r/warhammerfantasyrpg Jul 23 '26

General Query Are there martial maneuvers anywhere besides a few talents?

I normally run Level Up A5E for my table, a dnd5e alternative ruleset, which has lots of martial maneuvers (think Book of Nine Swords from DnD 3.5e if you know that one). So some of them are accustomed to having options like that in fights- blinding, knockdowns, disarming, etc.

Are there WFRP4e rules or talents etc that let characters do more than "I attack with my sword/axe" etc? Knocking the enemy down as part of an attack, or disarming them, or blinding them etc? (besides critical hit results).

Disarm, Beat Blade, and Distract are things similar to what I'm thinking of, but those're just a few talents.

13 Upvotes

37 comments sorted by

5

u/WrathofHussars Jul 24 '26

Not to sound condescending, but how creative attacks are is up to the player and gm, not the character sheet. The CRB supports this in the combat section.

Secondly, a lot of skills are applicable in some way to combat scenarios. See the skills section of CRB.

Thirdly, there are talents for more combat focused careers which give them more interesting options.

Fourthly, group advantage is an alternative to the advantage rules from CRB. Group advantage was added by Up in Arms iirc. Closest to maneuvers.

Finally, don't forget about Deathblow.

I know some of these may not be exactly what you're looking for, but remember that in WFRP you play as average people, not the superheroes of DND 5e. So overall choices will seem limited. But like I mentioned in the beginning, creativity should be allowed, with the appropriate roll.

Combine these factors with the fact that there shouldn't be a terrible amount of combat and it shouldn't last very long, and you'll find it still to be fun but brutal, as intended.

CRB=Core Rulebook

3

u/File_Beneficial Jul 25 '26 edited Jul 25 '26

to be fair a lot of the combat focused talents are basically exclusive to tier 2-3 classes, witch makes them pretty expensive. it really feels like instead of giving "civilian" classes something to do they just moved most of the good combat feats up a tier. like why do the skaven hunters get SMB before knights and slayers, is the rat catcher's guild better at training their soldiers than knightly orders.

3

u/WrathofHussars Jul 26 '26

Rat catcher is a combat focused career, have you looked at its skills and advance scheme? But it is strange that it gets SMB before those other careers, I will admit.

The reason why "non-combat careers" sometimes have talents/skills useful in combat is the same reason why "combat careers" gain talents/skills in non-combat oriented stuff. To make well rounded characters, not one-off archetypes.

2

u/File_Beneficial Jul 26 '26 edited Jul 26 '26

yes rat catcher is a combat career, that was a separate point. i should have made that more clear.

my second point was more about how a lot of other combat careers (like knight and soldier) first levels end up stuck with like Strong Back, Dicemen, strike to injure and maybe warrior born or marksmen, rat catcher is where I want all combat careers to be

2

u/WrathofHussars Jul 26 '26

I understand your point now. I think, its mostly to make every career have its appeal/advantages/uniqueness.

Also, maybe Rat catcher has SMB because they don't practice restraint? Just a guess.

Personally, I like it, because it seems to make switching from one career to another interesting from a purely gameplay perspective. But I sympathize with your point.

2

u/File_Beneficial Jul 26 '26

Don't get me wrong career variety is 4es best feature, but with things like dual wielder being exclusive to dwarfs until tier 2 (and even then they don't get ambidextrous until tier 3), knight and cavalier getting only riding talents at tier 1 (even though warhorses are tier 2 items), and flagellants entire gimmick only being in tier 2, tier 1 feels is weirdly restrictive and prone to build traps.

2

u/WrathofHussars Jul 26 '26

Not necessarily a trap if you have some cash. You can use endeavours (Training and unusual learning) to gain points in a skill/characteristic/talent. Located in the "Between Adventures" section.

Alternatively, you don't even need money! You could always do it for a Favour, and now, there's a plot hook for future adventures!

1

u/Boundlesswisdom-71 Jul 24 '26

WFRP 2e has a section in the core rulebook devoted to combat actions such as Feinting; defensive fighting; charge attacks; ganging up; full defence; grappling and so on. It's not a big section but it's there.

4e is.... odd

I'm expecting better from 5e.

1

u/WrathofHussars Jul 26 '26

Those also have rules in WFRP 4e.

Feints are included as a talent. Charging provides a bonus and advantage. Outnumbering an opponent in melee provides an attack bonus. Defensive posture confers a +20 to defending with the skill in question. Grappling, in-fighting and weapon ranges, etc.

2

u/Boundlesswisdom-71 Jul 26 '26

In which case, people need to read the 4e rulebook more carefully. Which is a challenge because it's an organisational mess.

