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<strong>THE</strong> <strong>THE</strong> WARHAMSTER WARHAMSTER SYSTEM<br />
SYSTEM<br />
The core roll<br />
Let’s get down <strong>to</strong> brass tacks* here. Most games have some variation on<br />
the a “core roll” – the heart of the mechanics. For a lot of old school games<br />
it was roll a twenty-sider and add some stuff <strong>to</strong> it (or subtract some stuff<br />
from it, or multiply…you get the picture). For a lot of other games, it was<br />
about rolling percentile dice (and rolling higher or lower than some target).<br />
Then things got weird: dice pools, fac<strong>to</strong>rs, computed stats, resolution<br />
matrices…gahhh!<br />
In <strong>Warhamster</strong>, all rolls except damage/effect type rolls use the core<br />
<strong>Warhamster</strong> Mechanic. In brief, roll your stat, add your level, add some<br />
other stuff, and beat the target’s defense. Simple.<br />
Or, in nerd bullet point style :<br />
STAT DIE +<br />
YOUR LEVEL +<br />
APPLICABLE MODIFIERS<br />
vs.<br />
TARGET DEFENSE<br />
If you beat the Target Defense (usually Armor, Smarts, etc.) then the action<br />
is a success. If you roll lower, than it fails. If you match it, it’s a push (i.e.<br />
no positive or negative effect) – which usually means that the Defender<br />
breaks the tie.<br />
*Available for 1 GC from fine adventuring shops everywhere.<br />
Timing and stuff<br />
SNACK ORDER<br />
The PARTY LEADER should sit <strong>to</strong> the left of the diceMaster. The<br />
Adventurer with the highest EXTRANEOUS score sits <strong>to</strong> their left, and so on.<br />
In case of a tie, the Adventurer with the highest MIND goes first. If there is<br />
still a tie, use REFLEXES, then HOW ATTRACTIVE, and then, if it gets all the<br />
way down <strong>to</strong> it, STRENGTH. In this extremity, the dM might want <strong>to</strong> take a<br />
look at the dice his players are using.<br />
Each turn, play begins with the Adventurer <strong>to</strong> the left of the diceMaster,<br />
and continues clockwise. By the transitive property of snacking, thusly all<br />
snacks at the table should be distributed in this manner; with the<br />
diceMaster getting the first pick of the <strong>to</strong>rtillas and beer (it’s good <strong>to</strong> be the<br />
dM).<br />
DUNGEON AND TOWN TURNS<br />
In most role-playing games, a full chapter can be devoted <strong>to</strong> explaining the<br />
subtle nuances of rounds and turns. It usually involves a lot of words <strong>to</strong> say<br />
that you can do whatever you want – until you might get eaten by a<br />
monster, and then you have <strong>to</strong> take it really slowly (especially if you are<br />
playing Champions …).<br />
When you’re in TOWN or JOURNEYING, its kinda a free for all. In the<br />
Dungeon (where you could easily get eaten by Hill Giant or a Giant Hill for<br />
that matter), you have <strong>to</strong> take turns…<br />
In the Dungeon, there are TURNS! (not terribly exciting, but that’ll work.)<br />
Turns are some unknown but tiny quantity of time, in which an Adventurer<br />
can attempt <strong>to</strong> perform Actions. Only the Adventurer whose turn it is can do<br />
anything; everyone else has <strong>to</strong> wait – until it’s their TURN! Turns pass <strong>to</strong> the<br />
left (clockwise), and the diceMaster always goes last.