tag:blogger.com,1999:blog-710116676709755658.post4602866624386638592..comments2016-08-05T02:04:41.114-07:00Comments on Warhammer: The Enemy Within (WFRP) Actual Play Recordings: Session 12 - Sailing to GrissenwaldTimhttp://www.blogger.com/profile/01636036666734297957noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-710116676709755658.post-82781027168499681522013-12-11T13:40:23.723-08:002013-12-11T13:40:23.723-08:00Another note: Since the tests are over an extended...Another note: Since the tests are over an extended time, no Fortune Points could be used on the tests.Timhttp://www.blogger.com/profile/01636036666734297957noreply@blogger.comtag:blogger.com,1999:blog-710116676709755658.post-36843857760767920372013-12-11T13:32:08.482-08:002013-12-11T13:32:08.482-08:00Thats, right, Rob. I've done somethinking int...Thats, right, Rob. I've done somethinking into how I'd redo the sailing rules, and came up with a series of rolls that affect the entire journey, rather than doing it day by day. The problem with the day by day approach that I used was the varience gets very high since there are so many opportunities to make dice rolls.<br /><br />======Modified System========<br />MAKE EACH OF THESE ROLLS ONCE FOR THE ENTIRE JOURNEY, REGARDLESS OF LENGTH<br /><br />Roll for wind strength (D10)<br />1: Calm winds, -10% chance of mishaps, -5 Miles Traveled Per Day<br />2-7: Light winds: no modifiers<br />8-9: Strong winds: +10% chance of mishaps, +5 Miles Traveled Per Day<br />10: Stormy weather: PCs choose either +2 days to travel time with no other modifiers or +5 Miles Traveled Per Day and +20% chance of mishaps<br /><br />Roll wind direction (D10):<br />1-2: Tail Winds: +5 Miles Traveled Per Day<br />3-8: Side Winds: no modifier<br />9-10: Headwinds: -5 Miles Traveled Per Day<br /><br />Roll Against Sail Skill <br />Up to 3 characters can participate in sailing the boat. If no sail skill, they roll on AG and add +10 to another character if they succeed. If more than 1 character has the sail skill, they all roll and use the best result.<br /><br />3 or more degrees of failure: -5 Miles per day, +10% mishap<br />2 DOF: -5 Miles per day, +5% chance of mishap<br />0-1 DOF: No modifiers<br />0 Degrees of success: +5 miles per day<br />1 DOS: +5 miles per day, -10% chance of mishap<br />2+ DOS: +10 miles per day, -10% chance of mishap<br /><br />Base speed:<br />30 miles per day against the current, 35 miles per day with the current<br /><br />Chance of a Mishap<br />Short Journey (Weisbrook to Altdorf): 10%<br />Medium length journey (Altdorf to Nuln): 15%<br />Long Journey (Marianberg to Nuln): 25%<br /><br />If a mishap occurs, 60% of the time it is a small mishap, 40% of the time it is a major mishap. A small mishap should allow a test to avoid, and if failed cost 1-2 days of delay and/or 3-5 gold to repair. A major mishap should allow a test to avoid the brunt of it (sucess would be similar to a small mishap) and failure be 3-5 days delay with 10-15 gold to repair.<br /><br />At the end of all that you should have a average miles traveled per day between 15 and 55 (should be a bell-shaped distribution with an average of about 30) and a mishap chance ranging from 0% to 45% (with a median of 15%).Timhttp://www.blogger.com/profile/01636036666734297957noreply@blogger.comtag:blogger.com,1999:blog-710116676709755658.post-76851804078056231952013-11-07T12:57:28.267-08:002013-11-07T12:57:28.267-08:00I agree with what sounded like you conclusion, 1 r...I agree with what sounded like you conclusion, 1 roll between towns/cities. I should be running death on the reik next year and will need to come up with the most streamlined/fast trading rules I can. Your notes are a good place to start. Thanks.Rob Shttp://www.blogger.com/profile/04172318344556547199noreply@blogger.comtag:blogger.com,1999:blog-710116676709755658.post-59026016038341950702013-03-08T07:07:56.256-08:002013-03-08T07:07:56.256-08:00Thanks for the lumber lesson!
The trading rules w...Thanks for the lumber lesson!<br /><br />The trading rules were good, although in retrospect I would have abandoned the port fees and instead had just a few shillings for a docking fee. But the overall concept was good and easy to grasp.<br /><br />The problem with the sailing rolls was that there were too many dice rolls for each decision that needs to be made. This was (somewhat) corrected in a rules revision in a future episode. Another problem was the chances of a mishap were slightly too high.Timhttp://www.blogger.com/profile/01636036666734297957noreply@blogger.comtag:blogger.com,1999:blog-710116676709755658.post-85000735033035895632013-03-06T09:08:53.499-08:002013-03-06T09:08:53.499-08:00Thoroughly enjoying this series, and wanted to say...Thoroughly enjoying this series, and wanted to say thanks for recording and posting.<br /><br />A couple things stood out in this episode, however:<br /><br />First, timber is raw logs and lumber is finished logs. That's why you can buy wood from a lumber yard and actually build something with it. :)<br /><br />Second, I don't think that the rules around trading and sailing were overly complex or slowed things down too much, you were all figuring it out for the time, so I don't think it's fair to judge the length of time it took this session. (and the petty arguments probably contributed more).<br /><br />Looking forward to some plot development next episode!Lord Angst Triccy-Bedhttp://www.blogger.com/profile/04475767976331266292noreply@blogger.com