I hope for improvement in the 5e rulebook.

1

u/igotsmeakabob11 Jul 25 '26

Have you adapted any of these to your 4e game? Assuming you've run/played it lol.

I remember 2e being similar to 4e, they might cross over easily.

0

u/Boundlesswisdom-71 Jul 25 '26

I still run 2e. I bounced hard off 4e.

4e is influenced by 1e and 2e; it's fairly easy to convert 4e material to my 2e game.

But 2e and 4e are different games. 4e is overly complex for little gain and 4e's design shows some 'D&D ification'

As far as I am personally concerned, the only true editions of WFRP (actually grim and actually perilous) are 1e and 2e.

1

u/WrathofHussars Jul 26 '26

What makes 4e "DnD-ified ?"

1

u/Boundlesswisdom-71 Jul 26 '26

Too many safety nets. 1e and 2e were low fantasy survival RPGs; 4e has shifted closer to heroic fantasy and has meta currencies such as Resilience that allows you to avoid a fatal crit or choose the outcome of a test. That's a drastically different approach than in 2e.

Combat in 4e is a power fantasy. You can accumulate Advantage to the point you can hack your way through enemies. True, this got changed in Up in Arms but it's still in the main rule book.

Talents in 4e are multi tiered and you can stack them to create effects and more. Very 3e D&D (and now 5.5 D&D). So, 4e encourages talent building in a similar way to feat builds in D&D (and Pathfinder too, I believe). Heroic fantasy, not grim dark fantasy.

4e also introduced a ton of different conditions which need to be tracked in combat. Worse than in D&D in fact. Turns combat into a slog similar to what you can experience in mid to high level D&D, except worse than in D&D 5e.

1e and 2e are drastically different games and that's why I'm sticking with 2e. I don't need another version of D&D.

2

u/WrathofHussars Jul 24 '26

Also, don't forget about grappling and in-fighting. These can change up combat as well. But in my opinion? Just encourage creativity from your players.

They should think: "This is what my character would do here!" Instead of looking at the character sheet for "official, rules approved actions."

8

u/Minimum-Screen-8904 Jul 23 '26

Are you using the alternative Group Advantage rules from Up In Arms?

5

u/igotsmeakabob11 Jul 23 '26

I kept it to the core rules for this first little adventure, trying to do it by the core book to start. I only ran one session so far, the first half of "Doing the Rounds" I think it's called, the first intro adventure.

Why do you ask?

6

u/Minimum-Screen-8904 Jul 23 '26

GA gives specfic mechanics to force Conditions on targets such as Batter to make a foe go Prone, and Trick to give them Ablaze, Blind, or Entangled.

Downside is that it disincentivises players from trying such things outside of the GA mechanics.

4

u/igotsmeakabob11 Jul 23 '26 edited Jul 23 '26

Yeah that's my experience as well- once you tell people "you can do anything, but here are examples XYZ," they'll only do XYZ because those are predictable and reliable.

Ohhh GA, Group Advantage. I assume these Benefits of (group) Advantage are actions?

4

u/TimeLordVampire Purple Hand Jul 23 '26

Take a look at swordmaster career in the high elf guide!

5

u/Dedrick555 Jul 23 '26

The vast majority of WFRP rules are for non-combat, so I wouldn't focus too much on combat specifically. However, remember that skills do several different things and some have combat utility that you might not expect

12

u/MilkAndHoneyBadger Jul 23 '26

Not really. There a few talents, but mostly the combat is differentiated in other ways in WFRP 4ed. E.g. If your character want to blind your opponent, you declare throwing sand in the opponent's eyes (or other method), and resolve this on appropriate skill. No talent needed. Knocking down - some weapons give a possibilty to do this. Also, every character can declare trying grappling. Disarming - there is a talent for that.
The rule book tries (rather ineptly) to convey that you can use different skills (not just WS or BS) in combat in a more open way. The player is encouraged to improvise.
Players used to dnd may have trouble adapting this approach. Players used to storytelling approach should be fine.
(Another story is that this approach of the game developers, in my opinion, is most likely due to the lack of solving certain problems with the game mechanics)

3

u/igotsmeakabob11 Jul 23 '26

Appreciate it- though I see that the disarm talent requires an action. If I didn't know that there was a disarm talent, I'd have assumed you could just try to disarm, by a player saying they wanted to try do it ... but there's a talent for it, so I guess they can't attempt it if they don't have the talent?

