I love WFRP 4e, but sometimes all I want to do as a player is throw things, like other characters and stuff. Sure there are grappling rules, but there is nothing about lobbing your opponent to the far corners of the bar room.
So what can we do to fix that? Well, it’s relatively easy when you sit down and think about it. The main issue is range, because size matters. The bigger you are, the bigger the things you can chuck around and the further they will go.
Let’s start with the mechanics of the throw. I suggest these simple steps.
- If you start your turn Grappling an opponent and have higher Advantage, instead of holding on to your opponent you can elect to throw them instead.
- Pick where you want to throw your opponent and make a Ranged (Throwing) Test. If you fail, roll for scatter (WFRP 4e page 163) as normal.
- Weeeeeeeeeeeeeee! You have thrown your opponent, but how far?
- If you are two size categories smaller than your opponent or more… tough luck. You can barely manage to make them move at all. Throwing them is not going to happen. Why are you grappling with them in the first place? Run away you fool!
- If you are one size category smaller than your opponent, great! You can throw them 1 yard. Woo. Just enough to get them off your back.
- If you are the same size category as your opponent, you throw them half your SB in yards. So if your SB is 4, you throw them 2 yards.
- If you are larger than your opponent you throw them SB yards for each size category difference, up to SBx3. So for example, if you are large and your opponent is small, you can lob them SBx2 yards.
- Next comes damage! Your opponent takes damage as if they had fallen the distance you just threw them and may gain the Prone Condition (WFRP 4e page 166). The target you are aiming at takes SB Damage, which is modified by the Size rules (WFRP 4e page 341) as normal.
If the character being thrown is willing, then skip the Grapple Test and move straight onto the Ranged (Throwing) Test. Additionally the throwee (Is that a word? No? It is now!) may attempt an Average (+20) Athletics Test to reduce the damage they suffer as per the normal Falling rules (WFRP 4e page 166).
I would love to hear if anyone uses these rules in their game. You could recreate the classic Throw Teammate move in a WFRP 4e homage to Bloodbowl, or just imagine a giant like Old Man Thunder picking up villagers and sending them flying!
Bercilak says
Thanks for this post. It was useful in helping me think about tossing people in WFRP. I’m using the core of your idea, but pushing the damage down a bit. Your numbers seemed a bit high for my game (i.e. that 2 yard toss in your example would do up to 16 damage, with no mods for armor (1d10+3/yard). I have players who would gladly do that damage as much as possible. I shifted it to damage equals SLs from the Ranged Attack + 1/yard damage, with T and Armor applying normally. If the target takes a W from the throw, they are also Prone. So, for me,it works as a way to toss people off bridges or into a campfire, but not a reliable way to deal damage. But, again, it was your work that led me to this idea. Thanks again!
Long Shadow says
I am glad you like it. The damage in my version is quite high, but then falling 2 yards in real life can easily end up with broken bones or worse, so I think it’s reasonable. It depends on how realistic or deadly you want your game to be and adjusting things down a bit to suit your style of play is definitely a good idea.
Also thanks for the feedback!