The proposed opposed check house-rule is:
valvorik, on 13 May 2014 - 04:43 AM, said:A variant opposed check rule floating around has been to use "challenge dice equal to opposing stat -2", so sneaking past Int 6 is 4 challenge dice.So if your character's Intelligence is 3, all Stealth checks against them would be vs 1 Purple die. If your Int is 2 or less, there's no purple dice on those rolls.
(What follows is a slightly revised version of something I posted at FFG's Warhammer FRP forums. I'm cross-posting it here largely to preserve the math that went into it.)
I know a lot of GMs use that as a house-rule, but I don’t feel it improves the odds (or game experience) in most situations. The only thing I particularly like about that rule is that it’s simple and requires no chart-referencing or division at the table top. That alone is almost enough for me to adopt it, but in the end I decided against it after running the math on how it affects the odds of common rolls.
(As a reminder: PCs can have stats from 2 to 6, but no higher than 5 at character creation. NPCs can have stats below or above that range, but it's somewhat rare. That's why my table starts with 2 and ends with 6, but has opposed values of 1 to 7.)
Opposed Stats | original success rate | house-rule success rate
2 opposed by 1 44% 75%
2 opposed by 2 25% 75%
2 opposed by 3 14% 44%
2 opposed by 4 8% 25%
2 opposed by 5 8% 14%
2 opposed by 6 8% 8%
2 opposed by 7 8% 4%
3 opposed by 1 88% 88%
3 opposed by 2 59% 88%
3 opposed by 3 38% 59%
3 opposed by 4 24% 38%
3 opposed by 5 24% 24%
3 opposed by 6 14% 14%
3 opposed by 7 14% 9%
4 opposed by 1 94% 94%
4 opposed by 2 72% 94%
4 opposed by 3 72% 72%
4 opposed by 4 51% 51%
4 opposed by 5 37% 37%
4 opposed by 6 37% 23%
4 opposed by 7 37% 14%
5 opposed by 1 97% 97%
5 opposed by 2 97% 97%
5 opposed by 3 81% 81%
5 opposed by 4 81% 63%
5 opposed by 5 63% 46%
5 opposed by 6 46% 32%
5 opposed by 7 46% 21%
6 opposed by 1 98% 98%
6 opposed by 2 98% 98%
6 opposed by 3 88% 88%
6 opposed by 4 88% 72%
6 opposed by 5 88% 56%
6 opposed by 6 72% 42%
6 opposed by 7 56% 30%
Which stats benefit from this house-rule? I find I don't like the answers to that question.
A “2” in something is now much better at offense, and only weaker at defense when being targeted by someone with a low-to-middling stat. I think that’s overall an improvement for anyone with a “2”, especially PCs. This is because it’s rare that an NPC will target you with an opposed check using a stat that the NPC has a 3 or lower in. Sure, a soldier or goblin will often attack you with Str 3, but that will be vs Target Defense, not vs your dump stat. A hypothetical min-maxed PC with a Fellowship of 2 has a 44% chance of talking his way past the city-watch using this house-rule, where the original rules would have that success rate down at a punishing 14%. PCs with a 2 in Agi, Int or Fel will hardly every suffer for it, and this makes that even more true. So I kinda prefer the original rules, just because they’re harder on munchkins.
Average PCs, making fairly typical checks, won’t see much of a difference. They’ll be a little better at affecting people far below them in stats, and a little worse at affecting those who greatly outclass them. Neither is going to happen often enough to make a big impact. 3 vs 3 gets easier, and that's the only mid-range roll with a major change that's likely to come up often at all. In my experience, PCs with a 3 in a stat are pretty reluctant to use it (even if it's not an opposed check), and there's almost always someone else in the party who can fill that niche better. I see neither gain nor loss from this house-rule for this segment of characters.
At the other end of the spectrum, high stats (5 or above) become much less effective against other high-stat characters when using this house-rule. If you’ve got a 5 in something, your active/aggressive use of that stat suffers, but oddly enough your passive/defensive (opposing) use of that stat gets a big bump. That might actually work really well if you’re using ever “player-facing” mechanic you can, as it avoids the problem built-in to WFRP3 where if the players make all the rolls their success rates are much higher than if the GM grabs the dice more often. It's also a benefit if your scenario is relying on a lot of mystery plots, as it protects your Black Cowls and Moriartys a bit from players just spam-Intuition-ing every NPC. Henchmen and average-or-below flunkies will still get broken or revealed by Str 5 Intimidate or Int 5 Intuition checks, but at least the Big Bad can stand in the same room as the PCs without being immediately outed by the wizard/scholar/verenean in the party. The chance of scoring a chaos star while making those Int checks is greatly increased, which helps make spamming them much less attractive.
That last bit is a strong benefit to the game, but it comes at the cost of downgrading many of the best Social Actions and non-combat spells when used against above-average targets. “Influence the Target” takes a nose-dive under this rule, at least when the target is a nobleman with a high Fellowship (who, I should mention, already gets numerous social-encounter benefits for being a nobleman such as increased Shame soak, bonus boon-lines, and minimum Social initiative). The lower success rate further pushes the GM towards ignoring the rules for Shame Thresholds and Progress Trackers in favor of single-roll social encounters just to keep the plot moving (a pressure that GMs feel already with the core system and the overly-long trackers in some of the published expansions). While the total change isn't game-breaking, I really don't like that it only penalizes characters whose focus is outside of combat.
TL;DR: The common House-rule (opposed checks use Purple = opposed stat -2) is a good match for Mystery plots with competent villains, and is better the more you have PCs roll instead of NPCs. The downside is that it rewards min-maxed and combat-focused characters, and devalues Social actions.
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