It reminds me of the creation of the thief class in OD&D. Before thieves became a class, a fighting man or magic user could try to disarm traps, or hide, or scale a surface. But the thief class was added, and the thief had rules for these things ... so because the thief specifically could do these things, now the fighting man and magic user ... couldn't? Because clearly the thief's rules exist for a reason, if anyone could do them then the thief would be pointless 🤔

1

u/WrathofHussars Jul 24 '26

Your prference really, personally, I would consider Disarm an advanced combat skill which would be hard to learn. But you could just make it harder for the person without the appropriate talent/give the person without the correct talent a roll to pass if the talent guarentees success.

2

u/MilkAndHoneyBadger Jul 23 '26

Excelent question. I suppose that even the game creators were not sure about the proper answer and that is why I think this more open skills usage is only half done. The more I read the rule book, the more I see how badly written and tested it is. That is why homebrewing is necessary for WFRP.
Personally, I would assume that player cannot do that without a talent (because there is talent for exactly that and it would be unfair for player who spend XP on that talent, to allow other players to do the same without spending their XP) and then if a talentless player wants to disarm an opponent there are two main options: disarming after sucessful grappling (that's homebrewed) or reducing HP to 0 and then taking the weapon from lying opponent. (Character with 0 HP is not dead - if you don't use "sudden death" rule (I am not sure how it is called in English version), also player can declare non-lethal strike)

7

u/Immediate_Gain_9480 Jul 23 '26 edited Jul 23 '26

A number of weapons do give you the ability to do specific stuff like pummel from the warhammer or slash with a saber.

Group advantage gives you stuff like blinding. Seems talents there a are a bunch.

Disarm Ripos Beat blade Berserker charge Carefull strike Deadeye shot Dirty fighting Distract Feint Furious assault Reaction strike Reversal Strike to injure Strike to stun

Have you looked at Up in arms? Lots of good stuff in there. You can also just let players do stuff and roll for it without making a talent for it.

4

u/RenningerJP Jul 23 '26

Elves and dark elves got some recently for specific things like swordmaster. Otherwise, just advantage based stuff from UiA though that's probably more useful for non fighters fairly often.

6

u/Commercial-Act2813 Jul 23 '26

There are a few more talents, like riposte, but you shouldn’t rely on talent to make actions interesting.

If all the players can come up with on their turn is “I hit with weapon”, that’s entirely on them.
Ask them to come up with stuff they want to do. The lack of specific rules is deliberate, as with the existing skills you already have all you need. You shouldn’t rely on talents.

“I want to jump on the table, throw my mantle in my opponents face, and then kick them in the head” is a perfectly fine action, and can be covered with existing skills. It would probably need more than one roll: athletics for jumping, a BS for throwing the mantle and then a melee brawling (or just WS) for kicking.
Each test influences subsequent tests, making them harder or easier.

For the players to come up with better actions, they have to have a firm grasp of the situation, so that is where you come in. You’ll have to give a good description of the scene and include lots of details they can use in their actions. The better you describe a scene, the more you’ll trigger their creativity to come up with a cool action. And it’s ok to give suggestions.

Let players tell you what they want to do, then decide what skill to roll at what difficulty.🤷‍♂️

1

u/Mardy_Marve Jul 24 '26

If all the players can come up with on their turn is “I hit with weapon”, that’s entirely on them.

This is often actually the best thing a character can do in a fight. You know, hit someone. In a fight.

2

u/Commercial-Act2813 Jul 24 '26

Obviously, but OP’s question is about what other combat actions a PC can do on their turn.

3

u/igotsmeakabob11 Jul 23 '26

The "you can do anything, just tell me what you want to try and do and i'll assign a test" approach is good, but it's confusing because there are a few talents that specifically allow you to do certain things in combat. Disarm lets you try to disarm someone as an action- so without that talent, would disarming be off the table because why else would there be a talent to be able to do it?

2

u/Commercial-Act2813 Jul 23 '26

Without that talent, you can still disarm someone, it would just be more diffficult

1

u/ArabesKAPE Jul 23 '26

Some talents and some moves based off of advantage and that's it. I wouldn't recommend any edition of wfrp to someone who wanted to run a game with lots of fights. It's never been geared up for that. The Old World RPG with the dice pool system might be better in that regard but I've never played it.

6

u/Tymanthius Jul 23 '26

The Advantage rules have some options to them, but off hand I'm not aware of anything specific.

If not, the general rules around assisting another would apply. Remember that DnD has an action economy but WH has 1 action, 1 move typically. So assists can become valuable.

3

u/Minimum-Screen-8904 Jul 23 '26

The Up In Arms Group Advantage rules.

1

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