Could someone check my work please?

By Emirikol, in WFRP Rules Questions

I'm putting together a bit more comprehensive "WHAT YOU CAN DO ON YOUR TURN" breakdown. Did I miss anything?

Beginning of Turn Phase
1. Adjust stance one space for free. More costs Stress.
2. Spend Fortune Points to:
a. Remove recharge tokens on Talent or Action cards
b. Change Initiative
3. Perform Maneuver(s)
4. Resolve any other Beginning Phase effects

Middle of Turn Phase (Action Card Resolution)
1. Active player selects an action card
2. Announce target
3. Generate your starting dice pool.
a. blue characteristic, red/green stance, yellow trained, white (other), black/purple (action card)
b. Spend Fortune Point(s) to add 1:1 white/fortune die
4. GM assigns Purple (1 for combat) and black/ misfortune dice.
a. One for each Total Defense (Def + Agility) and other GM modifiers.
5. Dice pool is rolled and evaluated
6. If attack is successful, calculate Wounds Inflicted
a. Wounds Inflicted = Total Damage (Dam + Str) minus opponent’s Total Soak (Soak + Tou)
7. Resolve all remaining Action Card Effects

End of Turn Phase (Next Person Can Start Their Action)
1. Perform Maneuver(s)
2. Mark Tracking Tokens on Action/Talents used
3. Remove one tracking token from brief conditions
4. Remove one tracking token from action cards
5. Remove one tracking token from talents
6. Spend Fortune Points to remove recharge tokens (defense)
7. Resolve any other End Phase effects

Part II - RALLY PHASE (occurs during an encounter but "links two acts together"..uh, what does that mean?)

Rally Phase of Encounter
1. GM awards fortune points to party
2. Move stance one towards neutral (required)
3. Remove one recharge token from from any recharging cards
4. Recover one stress and one fatigue
5. Adjust Power/Favor as if it were the PC’s End of Turn phase
6. Perform ONE Rally Step Action
a. One maneuver
b. Attempt First Aid check
c. Attempt (1p) Reslilience check to recover fatigue equal to the number of successes generated
d. Attempt (1p) Discipline check to recover stress equal to number of successes generated.
e. Re-roll initiative for party’s slowest init’ token.
f. Perform action with “Rally” trait.
7. Non-PC’s may perform these, plus refresh A/C/E dice.

Part III

End Of Encounter (and/or 8 hours of complete rest)
1. Recover Fatigue equal to Toughness
2. Recover Stress equal to Willpower
3. Perform First-Aid check

Other stuff?

Part IV

End of an Act

1. Willpower check for temporary insanity to become permanent insanity.

2. Others?

End of an Episode (also "chapter")

1. Recover Fatigue equal to Toughness
2. Recover Stress equal to Willpower
3. Other specifics?

Interlude between Adventures (ToA37)
1. Submit character hooks
2. Healing & Recovery (including insanity month to month)
3. Activities (Research, Training, Employment, Travel, Gossip, Shopping, Prayer, etc.)
4. Encounter
5. Check Plot Triggers

jh

I had made a similar work, but in portuguese. Great work!

Where did you get point 2a from, or is this just saying you can add a fortune dice to your initiative roll?

Also 6a would be based on AG rather than STR if it was a Ranged attack.

Great initiative please keep it up. If any are houerules please note them as such.

In middle of turn, Fortune Points are spent after GM adds bad dice to pool. The Player gets to see what that situation is before deciding to allocate the resource.

I too was not aware fortune points could be spent to change initiative order. Initiative is really its own "stage"/"phase".

Rob

Thanks. I'm checking on the initiative thing..it's probably an error, or it could be something I confused with the rally phase.

Simplified version for the players side of the GM screen:

WFRP3 Sequences
Active Player’s Turn
* Initiative is established with agility check (successes).

* Fortune Points may be spent anytime during a character’s turn: 1) Add a white die to a roll, 2) Reduce action card recharge, 3) Reduce Talent card recharge.

* Maneuvers may be performed anytime during a character’s turn. First one is free. Additional cost 1:1 Fatigue.

Beginning of Turn Phase:
1. Adjust stance one space for free. More costs Stress 1:1.
2. Resolve any other Beginning Phase effects

Middle of Turn Phase (Action Card Resolution)
1. Active player selects an action card and announces the target
2. Generate your starting dice pool.
3. GM assigns Purple (1 for combat) and black/ misfortune dice.
4. Dice pool is rolled and evaluated
5. If attack is successful, calculate Wounds Inflicted
6. Resolve all remaining Action Card Effects

End of Turn Phase (Next Person Can Start Their Action)
1. Mark Tracking Tokens on Action/Talents used
2. Remove one tracking token from brief conditions
3. Remove one tracking token from action cards
4. Remove one tracking token from talents
5. Adjust Power/Favor (Spellcasters)
6. Resolve any other End Phase effects

