against the supernatural (but not against the technological). Males get physical psychic powers, while females get sensitive and healing powers. They have a default "Demon Hunter" R.C.C. that's a master of the wilderness and does some combat, while female Kwarla have the "Provider" variant that's essentially the same with more domestic skills instead of fighting skills.


"Koala! You seek Koala."

Finally, we have the "Kwarla Mystic" R.C.C., which is similar to the existing Mystic class from the corebook in that it's kind of a half-assed master psychic and half-assed wizard, but also gets the ability to do very vague divination a number of times equal to (level per month). Seriously, it says "The G.M. should answer the questions as vaguely as possible..." so it's an ability that exists at the GM's sufferance. They also get the favor of Millennium Trees and other "Millennium Entities" (it's said that the Great Reef is one, but this remains undetailed due to - once again - the lack of a Mystic Australia). While they get bonuses to their endurance (both) and mental attributes, they don't get the magic aura or claws as a result. Or, at least, I think that's how it's supposed to work. It's not clear. Palladium editing!

The Mokoloi
Reptile Men of the Northlands
NPC Villain & Optional Player R.C.C.
By Ben Lucas & Kevin Siembieda



"Come see our scenic stone blocks!"

So, we already had Tautons and Crocodilians in Africa, but why not add on another race of crocdudes? Why not go mad?

Originally the Aboriginal peoples thought these were a blessing of a crocodile spirit, like the Kwarla, but it turns out that they're D-Bees from another world. They lived on a swamp world hundreds of light-years from Earth, and developed an advanced civilization that used magic and technology. However, their technology was dependent on "the properties of water", and when a mysterious geological disaster dried up the planet, their civilization collapsed along with it. However, a number of them saved themselves cyrogenically, and a Mokoloi wizard found these preserved remnants and warped them to Earth, dying with the strain of the spell.

The survivors see this as a second chance to rebuild their empire. Some have journeyed outward across the sea, not to be seen again (some have created settlements in Southeast Asia), but most are located in the Northlands of Australia. They're deeply religious and debate why they ended up on Earth incessantly. Ultimately, though, they're trying to reinvent their society and relying far more heavily on magic than they used to.

Though oligarichal, they're also matriarchal and men are slightly disadvantaged in society. They're a very strength-focused society and exile the old, severely sick, or those with a disability as to not have them be a "burden". Well, at least they don't eat babies.

They tend to be prejudiced against "mammals", and encounters with raiders and tech-city scouts haven't helped matters. In addition, they're generally somewhat paranoid due to their own insecurity, and quick to try and assert their dominance. However, they have a strong sense of debts and will likely to ally with those they believe they owe. They're not just relentless invaders, even though they believe Australia to be their "chosen land", and haven't expanded too quickly. However, they do believe that humans will eventually need to be driven out. They've somehow gotten a burgeoning alliance with the ordinarily isolated Horune Pirates (from Rifts World Book Seven: Underseas), some of them even joining up for a pirate's life. It emphasizes they have a high rate of birth, though, and likens them to other invasive species.

As a racial character class, they're minor mega-damage creatures with overall high attributes (save for beauty), with strength and physical endurance being the highest. They're semi-aquatic and need to be immersed about every 48 hours or suffer penalties, and they might even die if left outside of water for months. Males (and only males) get a special martial art that gives them more damage, a special crushing grapple does damage directly to hit points (if you're not mega-damage), and a "roll-over" attack where they grapple you and roll over and over. This does damage as per the crush, and makes it really hard to escape the grapple, nearly ensuring death to armored humans as they take an average of 31-32 damage directly to HP every 15 seconds if they don't break free. (A level 6 average human will have 31-32 HP). Females get a broader selection of spellcasting classes and scholar classes, while males are mostly combat classes. It notes you have have to adjust skills / equipment of existing classes for them, but doesn't say how.


Is that a handle next to the barrel ports?

Mokoloi Technology & Equipment

While they've lost most of their native technology, the Mokoloi have reinvented a fair amount of it. In addition, they have Stone Magic and ley line harnessing pyramids, but are loathe to share any of their technology because gently caress you, PCs, you ain't gettin' none of this!

All of their weapons have neat alien names that make them tricky to sum up or pronounce like "Arl Wrl Kim" or "Maa Rohk Cra". Their weapons are techno-wizard tech, like a "Constrictor" Web Gun that shoots magic nets, a "Knuckle Duster" that makes crappy punch lightdaggers that can also be fired off, a Lava Gun that does middling damage to a target and very minor damage in a "splash zone", and a "Warrior's Blade" - a barbed sword that does minor mega-damage, and magically returns after a toss. They also have explosives that are just reskinned human explosives.


