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I've been asked for a summary of yesterday's video by multiple people on multiple platforms, so here is a quick written overview of the Test rules we use. Any reference to 'target number' in this post refers to the Skill or Characteristic being tested.

Note. The following offers slightly different rules for Criticals than the video suggests because I forgot I'd updated the rules to make them faster and more dramatic at the table.

SIMPLE TEST
Outcome. Success or Fail
Process. Roll 1d100.
- Roll equal to or under the target number = Success
- Roll over the tested target number = Fail

DRAMATIC TEST
Outcome. A number of Successes or Fails to show how well or badly you have performed
Process. Roll a Simple Test.
- On a Success: reference the rolled 10s number = number of Successes
- On a Fail: subtract the rolled 10s number from the target number's 10s number = number of Fails.

AUTOMATIC FAILURE
On a roll of 96-00 on any test, your outcome is always a Fail.

CRITICALS AND FUMBLES
Outcome. Critical or Fumble
Roll a Simple Test or Dramatic Test.
- On a Success and a double (eg: 11, 22) = Critical
- On a Fail and a double (eg: 88, 99) = Fumble
Critical. 1) Something unexpectedly good happens; 2) Calculate Successes as normal + gain bonus Successes by rolling 1d100 and adding the 10s number to the Successes total. Further doubles are rerolled for yet more Successes.
Fumble. Something unexpectedly bad happens; 2) Calculate Fails as normal.

ASSISTED TESTS
Outcome. A number of Successes or Fails to show how well or badly a party has performed
Process. All participants roll a Dramatic Test.
The participant scoring the most Successes is assisted by all other participants.
The assisting participants scoring a Success add +1 to the total Successes for the test.
All fails are ignored.
Fumbles subtract their Fails from the total Successes for the test.

OPPOSED TESTS
Outcome. Winner and Loser
Process. Each party in an Opposed Test rolls a Dramatic Test.
- The party with the best result = Winner
- The party/parties with the worst result/results = Loser
On draws, the GM either offers 1) reroll; 2) stalemate.
- If the Winner scored a Success: subtract your opponent's Successes from your Successes or add your opponent's Fails to your Successes = Successes of Opposed Test.
- If the Winner scored a Fail: subtract your Fails from your opponent's Fails = Successes of Opposed Test.

TEST DIFFICULTY
Easy Tests. Reverse Fails.
Hard Tests. How many Successes are needed = Difficulty of a test.

ADVANTAGE
In a favourable position or if time is taken = +20 to the target number of a test.

TESTS OVER 100
For each full +10 a target number is above 100 = +1 Success on a related test.

EXTENDED TEST
Outcome. Success or Ongoing
Process. The GM sets a number of Successes required to achieve Success.
Add the results of multiple Dramatic Tests to achieve the pre-determined number of Successes.
The Extended Test is Ongoing until Success is achieved or the testers give up.

COMBINED TESTS
Outcome. Success or Fail for multiple target numbers
Process. Roll a Simple Test or a Dramatic Test.
- Each target number you roll equal to or under = Success, with Successes calculated as for a Dramatic Test
- Each target number you roll over = Fail, with Fails calculated as for a Dramatic Test.

Files

LAWhammer Houserules 1 | Tests | WFRP

A beginner-friendly livestream to discuss the rules we use for Tests in the LAWhammer streams. You do not need to know Warhammer Fantasy Roleplay to understand this stream. LAWhammer happens because of our patrons support. For more deets, and for the LAWhammer blog, click here: https://www.patreon.com/LAWhammer Watch LAWhammer's Warhammer Fantasy Roleplay Actual Play every Friday at 7pm UK on Twitch: https://www.twitch.tv/lawhammering Come follow us and join the fun! Discord: https://tinyurl.com/LAWhammerDiscord Facebook: https://www.facebook.com/LAWhammering/ Instagram: https://www.instagram.com/lawhammering/ Twitch: https://www.twitch.tv/lawhammering Twitter: https://twitter.com/LAWhammering For more on Inside the Rookery, check here: https://www.youtube.com/@TheRookery #tabletopgaming #ttrpg #warhammerfantasy #wfrp #warhammer #actualplay #actualplayrpg

Comments

NicoDavout

Tests over 100 include modifiers or are based only on unmodified skill?

LAWhammer

We only have a single modifier in our game: Advantage. And, yes. that rules does include Advantage.

Pascal PFLUGFELDER

Maybe for later reference, a small detailing of "reverse Fails" would be useful. I will certainly try that set of hr once we restart our WFRP campaign in September.

LAWhammer

Reverse is explained in the WFRP4 rules, p150, in 'Von Meinkopf's Preeminent Probability Paraphernalia'. When you Reverse a Fail, you always choose the best result.

Pascal PFLUGFELDER

Just to explain to my players: if the initial tests Fail, reverse the dices and check if the new result is better. Keep the best one. It may either be a Success or still be a failure but less worse. Am I right ?

jeroen reypens

Alright, thank you for summing that up here. It will make it easier for us to reference, but also refer new questions about it to this post!

Philippe Boujon

About test difficulties, is the skill tested on the basis of 0 modifiers, except your advantage rule? Or is there any modifiers depending context or are you only basically changing the target SLs they need to achieve?

LAWhammer

Yup. There are no modifiers except Advantage. It's super simple.

colonelclick

I like what you have done with advantage; you either have it or you don't. I would like to learn more about how you handle this with the bestiary. It is simple enough to say special attacks (tail, bite, stomp, etc.) simply require advantage to activate instead of requiring a certain number of advantage. Is that how you handle it? Thinking of activating multiple special attacks in a round, do you just allow a critter as many special attacks as they are able while they have advantage? Thanks!

Alex

I realize this is exceptionally long after the post but I'm curious: how would you resolve free actions a creature can make by spending a certain amount of advantage with your rules (Like Troll Vomit, Breath Attack, etc.) considering each requires a different amount of advantage to activate in WFRP 4e core rules? I like this advantage system more, but I'm not sure how to resolve these creatures