So...my question is the card gets 4 (possibly more depending on roll) recharge tokens. So when PC removes a recharge token from card he removes a purple die. So my question is does he still remove a token at the end of his turn as you would any other card at the end of a turn?
Find Weakness
Absolutely. Nothing would indicate otherwise.
And does it allowe to remove the purple dices caused by e.g. the enemy's advanced dodge or parry or just default action difficulty? So are they substracted from the final dice pool?
Yes. For example, you use Find Weakness in round 1 and get no extra recharge tokens. At the end of your turn, you remove 1 recharge token leaving 3. During turn 2, you remove a recharge token to reduce the default difficulty to 0d. The GM has the opponent use Advanced defensive ability adding 1d. You remove another recharge token to remove the 1d the Advanced defense just added reducing the check to 0d again and leaving 1 recharge token on Find Weakness. At the end of your turn, you remove the final recharge token from Find Weakness. Alternately, you could have used an action that adds 1d and removed the last recharge token to counter it, leaving you at 0d still with no recharge tokens to remove at end of turn.
Not entirely correct as I read it.
Lets say 6 tokens are placed on the card. Then on the first attack 1d is ignored, removing one recharge token. At the end of the players turn a recharge token would be removed as usual. Then the next round the npc uses advanced parry, so the player ignored 2d, removing 2 tokens from the card and another token at the end of the players turn. Each purple die has to be ignored each round so to speak. So if on the third round the npc used advanced dodge, then there would only be 1 token left (2+3 removed on round 1 and 2), so only 1d could be ignored.
If 6 tokens get placed on the card, then one will be removed at the end of the turn where Find Weakness is used, leaving 5. In the next round, if 1 is removed to counter default difficulty and another at the end of the turn, that leaves 3. If for the 2nd attack the NPC uses Advanced Parry and 2 recharge tokens are used to the difficulty to 0d, then only 1 remains, which will be removed at the end of the turn. There won't be a token on it in the 3rd round. Other than that, your point is correct. We just need to change the example a little to make the math work.
Round 1 use Find Weakness, get a total of 5 recharge tokens. Remove 1 at end of turn, leaving 4. Round 2 attack an NPC that is using Advanced Parry. Remove 2 recharge tokens to difficulty to 0d and another at end of turn leaving 1. In round 3 if the NPC uses Advanced Block raising the difficulty to 2d. You only have 1 recharge token left to remove, so you can only reduce the difficulty of your round 3 attack to 1d. As this uses up the last recharge token on the card, it goes back in your deck.
Oh it seems I didn't read your post closely enough. Seems we agree. Sorry about that
It seems Mac40k is merely a 100% correct answering guy since this new year has started.
Thanks for explanation:D
I wish I had my cards here, but doesn't find weakness say you can remove a recharge token to remove [P] from the difficulty of the action? Or something to that effect, my point being, I thought I remeber this card being limited to removed dice based on the difficulty, not from active defenses. In a die pool, for an attack [P] is the base difficulty, using an active defense may add additional [P] but these are not due to difficulty. I might just be remebering the syntax of the card wrong, but that was my impression all along.
Reguardless of the wording of the card, it seems slightly foolish that it could be used to circumvent the [P] dice added due to and advanced defense, but not the added due to a normal defense, IMO.
BCA said:
I wish I had my cards here, but doesn't find weakness say you can remove a recharge token to remove [P] from the difficulty of the action? Or something to that effect, my point being, I thought I remeber this card being limited to removed dice based on the difficulty, not from active defenses. In a die pool, for an attack [P] is the base difficulty, using an active defense may add additional [P] but these are not due to difficulty. I might just be remebering the syntax of the card wrong, but that was my impression all along.
Reguardless of the wording of the card, it seems slightly foolish that it could be used to circumvent the [P] dice added due to and advanced defense, but not the added due to a normal defense, IMO.
Hmm... The Conservative side of Find Weakness says to ignore the difficulty modifier and to remove 1 recharge token for each <P> ignored. The reckless side of advanced defenses say to add a <P> to the action's die pool, not to the action's difficulty. So it is possible that you could interpret that the intent is that I can follow up Find Weakness with say, a ***** in the Armour, which adds a <P> to the difficulty (because that is clearly labeled a difficulty modifier), but that I can't remove the <P> added by an advanced form of active defense due to the wording of the cards. I just assumed that adding <P>, whatever the source, makes the check more difficult, thereby increasing it's difficulty, and therefore was eligible for removal, but I can see the other interpretation as well. I'd say without a FAQ entry, each play group would need to reach a decision on which way to interpret this since we are unlikely to reach a universal consensus. RAW v. RAI argument.