Armor: now in a convenient squeeze tube!

Then we get armor for them as well. The "Snake Back" or "Wrap" Armor (60-90 M.D.C.) is a techno-wizard goo that wraps around the body to become an near-invisible skin around its wearer (and clothes, if left on before application), and flakes off like snake skin when damaged. We also have the "Prey Stalker" Combat Powered Armor Suit (280 M.D.C.), which is overloaded with weapons - flame gun on the back, "lava launcher" in the mouth, silver mega-damage blades on the arms, and concealed... sonic blast weapon, concealed eye lasers, and a concealed electric zapper. Granted, the only ones you need to use are either the flame gun (21 M.D. average) and the sonic blast weapon (knocks people over).


"I'm a stalker, but not a stalker. Don't get it twisted!"

Shadow People R.C.C.

So, this is a race that existed on Earth in ancient times (whether or not they're native to Earth is unclear), but were put to sleep by the fading of magic. They had good relations with local people in ancient times, and after their reawakening they reestablished good relations with the Aboriginal peoples since they're like "Oh, you're still around!". Which actually makes sense! A small breath of fresh air compared to the "they like native peoples because it's a mystery!" that Spirit West fell back on every time.


"Th-this is my hole! It was made for me!"

Though cripplingly socially averse, they are highly curious and have a tendency to sneak around and spy on people. They're also generally benevolent and try and help folks out and stop evil when they can. They generally rely on magic, only having basic tools. They tend to live inside a a pocket dimension of well-lit caves that they can only enter through cracks in large rocks and rocky surface, and if the rock is broken, their home is destroyed and they're ejected. PC ones are noted to likely be more outgoing and curious than most.

As a class, they are weak-willed and not very strong, but have a high affinity and get to be very minor mega-damage creatures. They have a number of magic powers, like hiding in rocks, becoming a 2d image that can slide around surfaces, and become less visible in shadows (to being invisible in total darkness - though that seems like it'll be academic with many characters). They get a variety of wizard or temporal magic spells (from Rifts World Book 3: England), but they lose their natural powers around ley lines and ley line storms.

Next: Your life hangs on the buzz of a didgeridoo.

OvermanXAN
Nov 14, 2014

Alien Rope Burn posted:


Shadow People R.C.C.

So, this is a race that existed on Earth in ancient times (whether or not they're native to Earth is unclear), but were put to sleep by the fading of magic. They had good relations with local people in ancient times, and after their reawakening they reestablished good relations with the Aboriginal peoples since they're like "Oh, you're still around!". Which actually makes sense! A small breath of fresh air compared to the "they like native peoples because it's a mystery!" that Spirit West fell back on every time.


"Th-this is my hole! It was made for me!"

Though cripplingly socially averse, they are highly curious and have a tendency to sneak around and spy on people. They're also generally benevolent and try and help folks out and stop evil when they can. They generally rely on magic, only having basic tools. They tend to live inside a a pocket dimension of well-lit caves that they can only enter through cracks in large rocks and rocky surface, and if the rock is broken, their home is destroyed and they're ejected. PC ones are noted to likely be more outgoing and curious than most.

As a class, they are weak-willed and not very strong, but have a high affinity and get to be very minor mega-damage creatures. They have a number of magic powers, like hiding in rocks, becoming a 2d image that can slide around surfaces, and become less visible in shadows (to being invisible in total darkness - though that seems like it'll be academic with many characters). They get a variety of wizard or temporal magic spells (from Rifts World Book 3: England), but they lose their natural powers around ley lines and ley line storms.

This... this seems actually somewhat passable. How about that.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal

OvermanXAN posted:

This... this seems actually somewhat passable. How about that.

they're actually based on creatures from indigeonous myths called the Quinkin. I think they were a lot nastier in the old stories though. Interestingly you could repel them by placing quartz near a fire, they hated the refracted light. Maybe in the Megaverse that'd translate to a weakness to Lasers.

Midjack
Dec 24, 2007



Alien Rope Burn posted:



Rifts World Book 19: Australia, Part 8
"The Great Koala" passed on his koala rage onto a group of humans

Watch to the end and listen to the true koala rage.

Alien Rope Burn
Dec 4, 2004

I wanna be a saikyo HERO!


Rifts World Book 19: Australia, Part 9 - "In all cases, opponents are at -2 to parry and dodge boomerang attacks, as they are highly unpredictable missile weapons difficult to avoid and defend against (trust me, I know from experience)."

