Even more questions!

By AsmodeusDM, in WFRP Rules Questions

In no particular order

1. Is there a way to raise Defense aside from Armor/Shields? Is there such a thing as a lightly armored, but highly defensive character?

2. Can Parry and Block be used in response to the same attack?

3. Please describe how Delay works when used to modify initative?

4. Maybe the FAQ explains this, but, how does Power come back when it's BELOW equilibrium?

5. Can you "buy" stuff with the money that you get from your wealth before the game begins?

6. If a GM calls for observations checks, and you have 4 PCs.. doesn't it take a long time to assemble 4 dice pools and 4 rolls of dice. Would it be easier to just have on PC make the check and maybe use Fortune dice for "Aiding"?

7. In the Bestiary what does the white square symbol after a creature's stat mean?

8. If a Delay is rolled, can you put delay counters on the power that was just used?

9. At the End of an Episode or Act.. should All cards Refresh?

10. In the section on Conditions and Difficulties. It refers to 1d, 2d, 3d, "conditions". Are they talking about Challenge Dice here or Misfortune Dice?

11. Do Henchmen have A/C/E? If so do they share it as a pool? Or does each one get his own?

12. Hencmen attack as one creature, with a +1 fortune die per additional creature, is there a +2 fortune die if the creature is "trained"? (similar to standard aiding rules).

I'll do my best to answer...

1. Is there a way to raise Defense aside from Armor/Shields? Is there such a thing as a lightly armored, but highly defensive character?

No, and this is a problem in my game. I think about making every combat check opposed check as suggested p.58 concerning difficulties.

2. Can Parry and Block be used in response to the same attack?

Don't know... I asked myself that same question. Considering question 1, I would say yes but I didn't find any rules about it. Moreover I ruled an other engaged character car use his own parry or block against an attack targeting an ally.

3. Please describe how Delay works when used to modify initative?

The delayed character's counter get 1 down on the tracking initiative.

4. Maybe the FAQ explains this, but, how does Power come back when it's BELOW equilibrium?

... (haven't really check this enough)

5. Can you "buy" stuff with the money that you get from your wealth before the game begins?

GM's call. Depend on where you're from, what reason you have to buy these (i.e. weapon when you're not a fighter...)

6. If a GM calls for observations checks, and you have 4 PCs.. doesn't it take a long time to assemble 4 dice pools and 4 rolls of dice. Would it be easier to just have on PC make the check and maybe use Fortune dice for "Aiding"?

Yes, and that's what I did in my game : assisting when the party was actively checking. If it's a reaction check, I may prefer let them roll each... or roll for them (surprise !).

7. In the Bestiary what does the white square symbol after a creature's stat mean?

It means you may add one fortune dice to checks with that characteristic (ie : the NPC's STR is higher when there's a roll, but that don't make damage rate higher. Interesting, isn't it ?)

8. If a Delay is rolled, can you put delay counters on the power that was just used?

GM put 2 recharge counters per hourglass on any actions cards, including the one just used. It could also be 1 on an card and 1 on another one.

9. At the End of an Episode or Act.. should All cards Refresh?

When you get out of ENCOUNTER MODE and you enter in STORY MODE, timing doesn't bother no more so yes, recharge counter may disappear. If this act is directly followed by another and you don't leave ENCOUNTER MODE, let say you put a rally step there, you only take of 1 recharge counter because of the 1 turn of rally step.

10. In the section on Conditions and Difficulties. It refers to 1d, 2d, 3d, "conditions". Are they talking about Challenge Dice here or Misfortune Dice?

Don't see what you're refering to.

11. Do Henchmen have A/C/E? If so do they share it as a pool? Or does each one get his own?

Henchmen have got A/C/E, like regular NPC, as said in their chapter of ToA. They share that pool. Regular NPC of the same type ALSO share their A/C/E pool.

12. Hencmen attack as one creature, with a +1 fortune die per additional creature, is there a +2 fortune die if the creature is "trained"? (similar to standard aiding rules).

That's no written. You might stat it though, as a GM Call. Keep in mind you use henchmen to make fight easier for the party usually.

2, Yes

3, As willmanx above, but I make sure it moves below an enemy token if possible. So that it always changes a position on the track. Otherwise it's essentially no effect.

4, 1 per round

6, Why not?

10, I'm not sure what you mean either.

12, Not sure of the rule, but that sounds a good idea to me.

monkeylite said:

2, Yes

3, As willmanx above, but I make sure it moves below an enemy token if possible. So that it always changes a position on the track. Otherwise it's essentially no effect.

4, 1 per round

6, Why not?

10, I'm not sure what you mean either.

12, Not sure of the rule, but that sounds a good idea to me.

Delays are often useful in my games. Sometimes a character want to interact somehow and I'd prefer one NPC act before... shazam, he gets delay because he wants successes

1. Is there a way to raise Defense aside from Armor/Shields? Is there such a thing as a lightly armored, but highly defensive character?

Not unless you count Active Defense action cards. The Improved versions of the cards are even better than the regular. Otherwise, Defense only comes from various armors. Of course, the GM can always rule to add additional Defense (misfortune ) as they see fit.

2. Can Parry and Block be used in response to the same attack?

Yes

3. Please describe how Delay works when used to modify initative?

Already been explained well by others.

4. Maybe the FAQ explains this, but, how does Power come back when it's BELOW equilibrium?

Yes. If Power (or Favor) is below equilibrium it will regenerate at a rate of 1 every End Phase until it reaches equilibrium ... just like if you are over equilibrium it wants to decay by 1 until it reaches equilibrium.

