This is the second in a series of designer diaries that will provide an in-depth look at how combat is resolved in Warhammer Fantasy Roleplay. This installment takes a closer look at an individual player turn, and the steps a character goes through to make an attack. The previous installment in this series, Combat Training 101, discusses initiative, rounds, and player turns in the game.
The combat sequence occurs as part of the active player’s turn, in a specific order. Each step in the sequence has a specific purpose. A character can perform manoeuvres before or after this sequence, but not in the middle of this sequence unless a specific effect says otherwise. The Combat Training 102 diary walks through the combat sequence, and describes how characters defend against incoming attacks.
. Now, with that out of the way, I understand what you're saying, and yes there is a basis of reality in most RPGs. Recharging parries/blocks/etc, though, is really no different than v2 where you can only parry (or dodge) once per round. "realistically" you should be able to attempt to parry every single attack against you, yet you can't. I would guess it is still a matter of time. Despite actions being taken and resolved in order, in some sense actions in a single round are simultaneous. That is why, without a Talent, you can only dodge a single attack. Two attacks are coming at you simultaneously, from different angles, so unless you're trained/experienced you can only concentrate on dodging one of them. This concept still applies, although perhaps they have adjusted the timeframe. Sometimes rules have to bend realism for playability. This alsos make Parry and Block more useful, by the way. Dodge was the ultimate reaction, since it could be applied to any attack against you. Now, with a recharge, it makes more sense to use a parry or block in melee, and save up your dodge for a ranged attack, since if you use your dodge against melee you have no reaction to use against ranged. Indeed, you can use multiple reactions in a round, or even against the same attack. Doing so, however, puts you out of position from doing the same in the next round. A nice tactical choice for the player in my book. I'm not arguing that this is completely realistic, but it's just as plausible as the v2 version of reactions. It's similar to attacks. You take a big wind-up swing, at the end of the swing you are not in a position to execute another big wind-up swing. You need to recover and wind back up to do it again, hence the recharge. The point is, most stuff in RPGs is only loosely realistic. This v3 version appears to give players a lot more options on actions to choose, other than 'standard attack' or 'swift attack'. The recharge helps prevent players from selecting that 'uber' talent/action and spamming it over and over again, and steers players to gain multiple useful actions with their advances, rather than relying solely on a single powerful combat action.