Reckless Dice #23: Custom Movement & Elves

Jesse, Lester and a special guest talk about the upcoming Hero’s Call supplement, custom rules around movement and a primer on the Elven trifecta. We discuss some Q&A from the listeners and celebrate a happy 25th birthday to WFRP.

13 thoughts on “Reckless Dice #23: Custom Movement & Elves

  • An idea to restrain movement as a houserule :
    – a character can’t spend a number of fatigue superior to its AGILITY per round to gain extra movement manoeuver (= Aggression dice for npcs).
    – In one manoeuver, you can cross 10 meters. Use 1 token per manoeuver :
    1) from engaged to engaged = 0 token = 0 meter
    2) from engaged to short = 1 token = 1-10 meters
    3) from engaged to medium = 2 tokens = 11-20 meters
    4) from engaged to long = 4 tokens = 21-40 meters
    5) from engaged to extreme = 7 tokens = 41-70 meters

    • Now here is how I handle it in my games :

      Extra movement manoeuver are only allowed to make extra sub-action (like reload a weapon, drink a potion, manage equipment, open a door, climb a ladder and see a naked woman…).

      Running need a “Perform a Stunt” action under athletics or coordination, where each success earn an extra movement manoeuver. The environment set the difficulty :
      0d = a castle’s corridor, any empty and clean space…
      1d = a paved road or any compact ground, a cattle field (?)
      2d = a forest road, a sandy beach, a combat setting
      3d = a rocky mountain track, a muddy place, a river ford, a great battlefield
      4d = a really ambushed way, a very crowed place…

      my 2cents

      • Willmanx, those are both excellent suggestions. I think i’ll try and use something very similar to that. I particularly like the idea or restricting the number of maneuvers to your Agility.

  • Hi all!

    I think that there’s no need for any limits or restraining to the movement rules and here’s why:

    It’s clearly stated in the rulebook that “extreme range is the farthest range at which two targets can interact – (…) they may not be able to hear each other even if they shout.” So for me extreme range is somewhere between 100 and 150 yards – a distance which you can make in 15~20 seconds if you run really fast.(100 meters WR is 9,58s). It seems quite reasonable amount of time for a round – In DD round lasts 6 seconds, in WFRP 1st edition it was 10 seconds… so everything’s ok here. Besides taking extra fatigue/wounds for additional manouvers doesn’t make a PC or NPC gain teleportation skills – it just means that the your character runs the whole time while the other participants of the encounter take their actions, so it’s even greater amount of time than this 15 secs! PC becomes engaged with the target he/she was running to on the very beginning of his/her next turn! This means that a distant archer from examples used in episode can still get out of reach and be safe from charging goblins or whatever he’s trying to kill – he just has to move a bit further away from his running opponent during his round (turn) – and that’s all.

    In conclusion – there’s really no need to limit this rule – realism of the game is not losing anything while you allow it’s use.

    • I agree with almost all that you said there Y, however what you have outlined does not fix one of the main complaints brought up in the podcast… A ranged player cannot safetly shoot from a distance without an opponent being able to engage them in a single round. There is no opportunity (if someone is willing to spend the fatigue) to keep a turn or more of distance between a player and his foe.

  • I think we enter here a whole differt aspect of gaming, which is balance of different skills/tactics (or a game as a whole). From the “realism of the virtual world” point of view I still don’t percive archer’s lack of safety as a problem.

    1) Archer still gets his free manouver and still has a possibility of shooting charging target – which means he/she can shoot a missile and move out of the range of charging foe spending manouver after taking his action. If that’s not enough he also can make any number of additional manouvers and take fatigue for them without any risks, because he won’t be engaged with his foe. Like I said in the earlier post – additional manouver is not teleportation! It’s just running. Distant foe engages you at the beggining of his turn.

    2) GM can always decide/inform the player that he has a choice – he can either move away from the target and gain some time or take a risk of shooting the target. If PC scores a hit, GM may decide that charging foe will stop or at least slow down (why shouldn’t he? He was hit and wounded!). If not – enemy will probably stomp archer in the ground. Either way – it’s player’s choice.

    3) Why archer should be safe? It’s a grim and perilous world, like Paul said once, when you discussed healing rules. It’s up to players to come up with a tactic which increases archer’s safety – not GM or system’s mechanic! 🙂 Besides if someone expects that he’s safe just because he’s standing relatively far from the enemy – he should be the first to get his teeth knocked out if you ask my opinion.

    But on the other hand there’s also another criteria – game balance. Player invested his creation points in agility, ranged attack action cards, etc; he wants to be an master archer like Legolas in LoTR movies. But – again – it’s not LoTR movie, it’s not D&D – it’s Warhammer! Your friend who plays a warrior doesn’t have any extra credit when charging into melee- why you should have? He spent all his starting money for full plate armour to be more protected from blows – why you didn’t do it?

    I may exaggerate a bit here, but I hope you get the point. Giving any extra credit to a ranged player by changing movement rules – that’s really unfair and unbalanced. One can smite his enemies with projectiles safely and effectively – he just has to know how; just like with everything else.

  • Oh, I see the problem now – according to the rules charging foe will still have a chance to perform his/her action. Well that’s a problem. I think that GM should force optional rule of sacrificing the action, before letting player/NPC take fatigue when performing such long-distance runs.

    • Now i think we are on to something!

      I think just about everyone uses the house rule where you can exchange your action for an additional maneuvre.

      I think it is a great idea if you (a PC) wants to burn fatigue to move further, must first burn your action, and then additional fatigue. This would prevent someone from charging accross the battlefield unrealistically and still have an attack.

      Basically, you either Move and Attack, or Move extra far, one or the other.

      Would preventing PCs from having actions over long distances break anything? I havent fully thought it through yet. It would certainly fix any issues with chases, charging, running away, etc.


      • Sounds fair&square to me. This house rule was actually introduced in Game Master’s Toolkit, so it’s official – an important distinction for some. Will it break anything? I don’t think so, but it’s important for GM to remember that those long-distance runs are not teleportation (again) so running character can be interrupted by other participant of the combat.

      • There’s a house rule I read on the forums where a character’s movement = agility.

        So a character with agility 3 can only have a maximum of 3 movements.

        I like this since it further highlights the difference between race (elf vs. dwarf)

  • The long and extreme range category are a clunky mechanic. Having long being 2 and extreme being 3 have always bugged me. I’m glad you guys are talking about this issue.

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