Skills For Down Under

So, we get a new skill section once again, and one of the issues with these - aside from all the usual issues of skill bloat and paltry starting chances of success - is that some of these have become "standards" for new classes, so they keep having to reprint them literally every two books or so. So a lot of these skills are "new" in that they aren't in the corebook, but have appeared before or even several times before in other books. For example, all of the "Cowboy" skills from New West are reprinted as "Aussie Cowboy" skills. Many other skills from other books are reprinted, including such stars as Basic Mechanics, Dowsing, and Breed Dogs.

Weirdly, there's a note you can't learn any of these new skills without spending time in Australia unless you spend 7-12 months in the country, which might make sense for something like Lore: Dreamtime, but not so much for W.P. Spear or Whittling. Yes, of course Whittling makes an appearance. It's an Cowboy Aussie Cowboy skill! You can buy it twice to be a professional Whittler! This is seriously a choice you can make! Why! I don't know!


"I'm here to whittle and kick rear end, and I'm all out of wood."

Sooo let's go over some of these new skills. Not all of them. I have some mercy.
  • Corroboree: This term references traditional dances done by Aboriginal Australians, but in Rifts World Book 19: Australia, it instead refers to a dance used to contact the Dreamtime. The actual term varies by region, but that's not a complexity for a Rifts book to touch. In any case, this can be used in place of meditation to improve your recovery of magic or psychic power, but given meditation has a chance of 100% and this has a starting chance of 30%, which would you do?
  • Play Aboriginal Musical Instrument: Yes, we already have a Play Musical Instrument skill, and yes, it already requires you to select a specific instrument every time, and yes, we could have just added those to the list of existing instruments. But playing a didgeridoo is hard, man! It requires a lower than usual chance of success - 25%. Also, a bush whistle is... really... I mean, not really as hard, and beat sticks are just... sticks... but they get the same lower chance, because they're exotic? I guess? Is it really important to have a PC that actually invests in playing a didgereridoo stink at it anyway? How often will it come up? Will you end up in that situation where the chief is like "Kill this fool!", and your only chance of survival is to blow their minds with that sweet breath of didgeridoo buzz?
  • Outback Combat Driving: This doesn't have a % of success, but reduces the penalties of tricks and maneuvers by half!... too bad all the vehicle combat rules are in different Palladium games, huh? Well, it at least gives you some other combat bonuses.
  • Road Train: This a specific skill for four or five linked trailer vehicles used to cross deliveries across the Outback. Pretty cool! Also, road trains are not mentioned anywhere but this skill. Yes, you can drive a thing that may or may not exist!
  • Water Skiing and Surfing: Surf Coalition Must Die.
  • Languages: All Indigenous Australian tongues are lumped together under "Aboriginal", but at least the game acknowledges this as a simplification, and suggests a penalty if you're far away from where you originally learned it. Kwarla and Mokoloi get their own languages (Shadow People just speak Aboriginal). And we also get "Australian English" :rolleyes: which is compatible with American at a penalty of "1d4 x 10%". City dwellers just speak regular English.
  • Lores: Of course, we get to split the infinite further by adding lores for "Aborigines", "The Cities", and "Dreamtime". Knowing about the Dreamtime is supposed to be very special and haaard if you're not indigenous. It also gives a very vague outline of the Dreamtime, which we'll get to hear more about in Rifts Australia 3: Dreamtime! I'm sure it'll come out someday.
  • Outback Survival: Like Wilderness Survival, but Australian. Yep.
  • Roadwise: You know where roads go.
  • Use Songlines: Aka Ley Lines, this allows you to tune into Ley Lines with song and dance, and do things like get a feel for the terrain, learn about important events in the area, find caches flagged by other Songline users, find water, detect distance, and send stories to recipients down the line. Wait, what dance do you use for this? The Corroboree? Isn't that already a separate skill? Well, don't look for a clarification here!
  • W.P. Boomerang: This gets over a half-page of effects and stunts you can pull with it, like throwing a boomerang so it catches them in the back, or to fling at the ground and have it fly up at somebody, or whatever. All of it's pretty neat! Wait, which weapons use this proficiency? Just S.D.C. weapons? Nothing that does Mega-Damage? Hahahaha... well... it sounded neat.
  • W.P. Flamethrower.: This is mainly a collection of new rules for flamethrowers, such as them bypassing non-sealed armor or inflicting horror factor. Well, given the low damage of flamethrowers in general, they could probably use the help.

Pretty sure this art is from one of the earlier Palladium "weapon compendiums".

