Actions outside Encounter Mode

By PetriWessman, in WFRP Rules Questions

You could just rule that one recharge token gets removed every time the bonus is used.

The "Honeyed Words" action would thus grant one fortune on the next 3 social checks made that affects the target. The flavour text on the card also indicates that the action in itself also influences the target in some way so the action has the edge over a standard Charm test by giving both an influence and a bonus to subsequent checks.

In story mode I would probably restrict the use of Honeyed words (or probably any social action) to once per act and target. Once you've tried to smooth-talk your target it just won't work to do it again.

pumpkin said:

I wondered then if the fortune pool refresh mechanic could also instigate a healing spell re-use mechanic, or any other action that you'd like to put a limit on in story mode.

Hot ****, that's a marvelous idea. Some things only refresh when the group gets a fortune refresh. This would also encourage them to work towards advancing 'the plot' or whatever you personally reward fortune points for. Niiiiice.

If only the actual books had such thought-out ideas for handling this.

Juriel said:

pumpkin said:

I wondered then if the fortune pool refresh mechanic could also instigate a healing spell re-use mechanic, or any other action that you'd like to put a limit on in story mode.

Hot ****, that's a marvelous idea. Some things only refresh when the group gets a fortune refresh. This would also encourage them to work towards advancing 'the plot' or whatever you personally reward fortune points for. Niiiiice.

If only the actual books had such thought-out ideas for handling this.

x2 ! This is one of the best game mechanic idea for using actions/first aid outside of combat I've seen so far!

Silverwave said:

Juriel said:

pumpkin said:

I wondered then if the fortune pool refresh mechanic could also instigate a healing spell re-use mechanic, or any other action that you'd like to put a limit on in story mode.

Hot ****, that's a marvelous idea. Some things only refresh when the group gets a fortune refresh. This would also encourage them to work towards advancing 'the plot' or whatever you personally reward fortune points for. Niiiiice.

If only the actual books had such thought-out ideas for handling this.

x2 ! This is one of the best game mechanic idea for using actions/first aid outside of combat I've seen so far!

Yep, It is still something that I think would work well

I'm Glad others see the merit in the idea too!! means I must be on the right track.

Our group isn't playing WFRP at moment, so haven't had much chance to fine tune the idea in play, but if anyone else is gving this a go, please feed back on the pros and cons

In story Mode, my GM call is to slow down the recharge rate : 1 token per different scene, as suggested in the book.

No more than 1 healing per scene, as in encounter mode.

By the way, when I read these forum, I really think a lot of us don't engage enough the Encounter Mode outside combat situations.

It's not surprising at all that most seem to be using encounter mode only in combat. The rulebook should really have contained a lot more info and examples on how to run social or pursuit encounters. I don't think it's enough that they mention social encounters, the core book should have included a chapter on encounter mode used in other situations than combat. Maybe we'll get some additional rules/examples in a coming source book. Sure, there are some examples in the published adventures, but I don't really think that is enough.

Personally I don't really have problems with the lack of structured rules for recharge in story mode, I find it pretty easy to make a GM call to sort that out. The question of how to run social encounters (and to some extent other situations where encounter mode can be used), is a way larger issue in my opinion.

Story mode is by definition actions which can be described as if by a narrator or when the details can be resolved with little resistance or conflict. If you need to worry about tracking turns in rounds or worry about recharge, you should be in encounter mode.

Exactly, however, the problem is that there are a bunch of actions that can only be used in a social encounter. But there are no well-defined rules on how to play a social encounter. So then people play the social situations in story mode and try to apply the cards/recharge mechanics.

I'm not saying that every social situation need to be played as an encounter, but since there are social cards I do think the design is that at least some siutations should be handled in encounter mode. It's a pity that more rules for this wasn't included. An experienced GM will most likely be able to use it anyway, but it may be off-putting for some.

While I agree that it would have been nice if they included clear social encounter samples in the core rulebook (i.e. not only combat encounters) I also think that the example campaigns (including A Day Late, a Shilling Short) give very good examples that clearly point out how social interactions that involve cards really should be resolved in encounter mode. This makes social interactions much more dramatic – especially if you use a tracker visible to all that you integrate into your story telling (i.e. you move the token and tell your players that the opponent starts to develop a sweat or that he leans back into his chair, sporting the broad grin of a winner).

In addition, this has the clear advantage of giving non-combat players a chance to stage themselves in a sustained and entertaining way that impresses even your ignorant obligatory dwarf-fighting-machine… gui%C3%B1o.gif