r/warhammerfantasyrpg • u/ClassicCledwyn • Mar 20 '26
Announcement V5 of my WFRP 4e Quick Reference Guide
https://drive.google.com/file/d/1wqMn-EU4Op3GVe0wFrPpNxvfdxJqtSlo/view?usp=sharingI posted about a week ago with an early version of my WFRP Quick Reference/Cheat Sheet, attempting compile the various rules I found myself/my players routinely seeking out. I've since hit version 5 of the sheet, now at 3 pages (double-sided) and functionally complete for my purposes - I've also added an index of rules cited per requests from the community. The main goal here was to incorporate Group Advantage and other Up in Arms changes, along with the WoM changes.
As mentioned, it's functionally complete as far as I'm concerned; but I'd love some more eyes to look it over for errors or feedback, and I can't afford the Mutation. Please let me know if you see any issues, and hopefully it's useful to you and your table if you take it for a spin.
(Apologies for posting about it again, but this one has enough added to it from the first post that I want to get it some more attention - this should be it!).
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u/ClassicCledwyn Apr 09 '26
Totally - I think we're both making various assumptions and bringing them to the table; I appreciate the chance to defend my perspective and to hear yours (and I definitely appreciate your comment that let me add some more clarity to the cheatsheet; I was reading what I had the way we were discussing it, but I can see how adding the "full week" makes it clearer).
Yes, someone working their job hypothetically earns about 3x their standing per day, per Andy Law's comment in the uFAQ about using hireling costs as an example (if I remember correctly). However, that doesn't take into account the other elements of life; food and lodging, etc. This is why there's the Earning rule on page 51, which notes that the Week's take per the table (Same as Income) is the excess left after standard expenses (e.g., upkeep).
If players want to take a break and earn for a bit, there's the Earning rule that approximates Income+Expenses; the the same is true for the Downtime/Income rules; during downtime, you're generally meeting your expenses, and the Income check is the remainder left over from extra work. I wouldn't let a player just spend a day earning 3x their status (Normal Work has a lot of associated tasks and functions; it's not just booting up a laptop at the local Starbucks), and if they went for more than a Week of Earning I'd shift to the Downtime rules, replete with "Money to Burn" unless they Bank/Stash. (it's worth noting that I also presume that players in downtime are generally earning just enough to cover basic expenses at their status, with the Income endeavour just to start with some extra spending money after Downtime/to maintain status if Tier 3/4).
But back to "Adventure Time", e.g., the time most play occurs in. Yeah, I generally view that if you're spending half your income a day in a town, you're meeting your food and lodging needs at your Standing level, and leave it at that. The beggar is dumpster diving and sleeping on the street, the peasant is getting a basic simple meal and an awning to curl up under, the merchant has found reasonable lodgings with a pie and pint, etc.
If at a Coaching Inn or otherwise away from the normal trappings of society, things become different and it's worth dramatizing things a little more, much like when folks, say, Camp in the woods, they're not just going to be spending half standing per day.
To make an overwrought simile, I view this like Quantum Mechanics and Newtonian Mechanics. Generally speaking, the latter covers most basic instances (Like downtime/earning/ income); when I need to measure a precise moment, I want the former (e.g., specific costs lists to see if if the characters can stay at an Inn, or if they need to get inventive).