A number of these are taken from the After the Bomb supplement Mutants Down Under, which is how we get a ultra-detailed W.P. Boomerang skill even though there are no mega-damage boomerangs. Well, I guess over a hundred skills is never quite enough.

Next: It's adorably destructive.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

WFRP 4e - Combative

Combat takes place in Rounds, in which each character has a single Turn. On their Turn, a character can make a Move and an Action. Turns are taken in Initiative order. By default, this is just highest I to lowest I, with Agi breaking ties. The game gives three options for if you want rolled Initiative order, though.
1. Make Initiative tests, go in SL order.
2. Go in order of I+1d10
3. Go in order of IB+AB+1d10
You can roll every round or just once. Up to you.

Occasionally, characters will be taken by surprise. This may be due to someone hiding via Stealth, using sneaky tactics to take advantage of fog or darkness, using distractions like loud noises of crowds, the defenders being particularly unwary and unready, or any other reason that you can come up with. If there is any chance that the ambushers will be spotted, the GM will allow an opposed Stealth vs Perception test, using the worst Stealth among the ambushers, with any defenders that fail gaining the Surprised condition. Even if there's no chance of spotting them, Talents like Combat Aware can give a chance to avoid this. If you are Surprised, you can spend 1 Resolve point to prevent the condition. We'll get to what conditions do what later.

On your turn, you can take your Move and Action in whatever order you like. Your Move is used...well, mostly just to move around, with your Movement score giving an idea of how far you can go in a single turn. Reaching some places may require a Climb or Athletics test. If you are not already engaged, you may use your Move to Charge a foe, entering close combat and gaining +1 Advantage. This is what Charging does now - it builds Advantage. Your Action is doing something. You might attack or step back to gauge the situation for a moment, say. You declare what you do, the GM tells you if a test is needed, you roll if required, stuff happens. Occasionally, you will want to do stuff that won't be enough to be an Action - shouting a warning, drawing a weapon, drinking a potion. The GM may decide whether or not these take up an Action in the circumstances, but a general guide is that if it requires a roll, it's probably a full Action, while if not, it might be doable as a Free Action and be able to be done freely.

So, what can you do as Actions? First, you can act defensively. Choose a skill you're going to use defensively. Until the start of your next turn, you get +20 to defensive tests using that skill. That's your action.
Second, attacking. This is going to be very common. For a Melee attack, you roll Melee against (usually) the target's Melee or Dodge (though any skill the GM allows as usable can be a defensive skill), and whoever gets the better SL wins. If you win, you get +1 Advantage and hit. If they win, they get +1 Advantage, you miss and your Action is over. For a Ranged attack, you usually roll Ranged and are unopposed; if you succeed, +1 Advantage and you hit. If you fail, you miss. If you double on a success, that's a Critical. If you double on a failure, that's a Fumble. (As a note, you can get a Critical on defense and therefore get a free hit on, if you're using Melee as your defense.) Whenever, as a note, you are attacked or attack someone in melee, you are considered Engaged which may alter how some rules interact with you. If neither of you attack the other for a full Round, you are no longer Engaged.

Once you hit, you determine hit location by reversing your attack roll and comparing it to the hit location table for your target. (Human-shaped targets have a different one than most monsters.) You then deal damage based on your weapon's Damage rating plus your SLs, subtracting the opponent's TB plus armor points for that location. For melee, your SB is usually a major component of your damage, while ranged attacks usually have more weapon-based damage. Damage reduces Wounds, to a minimum of 1 Wound - even the best armor cannot reduce damage below 1. If this reduces the foe to 0 Wounds or lower, they lose no further Wounds beyond 0 but instead take a Critical Wound and the Prone Condition.

Criticals with Ranged or Melee cause a Critical Wound even when Melee is being used as a defense. Fumbles force you to roll on the Oops table to see how you gently caress up, which ranges from 'take some minor damage' to 'hit a random ally' to 'lose your next action' to 'suffer a Torn Muscle critical' to 'lose your Move/Action next round' and more. It's bad! Don't do that! Especially don't do it if you have a Blackpowder, Engineering or Explosive weapon. Guns are extremely good but they also explode on even-numbered fumbles.

Ranged attacks differ from Melee attacks in a few important ways. First, they've got more fixed damage. Second, you can't oppose them unless you have a sufficiently large shield or are at point blank range. With a large enough shield you may attempt to parry with the shield, and at point blank range you can dodge, or even parry if you're engaged with your attacker. Ranged attacks cannot be made while engaged except by weapons with the Pistol Quality. Ranged attacks also get easier if you're attacking a larger target, or if you're shooting at a group of people and don't care which one you hit.

