Talents after 1st Career

By Verpi, in WFRP Rules Questions

Verpi said:

Well now that I read the updated F.A.Q.. I see that you loose the use of the talents (Pg. 7). if you have no socket for them.

It was clear by the rulebook that that is how it worked, we were just discussing house rule alternatives.

Freiduin said:

  • The Wizard: Any wizard who changes career to a "non-wizard" career can't slot his order talent anymore which means he can no longer cast any spells.

arscott said:

Freiduin said:

  • The Wizard: Any wizard who changes career to a "non-wizard" career can't slot his order talent anymore which means he can no longer cast any spells.

Says who? Don't have my set with me now, but I don't remember the ability to cast spells being contingent on the order card. Certainly a wizard could only learn spells from his order, but once the spell is learned, a character should be able to cast it even if they've changed careers.

Yes of course, it isnt the specialty card that gives the wizard his castning ability. I simply presumed too much. From the recent errata it is pretty clear how it works though:

(New) Career Transitions:
Leaving a “Casting” Career
If a character chooses to leave a priest or wizard career, mechanically
he does not lose the ability to invoke blessings or cast spells.
However, he does lose access to the corresponding Faith or Order
specialty card if his current career does not have the appropriate
socket to hold the specialty card.


If the character has the proper skills acquired or trained, favour/
power can still be generated and blessings/spells can still be
performed – just without the benefit of the ability granted by the
Faith/Order card.


From a setting standpoint, such a career transition is highly unusual.
Leaving an established Empire Cult or the Colleges of Magic
would meet with suspicion, questions, and possibly persecution.
A wizard leaving the sanctioned and approved Colleges of Magic
could well be branded a hedge wizard, sorceror, or dangerous renegade
and find himself targetted by zealous Witch Hunters.

I'd say the last part is the most improtant one though. From a setting stanpoint, for a wizard to change into a non-wizard career just doesn't make sense. You join the colleges of magic for life, and if you try to leave, you'll probably be regarded a threat to be dealt with. So anyone who intends to keep the game within the warhammer setting, the option for a wizard joining a non-wizard career would be a big no-no, he'd be effectively turned into a NPC. (Unless you want to make a campaign where the wizard is a hedge wizard constantly on the run ofc.). The Empire simply don't accept people with any kind of magical ability unless they are under the control of the colleges... It's either join or die (or keep your magic very very secret from everyone).

Kaptain O said:

Well it costs at least 11 advances to complete a career and get dedication bonus - that's 3 months of playing 1/week. At the end of it they get an extra talent slot? They get another every 3 months?

I'd really have to see what FFG has in mind for the advanced classes - see if there is a ramping up of power level as you get up there.

In real time Sure. I am even more frugal, awarding AP 1 every two weeks or so. Some are probably going to be more liberal....

But it dose not change the fact that after 1, possibly 2 career changes there is not much to look foward to. Not currently. And some players, using the RAW will have only 1 career to switch to, if they draw that career (Wizards App, initiate).

And you can argue that 6 months is a pretty decent run for any campaign. I would not disagree ( I would however argue it is much shorter then previous version of the game allowed for). My players on the other hand would. But they tend to get pretty attached to their characters, and have voiced their dislike of "rerolling" characters every few months.

But back to the topic, it strikes me that the way the game has been designed creates a much more rigid ,restricive and artificial feeling method for "Career Exit and Entry". One that seems almost designed to discourage deviating from the "Correct" progession of careers. But that is just my take on it.

I feellike you may have missed my point. I was saying that sure, giving the PC's a "bonus" talent slot each time they complete a career (as a house rule) would increase the power level of the players but its not like they are going to get up to an obscene amount of talents, if you complete a career every 3 months you get 1 bonus talent slot ever 3 months. Maybe you cap them on a maximum of 2 slots of each type to prevent a melee monster having 4 tactic talents after completing his 2nd career.

As far as long term plans as I said I'd really need to know what FFG has in store for us in the way of "Advanced" classes - right not to be honest I dont think any of the careers have the keyword "advanced", there are basic and intermediate - hopefully there are advanced careers that have special rules, abilities, bonus talent slots, unique actions etc. that really give a character something to strive toward. You have to assume that at some point in the next 6 months they will come out with an expansion with advanced careers, if not people are going to hit the dead end you describe and that could be bad for the game.

I am sorry. I do get your point, I was just feeling a bit "rantish". As far as Advanced Careers -Witch Hunter is one example of an "Advanced. " Career (or at least that is what the discriptor says)-Not a whole lot that seems to differentiate it from basic careers.....other then you must have completed Zeaolt or have one perm. insanity (Talk about enforcing the RP of sterotyped cliches "All them witchhunters iz kuh-ray-zee." sorpresa.gif But thats a different kettle of fish to fry). Now will there be a career that goes past advanced , who knows?

If you look at the list of 5 keywords that it has (that every career has, the ones you match up to see how compatible the careers are and so how many advances it costs to switch between careers) it has the trait "Intermediate" rather than "Basic".

I know it is listed as a Advanced Career but i think that means "non-basic" as in you cant start as it, but since it's trais is intermediate I hypothesise they will have more advanced careers that actually have the trait "Advanced"

More the likely. And hopefully sooner then later.

Instead of wiping your character's memory or giving them added power via extra active slots, just say that say a Soldier with a Tactic Talent who now becomes a Student, can't always have a tactic slotted, but during combat he can spend a maneuver to swap out one of his other Talents with Tactics.

You wouldn't be able to slot cards of the kind you already have slots for, so 1 Tactic and 1 Reputation doesn't mean you could slot 2 Tactics, but you could swap out a Focus you gained in a previous career.

Alternatively, you could let someone invoke a Talent he no longer has slots for by spending a Fortune Point.

I'd prefer something that costs the character rather then just adding stuff on, otherwise you get into min-maxing and class dipping.

Kaptain O said:

If you look at the list of 5 keywords that it has (that every career has, the ones you match up to see how compatible the careers are and so how many advances it costs to switch between careers) it has the trait "Intermediate" rather than "Basic".

I know it is listed as a Advanced Career but i think that means "non-basic" as in you cant start as it, but since it's trais is intermediate I hypothesise they will have more advanced careers that actually have the trait "Advanced"

I agree with this and I also think they will have more than two talent slots. These "advanced" careers have to have something to offer players over and above moving around the various basic careers, and extra talent slots seems to be one of the main things they have the potential to offer.