Action Card traits

By lqdslvr, in WFRP Rules Questions

I'd come to the same conclusion about basic and advanced...

It does say in rhe RAW that you can purchase and use action cards with a rank greater than yours, so strictly speaking rank isn't a restriction (but as there is no proper mention of restriction traits in the rules anyway, you use rank how you want!). Just thought I'd mention it in case you hadn't found that rule yet..

pumpkin said:

I'd come to the same conclusion about basic and advanced...

It does say in rhe RAW that you can purchase and use action cards with a rank greater than yours, so strictly speaking rank isn't a restriction (but as there is no proper mention of restriction traits in the rules anyway, you use rank how you want!). Just thought I'd mention it in case you hadn't found that rule yet..

Thanks, but I did know that already. I think you mentioned in another thread.

Here is my very simple definition of restriction:

restriction: any trait that influences how you may purchase the action

As you see, from my definition, a restriction doesn't necessarily prohibit you from purchasing an action.

zelbone said:

pumpkin said:

I'd come to the same conclusion about basic and advanced...

It does say in rhe RAW that you can purchase and use action cards with a rank greater than yours, so strictly speaking rank isn't a restriction (but as there is no proper mention of restriction traits in the rules anyway, you use rank how you want!). Just thought I'd mention it in case you hadn't found that rule yet..

Thanks, but I did know that already. I think you mentioned in another thread.

Here is my very simple definition of restriction:

restriction: any trait that influences how you may purchase the action

As you see, from my definition, a restriction doesn't necessarily prohibit you from purchasing an action.

Ah, I like it!.... happy.gif

i've recently bought my own Warhammer core Set and have same problem.

Are there any restrictions for learning new Actions by PC's (exept spells restrictions which are obvious)?

Best Regards

i've recently bought my own Warhammer core Set and have same problem.

Are there any restrictions for learning new Actions by PC's (exept spells restrictions which are obvious)?

Best Regards

Szypulius said:

i've recently bought my own Warhammer core Set and have same problem.

Are there any restrictions for learning new Actions by PC's (exept spells restrictions which are obvious)?

Best Regards

A new brother has joined the endless battle against Chaos!

If you are new, you've probably missed the FAQ.

http://new.fantasyflightgames.com/ffg_content/wfrp/support/warhammer-fantasy-roleplay-faq.pdf

Are Traits Restrictions?

In and of themselves, no. An individual trait only becomes a restriction if another rule interacts with the trait and defines a restriction.

A trait is merely a design element that other design elements may interact with. The Slayer trait does not mean that only Slayers may access or use cards with that trait. However, there is a greater possibility of an interaction between traits associated with careers, action cards, or special abilities.

If the GM chooses and feels it is more appropriate to the setting and his campaign, he is welcome to establish some guidelines or restrictions to use certain traits as requirements as he sees fit.

Cheers!

Yeah it's pretty clear. Traits themselves aren't restrictions except for spells actions which can only be learned by magical types. All the rest the traits only are descriptive or used as linking terms when another card references a trait such as in the Swordmaster and Wardancer cards. Anyone can take a card with a slayer or ancestor or even swordmaster trait if they want.

At character generation - and this is specifically stated you only get the basic cards for free (dodge, parry and block) if you meet the characteristic requirement. If you don't then you may learn those actions later on once you meet the characteristic requirement but you have to buy them they aren't obtained for free. This would be the same for a character going into a magic career they would have to purchase all the basic cards that a starting level magic career gets for free.

Kryyst said:

Anyone can take a card with a slayer or ancestor or even swordmaster trait if they want.

You can, of course, rule differently on this – I would require players who want to take a slayer card, for example, to provide a plausible explanation how they learned to do this. Played correctly, it will then be particularly nice if players integrate the use of these unusual actions narratively into their characters. So soldier who learns several slayer actions might actually behave more and more like a dwarven Troll Slayer etc.

Just as a suggestion for using these kinds of trait related cues in a productive and hopefully fun way happy.gif

Yes absolutely you are free to do whatever you want in how you handle card traits, from ruling that you can't take cards unless the trait fits or coming up with a story reason on how you've learned that (perhaps you've spent plenty of time serving beside a member of the Slayer cult - aka Felix from the novels). But by the RAW the traits themselves aren't restrictive.

My personal style is to try and help the players come up with a feel for their characters first. Then I'll suggest action cards to them based on what they provide as a description. So yeah I have some control over those cards. I don't hand over the action card decks and just say go shopping at character creation. I do this for a couple reasons. First it's a time saver because in a group of 5 players to allow each one to go through the decks and start picking cards then passing the deck along would get painfully slow. Secondly it does (selfishly) allow me to selectively weed out what cards I allow into play at the beginning. Now that being said in every group so far rapid strike, dual strike and a few other power cards have hit the table. Lastly (though not least) it helps a player think of a character concept first and then pick from cards to bolster that concept. Instead of seeing a bunch of cool cards and then framing a character around cool and likely unconnected actions.

Really Story drives Actions which drives Simplicity.