Engage Manoeuvre

By peekay778, in WFRP Rules Questions

Allavandrel said:

Kaptain O said:

On the subject of chasing:

As far as I remember Jay has previously mentioned the use of the stance meter as a progress tracker during chases.

Did you just stop reading my post at the word chasing?

If not respond to my point not a single word I used while making my point.

You could also not use the Road special rules.

Then going from Close to Exteme costs 5 fatigue plus the free maneuver, and then an additional fatigue to Engage. 6 fatigue is enough for a To3 player to fall unconscious, and it's a significant penalty even to a Trollslayer. As a GM, you could also give a Misfortune die penalty to any attacks made after such an extended run, in addition to any gained by fatigue.

It's certainly reasonable, though, to perhaps limit distance movement in a single turn, although you'll need to play around with what you think is reasonable. Perhaps "Agi" worth of distance tokens/maneuvers? So a 3 agi PC could move close to long (close->med = 1, med-> long = 2, total 3) or extreme to long (which costs 3). You'd need an Agi of 5 or more to move from medium to extreme in a single turn.

dvang said:

6 fatigue is enough for a To3 player to fall unconscious

You pass out when fatigue is greater than twice toughness.

dvang said:

It's certainly reasonable, though, to perhaps limit distance movement in a single turn, although you'll need to play around with what you think is reasonable. Perhaps "Agi" worth of distance tokens/maneuvers? So a 3 agi PC could move close to long (close->med = 1, med-> long = 2, total 3) or extreme to long (which costs 3). You'd need an Agi of 5 or more to move from medium to extreme in a single turn.

Thats all Im saying, Im leaning toward (AGI)/2 *additional* moves so combined with the free move and depending on iff I round up or down an AG 2 guy can move 2 increments, and AG 3 guy can move 2 or 3, and AG 4 can move 3, ag 5 is 3 or 4 and ag 6 is 4. Since Stat cap seems to be 6 for PC's that should work. out. Leaning toward rounding up so that ag 3/4 people move about the same max speed with only SLOOOW (AG2) or omgreallyreallyfast (AG5+) moving different speeds.

I agree that the ability to move from extreme to engaged before an opponent can act is a little silly, even if there are consequences to do it. As a house rule, I'd go with a number of movement maneuvers equal to 1 plus agility/2 rounded down, and 1 plus agility/2 rounded up if they have athletics trained. I'd also add +1 movement maneuver if they have the running specialization for athletics. That kind of works out to a movement stat. Just a thought.

-Thorvid

Thorvid said:

I agree that the ability to move from extreme to engaged before an opponent can act is a little silly, even if there are consequences to do it. As a house rule, I'd go with a number of movement maneuvers equal to 1 plus agility/2 rounded down, and 1 plus agility/2 rounded up if they have athletics trained. I'd also add +1 movement maneuver if they have the running specialization for athletics. That kind of works out to a movement stat. Just a thought.

-Thorvid

Ooh I like the Athletics interplay there, nice thinking.

You could avoid rolling initiative until an actual engagement occurs.

New participants would arrive on the scene at a maximum of long range. Realistically, where would you be that a fight would begin so far away that the two groups couldn't even hear one another yell? Extreme is a pretty extreme range at which to start moving towards an engagement.