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ZWEIHÄNDER Grim & Perilous RPG - a Warhammer Fantasy Roleplay retroclone


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Daniel D. Fox

Explorer
Today, we wanted to follow up on a few questions regarding the beta. One constant bit of feedback we receive is with respect to weapons and damage output.

By default, any weapon a character uses references the Combat Bonus (CB) + a 1D6 Fury Die (which "explodes" on a face 6) to determine Damage. Whether its a misericorde, sabre, longbow or arquebus, its Damage output isn’t distinguished weapon by weapon (as you’d see with other role-playing games). Why, you may ask?

Simply put, ZWEIHÄNDER Grim & Perilous RPG doesn’t distinguish the actual damage math differences between dirks, hunting bows, knuckledusters, mortuary swords, pistols, arbalest crossbows or any other weapon. Instead, the distinctions are made within the Qualities a weapon possess. Qualities distinguish weapons from one another, and when certain Qualities are combined, they begin to tell much more about what a weapon does (other than deal Damage).

Read the article on weapons, damage and their Qualities at the following link:

http://grimandperilous.com/?p=734
 
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Daniel D. Fox

Explorer
Right in time with All Hallow’s Eve, we present a spooky new Elite Profession – the Necromancer!

While other arcanists seek to merge themselves with Aetheric plane by calling into the realm of chaos, Necromancers have a more earthly goal – to live forever. They have embarked on a quest to cheat death, living into eternity either in their current body or a more “divine” form which can withstand the march of time. Rejecting the idea of godly dominion, Abyssal service and the wheel of fate, their singular task is to bind their spirit permanently to the material realm. To them, there are no gods, only men. And through necromancy, they seek to ensorcel their bodies with the darkest of Magicks to live onwards. It is not inherently an evil purpose, so much as a selfish one. Preserving themselves for all eternity to see the fruit of their labors – whether for lineage, largesse or their innovations – is the ultimate goal of every Necromancer.

Download the Necromancer for the GRIMDARK Edition beta on our home website: http://grimandperilous.com/?p=746
 


GMMichael

Guide of Modos
By default, any weapon a character uses references the Combat Bonus (CB) + a 1D6 Fury Die (which "explodes" on a face 6) to determine Damage. Whether its a misericorde, sabre, longbow or arquebus, its Damage output isn’t distinguished weapon by weapon (as you’d see with other role-playing games). Why, you may ask?

Simply put, ZWEIHÄNDER Grim & Perilous RPG doesn’t distinguish the actual damage math differences between dirks, hunting bows, knuckledusters, mortuary swords, pistols, arbalest crossbows or any other weapon. Instead, the distinctions are made within the Qualities a weapon possess. Qualities distinguish weapons from one another, and when certain Qualities are combined, they begin to tell much more about what a weapon does (other than deal Damage).

This is awesome. A punch can kill someone. So why should a guillotine cause way more damage? Okay, bad example. But I like where this game is going.
 






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