What we would like to see in the FAQ

By The Asgardian, in WFRP Rules Questions

Let us get together a compiled question/ issue thread together so Jay and crew can see what we would like clarification on more easily.

Actions:

At the End of Turn Phase, the Active Player removes a mark from a recharging Action. Does the Active Player remove marks from an Action that was done that current round or wait til the next End of Turn Phase of their Activity (Example: An Action with a Recharge of 3 is out for 3 actual turns or just 2 turns if you remove a marker at the End of turn phase of the turn it was initially done?)?

Character Generation:

Do Inititates gain the Advance Skills of Invocation and Piety for free as the Apprentice Wizards gain the Advance Skills Channelling and Spellcasting?

Character Advancement:

Does acquiring the Advance Skill of Education give you the benefit of Literacy or do you need to Train in the skill as well?

What is the Characteristic Maximum to be upgraded? It appears that for a Career Characteristic Advancement is limited to 6 as there are only 6 advance slots available in a Career that are free aside from the 4 dedicated advances.

Equipment:

The Light Crossbow is mentioned as trappings for various starting Wealth gear packages, but not listed in the Equipment chapter. Was it omitted or actually supposed to be a Crossbow or Hand Crossbow?

Magic:

Do the actions of casting Magic and Blessing have a default difficulty of 1 Challenge Die as the Melee and Ranged actions do?

An explanation to clarify the mechanics of equilibrium.

I will update this top thread as more issues are added.

-ashe-

Issues I've run across going through the rules:

1) What side of the action card do you use in neutral stance?

2) How do Active Defenses work? Do they take up an action or what?

Most important of all:

3) Where's the index? (seriously, the rules badly need an index)

The Asgardian said:

Stances:

In a neutral stance what side of an action card does one use, Conservative or Reckless?

I don't remember the specific page, but I know it says in the main rulebook during Character Creation that, if the character has an equal number of Conservative and Reckless pieces on his/her stance meter, then he/she needs to pick a "default" stance. Otherwise, if the character has more of one stance's pieces than the other, the one that has the greater amount of pieces is the "default" stance.

Thus, when in a Neutral stance, the character will use the "default" stance when using action cards, though he/she will not convert any characteristic dice into stance dice.

A clear cut list of each and every card a character starts with (including specialty/talents whatever...).

I'll list more later.

The Asgardian said:

Stances:

In a neutral stance what side of an action card does one use, Conservative or Reckless?

When you create your character the number of pieces you have on each side determines your default stance. If you have mostly red, it's reckless. If there are equal amounts on both sides, you choose your default stance when you create your character. Your default stance (chosen or determined by your stance) determines which side of the action card you use when in neutral stance.

Edit: Doh! Someone else answered that already.

There's a great explanation for 'Active' defense in the Rules Questions section somewhere.

I know the answers to both my questions, but this wasn't "What do I need answered" it's "What we would like to see in the FAQ" and both of those should be in the FAQ, because one isn't in the rules, and the other is apparently burried somewhere in the rules, because I don't see it in the "Stances" section, nor do I see it under "action cards and stances" in the chapter on actions.

Of course, it's probably an issue that could be solved with an index. Did I say yet that these rules are badly in need of an index?

Oh, and despite my smart response, I do appreciate the attempts to answer my suggestions for the FAQ, I'm just getting a little frustrated with the organization of the rules, or rather, the lack thereof.

I would like to have the Equalibrium question answered (despite that I now know the answer).

How long does it take to gain up to your Equalibrium. An official answer would be nice.

would like a clearer explanation of setting the challenge dice: mainly for combat. Its a bit confusing in the rules as presented.

Does a mage or priest always start at equilibrium, or do they start at 0 power or favour?

What an initiative dice pool looks like

The equilibrium is a good point of interest

-ashe-

How do the Action traits impact character creation and character advancement. Specifically, magic prereqs are all covered under traits, (e.g. - magic, order, rank), so how does this impact other actions, such as slayer actions? Are slayer actions, like magic actions, restricted only to slayer careers? And if so, what other traits act as career restrictions?

More to follow as I think of them...

The Asgardian said:

Magic:

Do the actions of casting Magic and Blessing have a default difficulty of 1 Challenge Die as the Melee and Ranged actions do?

