Cubicle 7 Detail More On Dice Rolls In Warhammer Fantasy Role-Play

May 19, 2018 by brennon

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Cubicle 7 has talked more about the way dice rolls work in Warhammer Fantasy Role-Play in a new system preview. There are three different types of test you'll find when playing the game...

Warhammer Fantasy Role-Play

The first of these will be a GM Choice based on the character's Abilities. For example, if your character is strong then it probably won't be hard for him to yank open a wooden door. This also goes the opposite way with the GM being able to flat our refuse something works based on your abilities. In the same vein as above, a weak character is going to struggle hefting open said door.

It is to be said that this is meant to be honoured by players. As Cubicle 7 has said...this is meant to be respectful of the GM, not the start of a discussion.

The second is a standard Pass/Fail affair. You will roll your D100 test based on modifiers and the like and the result will either be a yes or no. This is probably what we're going to see when it comes to the typical role-playing checks like picking a lock or striking at an opponent.

The third of these is the one that gets me most excited, the Dramatic Test. This test involves degrees of success or failure. You might have failed to jump that gap, but just how badly? You might have socked that guard in the jaw, but was there some other unexpected outcome?

This third option allows for more free range when it comes to test and mitigates the results of awful rolls, and also promotes hail mary attempts too.

A GM is allowed to use all of these, none of these, or just a smattering of these kinds of tests when bringing their game to life.

Bring back the Critical Injury Chart as well please Cubicle 7!

Are you going to be snapping up this new edition of Warhammer Fantasy Role-Play?

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