Working out deffence...... and combat actions

By Mouseguard, in WFRP Rules Questions

Hello, Im pretty new to gaming and to this roleplay. so please be easy on me....

I cant find how to workout a characters deffence? i found in the armour section points that 'add to' deffence but im guessing that this cant just be it, as a wood elf who is nimble and dexterous but chooses not to wear armour would have no deffence at all ? do you in some way count agility into the deffence ?

also, how many actions can you take a turn? only asking as looking at dodge or parry, if you want to use one of these you can only do it when attacked which would fall outside of your activation, would this meen you have to not act on your turn in an attempt to parry on an opponents turn?

sorry if these questions seem basic, as i said i am pretty new to this and would like a little help .

thanks all.

You have one maneuver and one action (power card use) in a round. Reactive power cards (like Dodge, Parry, Block) are an exception to this, they don't use up your one action.

Defense does basically come from armor + shield. High agility just means you have access to the Dodge power card (and could conceivably use Agility to Perform A Stunt if you wanted to go on Total Defense), it doesn't otherwise affect your defense.

As for the defence part, you only get the defence from the armour section (unless some spell or other wierd effect is involved).

The Wood Elf with high Agility gets the basec Dodge action card without having to even raise his Agility (since its already 3). The Dwarf and Human must at least spend 3 points to raise their Agility to 3 to get the basic Dodge action card.

And if an Elf raises his Agility just once to 4 as well as train the skill Coordination... he can upgrade his Dodge card and take the awesome Improved Dodge instead (which is a really defensive action card).

When using Active Defenses like Dodge and Parry, they happen on an oppenents turn as they attack you (just as the card text on them says)... which makes them totally free to use. You can effectively Dodge, Parry, and Block against the same attack if you have all three of them.

From p 2 of the Official Errata/FAQ: Any number of immediate use actions/responses can be activated when an appropriate triggering act occurs. For example, a PC could attempt to apply Dodge, Parry, and Block all against the same incoming melee attack.

On your own turn, you only get to do 1 Action and 1 Free maneouver (+additional maneouvers at the cost of 1 fatigue each). But that has nothing to do with the Active Defense cards that state you use them when being attacked (since they aren't played on your own turn, there is no limit to them, except for the recharge part or course).

thank you that really helps, oh and sorry for spelling mistakes I suffer from dyslexia... and i have no idea if i have spelt that correctly either.

happy.gif

I don't like the lack of inherent "defence" from having a high agility =(

You can add it back into the game. The first time we played, I thought defense was agility + armor in black dice. And this actually seemed to work. I generally had to spend aggression dice to hit, but that's the point of those dice.
For enemies I just used their parenthetical number as their defense score, so they were easier to hit, but this didn't seem to make a big difference.

I think you could this into the game without a problem.