In addition to spell actions, what is the default difficulty for any non-opposed action card (e.g. guarded stance )?

is the quarterstaff really a one handed weapon.

OK, it's nowhere near as interesting as the equilibrium or traits question, but it's bugging me!

It looks like you can use the quarterstaff one handed if you want. Which is fine, really. It's a big stick. If you hold in both hands, then you get the defensive bonus.

Advancement:

Once you have bought your 4 general davances, 6 open advances, 2 non-career advances and your dedication bonus you cannot purchase any more advances without changing career correct? Raising a stat costs as many open advances as the number you raise it to correct? so the max you can raise a stat to is 6? and if you raise a stat to 6 you may not purchase any other open advances during that career?

Kaptain O said:

Advancement:

Once you have bought your 4 general advances, 6 open advances, 2 non-career advances and your dedication bonus you cannot purchase any more advances without changing career correct? Raising a stat costs as many open advances as the number you raise it to correct? so the max you can raise a stat to is 6? and if you raise a stat to 6 you may not purchase any other open advances during that career?

I thought the dedication bonus was free once you filled up the other ten.

Here's what I would like to see in the FAQ.

A new rule book sent to everyone who purchased the game. Maybe one that wasn't playtested by people who had the devs and designers around to answer the most BASIC questions on how this game is supposed to work and then didn't feel the need to put those answers in the actual rulebook.

There's a three page thread going on right now debating how you're supposed to hit. Seriously. Rules should not be that hard to figure out.

NezziR said:

There's a great explanation for 'Active' defense in the Rules Questions section somewhere.

I looked again and couldn't locate the information. What page are you finding it on that explains what defines an Active Defense?

-ashe-

Gorehammer said:

Kaptain O said:

Advancement:

Once you have bought your 4 general advances, 6 open advances, 2 non-career advances and your dedication bonus you cannot purchase any more advances without changing career correct? Raising a stat costs as many open advances as the number you raise it to correct? so the max you can raise a stat to is 6? and if you raise a stat to 6 you may not purchase any other open advances during that career?

I thought the dedication bonus was free once you filled up the other ten.

Here's what I would like to see in the FAQ.

A new rule book sent to everyone who purchased the game. Maybe one that wasn't playtested by people who had the devs and designers around to answer the most BASIC questions on how this game is supposed to work and then didn't feel the need to put those answers in the actual rulebook.

There's a three page thread going on right now debating how you're supposed to hit. Seriously. Rules should not be that hard to figure out.

The three page thread on how you're supposed to hit isn't really a core rules question. It's more of a house rules question.

But I do agree that the rule book as written has some glaring omissions.

What is a Light Crossbow? It is found under character creation as a possible starting weapon, but not listed in the weapons table.

Is the default length of a progress tracker 11 pieces long? (1 anchor - 4 stance - 1 anchor - 4 stance - 1 anchor)

Kaptain O said:

Advancement:

Once you have bought your 4 general davances, 6 open advances, 2 non-career advances and your dedication bonus you cannot purchase any more advances without changing career correct? Raising a stat costs as many open advances as the number you raise it to correct? so the max you can raise a stat to is 6? and if you raise a stat to 6 you may not purchase any other open advances during that career?

Yes, After you exhaust the Career Advances and complete the career, you get the Career Special Ability, a Specialization for each of the career's key skills that you had trained during your time in the career all for free. You must now move to another career for new opportunities. (Pg 37 "The Career Transition" WHFR Core Rulebook)

As for limiting you Characteristics upgrading to 6, that is a good question as you can spend much more on a Non-Career Characteristic and buy it above 6. 6 seems to be your limit as what is allowed for a Career Characteristic Advancement.

-ashe-

zelbone said:

The three page thread on how you're supposed to hit isn't really a core rules question. It's more of a house rules question.

But I do agree that the rule book as written has some glaring omissions.

What is a Light Crossbow? It is found under character creation as a possible starting weapon, but not listed in the weapons table.

Is the default length of a progress tracker 11 pieces long? (1 anchor - 4 stance - 1 anchor - 4 stance - 1 anchor)

Actually, I think the problem is that the use of the term "VS." seems to imply, at least to the poster with the issue, that all combat rolls should be Opposed Checks. Which is a big problem in how the cards are worded. The cards, if the intent was to add a for each point of defense, should not read "vs. defense." They should read + per point of defense. Because that's how the mechanic actually works.

