Enemy basic action card

By Gelmaron, in WFRP Rules Questions

Hello all.

My gaming group and I just started playing Warhammer Fantasy Roleplay yesterday and had fun with it. Looks like we will be playing more often. So I will have a few questions over time that I hope can get clarification.

First off, on page 41 of the Tome of Adventure it states "Many enemies have special actions they can perform in addition to the normal range of basic actions available to the player characters ."

This means that even GM controlled enemies still get to use the basic action cards of: Melee attack, ranged attack, Asses the situation, guarded position, perform a stunt, block, dodge and parry. Is that correct?

If so, what does the GM do for cards? There are only 3 sets of the basic cards and with 3 heroes, they would be using them all. Also, what about multiple enemies. If the heroes are fighting 1 Orc, 2 Goblins and 3 Snotlings, how do you keep track of recharges for the cards like block, parry and dodge for each enemy? How do you keep track of which enemy blocked, which assessed the situation, which parried, which did guarded position and so on.

Do the enemies use the cards in groups? For example, if the Goblins used the parry card, then all goblins involved use the parry action.

Next question: If an arcane caster overchannels their power (let's say, they get 9 power after the Channel power action, and their willpower is 4), AND they take the penalty to cast a spell in the same action, they do not have to worry about 'venting' power, if the spell reduces to power down to a safe margin again. I was not sure if the sequence went: A) Channel power, check for venting, if the character still has sufficient power then cast spell OR B) channel power, cast spell, no need to vent because power is down to a safe level again.

Great game. Really dynamic and I like the rules-on-cards aspect as opposed to consult-the-rulebook for certain rules.

Personally, i have made a cheat sheet which has the explanation of all the basic actions on it, which i refer to when i need one of my NPCs to use a basic action (you could simply borrow a card from a PC if you needed to though, and then hand it back at the end of the NPCs turn, gets a bit more tricky when active defences are invovled though as the PCs could already hae those re-charging, thats why i made my cheat sheet)

I have also made a NPC tracking sheet, and i have included in that three sections (block, parry, dodge) and when an npc uses one of those actions i simply place two tokens in that space just like a PC would put them on a card. Now i let individual npcs use the basic actions, rather than using the "its on cool down for all NPCs" rule as described in the TOA. I use that rule for the special attacks described in TOA, but it makes no sense to me that because goblin 1 had parried this round, goblin 2 cannot parry, so basic actions are tracked per npc rather than per group. I also track A/C/E the same way, but that's just me...

As for tracking who has used access the situation or guarded position, simply place a tracking token next to that stand up, to remind you they are doing something a bit special, although now you have mentioned it i might upgrade my tracking sheet to include a space for tracking assess and guarded position per NPC too!

As for the venting power question, i am pretty sure you have to check for venting as soon as you have too much power. Channeling (getting the power) and spell casting are seperate actions and therefore you check them independently. That's what all the risk management stuff included in the Wizard section is trying to explain; IMO.

Hope this helps

Thanks for the reply, pumpkin. I think that a cheat sheet with just the card information that the GM can reference is a good idea and a tracking chart for the enemies and the basic cards should be easy to devise as well. Sounds good!

As for the venting question, the reason I asked is that arcane casters are supposed to be able to channel and cast at the same time, but doing so increasing the difficulty of the spell check by 1 challenge. I wanted to confirm if this was still one 'action'. If so, it seems like venting would not come into play, but it is difficult to say for sure.

The extra challenge die is for when wizards channel and cast in the same TURN. (p.35, ToM)

I think the channel action still comes before the cast action, even in that case, and so venting issues would still apply; that's my take on it anyway.

Hey all. I have another question. On page 46 of the Tome of Adventure, it states, "Enemies do not suffer stress or fatigue the way player characters do. An effect that would force an enemy to suffer stress or fatigue inflicts an equal number of wounds instead."

So, does that work in the opposite as well? If an effect lets the enemy recover a fatigue or stress, do they recover a wound instead?

Try it! It seems like that might be right.

Gelmaron said:

So, does that work in the opposite as well? If an effect lets the enemy recover a fatigue or stress, do they recover a wound instead?

Yeah.

I believe the FAQ clarifies that too much power/venting is only checked for at the end of the turn.

Edit: Yes, on page 7 of the FAQ. End of Turn phase is when Excess Power is checked for.

dvang said:

I believe the FAQ clarifies that too much power/venting is only checked for at the end of the turn.

Edit: Yes, on page 7 of the FAQ. End of Turn phase is when Excess Power is checked for.

Excellent. Thank you for that information, dvang.

Gelmaron said:

Thanks for the reply, pumpkin.

Tee hee: Pumpkin's user name sounds like a term of endearment.

"Thanks for the reply, sweetie!" corazon.gif

dvang said:

I believe the FAQ clarifies that too much power/venting is only checked for at the end of the turn.

Edit: Yes, on page 7 of the FAQ. End of Turn phase is when Excess Power is checked for.

Ah, good spot. Makes spell casting a bit safer, I guess, and simpler to manage from a game point of view