Other major bonuses in combat: Outnumber foes by at least two to one, shooting at short range, shooting after spending an unrolled action to aim, attacking an Engaged foe from the side or back, attacking prone targets. All of these will improve your odds of hitting. Notable penalties: shooting small targets, attacking while in mud, bad terrain or heavy weather, attacking while prone or underneath the target, attacking into cover, making called shots for specific hit locations, fighting in enclosed spaces with large weapons, shooting on a round where you move, fighting in the dark, using your off hand, shooting into melee and having to avoid hitting a specific target. Avoid having to do these. Being outnumbered is especially bad - it causes you to lose 1 Advantage every round even if everything goes perfectly.

Unarmed combat mostly works the same as any melee combat, except that when you attack, you can declare that you are instead aiming to begin grappling. If you hit, you and your foe are now Grappling and the opponent gets the Entangled condition. If you start your turn while Grappling and have higher Advantage, you can freely break the grapple if you want and move away without being Engaged. Otherwise, your action must be an Opposed Strength test. If you win, you can deal damage that ignores armor, increase the foe's Entangled conditions, or remove Entangled from yourself. If you lose, the opponent gains Advantage and you do nothing. Anyone outside the grapple has a bonus to hit either target, with a bigger bonus to hit the one with lower Advantage. Optionally, the GM may allow you to use other skills during a Grapple, but if you screw up you gain more Entangled because you weren't focusing properly.

Mounted combat! For your move, you use your mount's Movement for all purposes and roll Ride for any movement-related tests. Any melee attack while mounted that targets someone smaller than your mount gets a bonus. Anyone rolling to hit a mounted target may choose to hit rider or mount, but suffers a penalty in melee if smaller than the mount. A mount that does not have the Skittish trait can act as a combatant, getting its own Action to attack Engaged targets. On any turn you charge while mounted, you may calculate damage using the Strength and Size rules of your mount. While mounted, you get a penalty to any use of Dodge unless you have the Trick Riding Talent. Also, because mounts are bigger than most characters, they may cause Fear or Terror, or may gain other benefits based on size, which is explained in the monster section.

Next time: Advantage and Movement

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Huh, interesting to see them remove the ability to tank through full hits. I imagine that's because there's no actual limit on dodging and parrying now, so you don't need the chance of total deflection as a sort of 'default' defense when fighting a bunch of weaker foes.

Can't say I much like adding in fumble rules.

One thing I will say for 4e so far; it feels like an actual attempt was made to go through and address things that didn't work great in 2e. Charging is a pretty clear target of this; charging in late game combat in 2e was disadvantageous, because you'd get into close combat and make one swing, then the enemy who didn't have to move would Swift Attack you in return. Swift Attack in general overbalanced almost every other combat option in melee, especially as it became necessary to try to hit an enemy multiple times to break through increasingly solid guarding stats as a campaign advanced.

Night10194 fucked around with this message at 15:09 on Sep 18, 2018

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
What the bullshit? High Elves can be outlaws but not thieves? Why?!

Also, why do Pugilists get Melee (Any) as well as Melee (Brawling)?

And while the thread keeps going HFY In WHFB, I thought that High Elf army troops - Spearmen and Bowmen - are militia a la Craftworld Guardians? Only the really pompous units (White Lions, etc) are trained pros.

Also, Warrior Priests get Ranged (Any) and Double Wielder? Does that mean that you can be a gunslinging whiskey priest of Sigmar?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I mean, the Templars of Sigmar Order in Tome of Salvation replace the normal Priest bonus advance in Two-Handed for a Sigmarite with Gunpowder.

Incidentally this is one of the only ways RAW to get Gunpowder onto a Witch Hunter if you go from a religious route as a Sigmarite, which is just weird. No idea why the Witch Hunter career gets Entangling and Crossbow (and Crossbow is a totally worthless prof, since Repeater Crossbows are damage 2 and short ranged, and crossbow pistols are very much 'why aren't you using a pistol pistol' weapons) instead of their signature guns.

E: Also, Warrior Priest can cover Warrior Priests of Taal, after all. Their holy weapon is the longbow.

Night10194 fucked around with this message at 15:23 on Sep 18, 2018

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

JcDent posted:

Also, why do Pugilists get Melee (Any) as well as Melee (Brawling)?

Because Pit Fighters do still need to know how to deal with foes that wear armor.

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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Also one of the popular forms of pit-fighting in setting is to toss random weapons in for the combatants as the match goes. The 2e Pit Fighter gets a fair number of weapon profs because of it.

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