5. Can you "buy" stuff with the money that you get from your wealth before the game begins?

Yes, in fact you are expected to. PCs don't start with any equipment other than what the Wealth dictates. Additional 'starting' equipment, to reflect their particular career (etc) comes from the initial funds their Wealth allows. This allows Mercenaries to purchase armor, for example, or a Roadwarden to purchase a pistol, etc.

6. If a GM calls for observations checks, and you have 4 PCs.. doesn't it take a long time to assemble 4 dice pools and 4 rolls of dice. Would it be easier to just have on PC make the check and maybe use Fortune dice for "Aiding"?

It slows down a little bit, but I have toyed with the idea you suggested. One dice pool for the group instead, modified by each player trained in the appropriate skill. I haven't tried that yet, though.

7. In the Bestiary what does the white square symbol after a creature's stat mean?

Just like players can purchase a [W] fortune die for their stats. This means that any action involving/derived from that stat adds a [W] fortune die. So, a [W] next to Strength adds a [W] to all rolls involving Strength, including attacks with a melee weapon, as well as Athletics checks, Strength checks, etc.

8. If a Delay is rolled, can you put delay counters on the power that was just used?

Yes. Any action card or talent that has the potential to recharge can gain a delay.

9. At the End of an Episode or Act.. should All cards Refresh?

I would need to check the rulebook. My gut tells me it's up the the GM. Despite being the end of an Episode or Act, if there is only a short respite I would only remove one or two tokens. If it is a longer period, then a full refresh (ie, remove all tokens) would probably be reasonable.

10. In the section on Conditions and Difficulties. It refers to 1d, 2d, 3d, "conditions". Are they talking about Challenge Dice here or Misfortune Dice?

When speaking about Difficulty, it is always talking about Challenge dice.

11. Do Henchmen have A/C/E? If so do they share it as a pool? Or does each one get his own?

Yes. Yes. No.

12. Hencmen attack as one creature, with a +1 fortune die per additional creature, is there a +2 fortune die if the creature is "trained"? (similar to standard aiding rules).

Probably not, although it depends on what skill you are asking about and how it is being used.

According to the FAQ you may defend with one, two or all three reactive defences against the same attack.

As for the defence issues with this game where even freshly created characters seldom misses... I have created these house rules:

Success and damage:

I find that my players don't want to bother with reckless stance because they often need just 3 successes and any extra successes are wasted. For that reason I have decided that any successes above 3 give extra damage. I allow players to pick multiple damage bonuses from successes. 4-5 successes would give the player +3 AND +1 damage. 6 successes would give 2x+3 damage on the card. That way it's more rewarding getting more successes. I use the same for multiple critical wounds etc. I just allow players (and monsters) to use all the successes, boons, and comets to gain multiple effects. The same is true with banes and chaos stars of course. This gives more variety instead of damage just being either 9 or 11 for instance and no other result possible.

Assisting in combat:

I do not allow assisting in combat to give other players an extra fortune die. Instead I allow another kind of defensive assist. If two players are engaged with the same npc one of them can assist the other allowing him to perform a parry or block for an attack against that player. This could lead to two blocks against one attack or even two blocks and two parries. The assisting player uses his free maneuver for this assist and he uses his active defence card(s) as well.


Fixing the very high hit percentage: (look here for a thread with stats on the system: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=166&efcid=3&efidt=277452 )

1. You subtract 1 success for every point your enemy has in melee/archery/athletics

2. Defence adds black dice as normal

3. Default difficulty for an attack is average (2d).

4. You need at least one hammer to use a sigmars comet as a success.

What is the Delay comment in reference too?

I hadn't seen anything about this? Is it the result of some card or condition?

pumpkin said:

What is the Delay comment in reference too?

I hadn't seen anything about this? Is it the result of some card or condition?

If I understand what you're asking for, Delay result of Hourglass on green conservative dice. In the rulebook :

Delay: If at least one hourglass symbol appears in the results pool, the action causes a delay. During encounter mode, after the action is resolved, the GM has the option to either place two recharge counters on one of the rolling character’s action cards, or move the topmost token for the delayed character on the initiative track down one space in initiative order. During story mode, the GM may determine the action takes longer to resolve than expected.

willmanx said:

If I understand what you're asking for, Delay result of Hourglass on green conservative dice. In the rulebook :

Delay: If at least one hourglass symbol appears in the results pool, the action causes a delay. During encounter mode, after the action is resolved, the GM has the option to either place two recharge counters on one of the rolling character’s action cards, or move the topmost token for the delayed character on the initiative track down one space in initiative order. During story mode, the GM may determine the action takes longer to resolve than expected.

Oh, of course......thanks! sonrojado.gif

@Gallows:

IMO you're placing too much of an emphasis on success results. Part of the intention of the dice pool is that the 'best' roll is not one that has the msot successes. It is one that balances successes and boons. I personally think it's great that a roll of 30 successes (hypothetical and unrealistic, of course) is not as good as a roll with 3 successes and 6 boons (as an example). Reckless dice don't just provide successes, although it is an increased chance. They also provide a better chance for boons. You're change also greatly increases the damage done ... and combat is already pretty short and furious as it is.

Just my opinion, of course, but it seems to me like your "fixes" go way overboard to overly complicating the game, as well as convoluting and distorting the spirit of the rules. I, personally, think combat isn't as bad as you think. However, a simple fix, well within the spirit of the rules, is just to make combat an opposed test to get the default challenge of the attack. In general, this will make attacks more difficult.