OTHER GAME TIME REFERENCES
Rally Phase of Encounter/Act
1. GM awards fortune points to party
2. Move stance one towards neutral (required)
3. Remove one recharge token from from any recharging cards
4. Recover one stress and one fatigue
5. Adjust Power/Favor as if it were the PC’s End of Turn phase
6. Perform ONE Rally Step Action
a. One maneuver
b. Attempt one First Aid check
c. Attempt (1p) Resilience check to recover fatigue equal to the number of successes generated
d. Attempt (1p) Discipline check to recover stress equal to number of successes generated.
e. Re-roll initiative for party’s slowest init’ token.
f. Perform action with “Rally” trait.
7. Non-PC’s may perform these, plus refresh A/C/E dice.

End Of Encounter/Act (and/or 8 hours of complete rest)
1. Recover Fatigue equal to Toughness
2. Recover Stress equal to Willpower
3. Willpower check for temporary insanity to become permanent insanity. (WFRP67)
4. Recover Wounds equal to Toughness (overnight only)
5. Resilience check for temporary disease to become permanent disease (house rule).
6. Remove any non-permanent conditions

End of an Episode (GM will announce) ToA12,18; WFRP62
1. Recover Fatigue equal to Toughness
2. Recover Stress equal to Willpower
3. GM awards Fortune points to party

Interlude between Adventures (ToA37)
1. Submit character hooks
2. Healing & Recovery (including Disease & Insanity)
3. Activities (Research, Training, Employment, Travel, Gossip, Shopping, Prayer, etc.)
4. Encounter
5. Check Plot Triggers

Universal Dice Roll Effect (p.45)
(2) skulls – suffer one fatigue or stress relevant to the check
(2) eagles – recover one fatigue or stress relevant to the check

great wok , is there a printable version? (other than this page : ) )

You probably need a End of Round Phase

1. Players turn their initiative marker

2. GM removes enemy tracking tokens on actions, conditions etc.

Also, as far as I remember tracking tokens are put on action cards at the moment you succesfully use the action, not at the beginning of the End of Turn Phase. I don't have the rulebook with me, so I might be wrong on this.

Allav', thanks for that note.

Will have a printable version shortly.

Jay

Active Player's turn - initiative is not established (you mean rolled?) on the Active Player's turn - it's done at start of Encounter, also Agility is used if Encounter is Combat, Fellowship if Encounter is social.

I think there should be an Encounter start phase where Initiative is set out and initial placement of PC's and NPC's set up. Then there's a "First initiative token for Players reached" point - Players decide who acts, disagreements/delay resolved on GM prompt or else Party stress increases, if not resolved then, stress increases again and that chance to act lost. "Repeat on reaching next PC token" etc.

In saying manoeuvres can be performed any time perhaps add "except during the resolution of an action".

In rally step, when referring to NPC's note henchmen do not get to act (though they do get A/C/E refresh).

I don't know if you want to note "official" optional rules (the ones noted in rules or FAQ).

In the Rally step, there is an official optional rule to allow one token to be removed from each exhausted talent card socketed to the party sheet (since otherwise these do not naturally recharge, fortune points having to be spent).

Rob

Va,

Thanks. Great comments. I think more of these simple sequences (like was done for Combat), would have been great in the rulebooks... Anyways, I'm just making it easier for my players.

[edit: ROB, where is that optional remove recharge party token rule?..nevermind I see it on p5 of the FAQ)

jh

Wow, great flowchart!

I too, sir, would highly benefit from a printable version. Maybe you could upload it to Geekdo when it's ready?

4. GM assigns Purple (1 for combat) and black/ misfortune dice.
a. One for each Total Defense (Def + Agility) and other GM modifiers.

Is this right? I was only adding a black die for total Def., not Agility.

Magikbawlz said:

4. GM assigns Purple (1 for combat) and black/ misfortune dice.
a. One for each Total Defense (Def + Agility) and other GM modifiers.

Is this right? I was only adding a black die for total Def., not Agility.

Not according to the rules, but I think that more than one GM is struggling with a way to give players more defence as they rank up, so it isn't only their offensive capabilities that increase.

Magikbawlz said:

4. GM assigns Purple (1 for combat) and black/ misfortune dice.
a. One for each Total Defense (Def + Agility) and other GM modifiers.

Is this right? I was only adding a black die for total Def., not Agility.

like he said, its not in the rules to add black dice for agility. the one thing agility does for you is lets you use dodge and improved dodge.

Please keep up the great work. This is exactly the kind of thing I need to get the rules to gel for me.

I would also suggest it be done with RAW + FAQ. Alternate versions could then be made for house rules. In fact, when discussing house rules related to these sequences it would be beneficial to reference this flow as a starting point.

Is there an updated or pdf version of this? Or is this final?