Gorehammer said:

Actually, I think the problem is that the use of the term "VS." seems to imply, at least to the poster with the issue, that all combat rolls should be Opposed Checks. Which is a big problem in how the cards are worded. The cards, if the intent was to add a for each point of defense, should not read "vs. defense." They should read + per point of defense. Because that's how the mechanic actually works.

My opinion is that Opposed Rolls are versus a Characteristic with possible Skill/ Specialization associated. Defense is not a Characteristic, it is a value determined by your worn armor or possible magic item :)

-ashe-

The Asgardian said:

My opinion is that Opposed Rolls are versus a Characteristic with possible Skill/ Specialization associated. Defense is not a Characteristic, it is a value determined by your worn armor or possible magic item :)

-ashe-

After going back over the rules, I have to agree with this. Opposed checks repeatedly talk about the opposing characteristic, and Defense is not a characteristic. I also agree that using the same "vs." terminology when describing an unopposed attack action was a poor choice, and still needs clarification.

The Asgardian said:

Yes, After you exhaust the Career Advances and complete the career, you get the Career Special Ability, a Specialization for each of the career's key skills that you had trained during your time in the career all for free. You must now move to another career for new opportunities. (Pg 37 "The Career Transition" WHFR Core Rulebook)

As for limiting you Characteristics upgrading to 6, that is a good question as you can spend much more on a Non-Career Characteristic and buy it above 6. 6 seems to be your limit as what is allowed for a Career Characteristic Advancement.

-ashe-

You only get the career special ability and the free specialisations (and the dedication discount for your next class change) if you spend an advance to buy the "Dedication bonus"

Also you cannot spend more on a non-career characterstic, you can raise 2 non-career advances and each of those 2 advances is limited to 5 AP cost - so a non career characteristic could be raised to a max of 4 (costing 5 AP).

I have no problem with a 6 cap on stats, it is actually better imo than having str 8 and being stronger than a troll. What I more have a problem of is if a person gets a str of 6 then they use up all their open advances.

Kaptain O said:

The Asgardian said:

Yes, After you exhaust the Career Advances and complete the career, you get the Career Special Ability, a Specialization for each of the career's key skills that you had trained during your time in the career all for free. You must now move to another career for new opportunities. (Pg 37 "The Career Transition" WHFR Core Rulebook)

As for limiting you Characteristics upgrading to 6, that is a good question as you can spend much more on a Non-Career Characteristic and buy it above 6. 6 seems to be your limit as what is allowed for a Career Characteristic Advancement.

-ashe-

You only get the career special ability and the free specialisations (and the dedication discount for your next class change) if you spend an advance to buy the "Dedication bonus"

Also you cannot spend more on a non-career characterstic, you can raise 2 non-career advances and each of those 2 advances is limited to 5 AP cost - so a non career characteristic could be raised to a max of 4 (costing 5 AP).

I have no problem with a 6 cap on stats, it is actually better imo than having str 8 and being stronger than a troll. What I more have a problem of is if a person gets a str of 6 then they use up all their open advances.

Ok, I see where you are seeing the need to spend an actual Advance on the Dedication Bonus. It is on the Workspace of the Character Sheet. Heh. I was reading the Dedication Bonus Section and it says you are rewarded with all this for completing a Career, but you still need to spend an Advance to get that reward :)

-ashe-

Chipacabra said:

It looks like you can use the quarterstaff one handed if you want. Which is fine, really. It's a big stick. If you hold in both hands, then you get the defensive bonus.

You also get the defensive bonus if you hold it in one hand (as long as it is your off hand, presumably the restriction is you have to have a weapon in your main hand two).

Having looked at the demo adventure a bit more, the grey wizard has a sword and staff, so i think it is one handed, as described.

I think I'll house rule it that using it in two hands grants a [W] die to combat rolls (plus still grants defensive).

I think it is supposed to be used in a Gandalf style sword/staff combo, also commonly seen being used by battle wizards...

I can't find a refernce to what benefit a Spiked shield gives...(or it's description)