Basic Questions

By plimpington2, in WFRP Rules Questions

I'm new to RPGs and am having some trouble with some of the rules. I feel like they are not as explicit as they could be, particularly for beginners. I could REALLY benefit from an example of play.

Anyway, just a few basic questions which I'm sure are obvious, but not set forth in the rulenbooks as far as I can tell:

1) How do you check initiative? The rulebook says that initiative based on combat encounters uses Agility checks. Those based on social encouneters are based on fellowship. But unless I have missed something, the rulebook just seems to assume that I know how to conduct these checks. I know what the dice do, but how do I set up a dice pool for this? Are there explicit instructions on how do do this?

2) ASSUMING that a character's agility number is translated into an equal number of character dice for the initiative check (assuming a combat encounter, for instance), should I convert some of them based on stance? If so, why? Why should an initaitive check give rise to the possibility of unpleasant results?

3) Do we ignore boons and banes when checking for initiative?

4) Just how and under what circumstances does a character adjust his stance? I know certain effects can adjust it for him, but how does he adjust it himself? It's not listed as a Manoeuvre. Is it free? Can he just select any stance he wants to? Can he move more than once increment on the stance meter per round? The rules are hazy on this.

Judd

Oops, was able to find the answer to the stance questions.

judd

1) Yeah, just roll a number of blue dice equal to the Ag stat and count successes. Often there won't be any stances to take into considering coz initiative will be the first thing you do, but if the PCs are already stanced, I'd use that too.

In addition to those dice, the GM can always throw in fortune and misfortune based on the circumstances. If the PCs are ambushed, it might make sense to give them some black dice (or rather, give the enemy white dice). If they know what's coming and have braced themselves for the inevitable, or they are in an advantageous position, or something like that, the GM can give the PCs some white dice, etc. Also, iirc, some Talents or other abilities give white dice for initiative.

2) As above, you can use stance dice. I think bad effects work well with initiative rolls. If they get a stress then it could mean they are worried about the coming interaction, if they get fatigue, they might be psyching themselves up too much before it even starts. You can think up any reason, based on your charatcer's attitude. If they get an hourglass then they're clearly being too slow, because of their conservative outlook.

If, for example, you give the PCs two black dice for initiative coz they're wading through a slippery stream when they get ambushed, it would make sense that if a PC rolls a couple of banes, to rule he slips over, gets wet and loses his turn.

3) I wouldn't, see above.

Build the pool just like you would for any other check. For example, combat is Agility, so if a character has 3 Agility, they would roll 3 characteristic dice. You would not normally convert any stance dice, but don't forget to add other dice as applicable such as Fortune dice permanently bought for Agility with advances, plus circumstantial modifiers as the GM sees fit. For example, if the party successfully sneaks up on their opponents, they GM may award a Fortune die on their Initiative check. If it was the PCs that were surprised, they may get a Misfortune die. Per page 55, the GM places a maker on the initiative track based on the number of success rolled. Boons and banes have no effect.

As for adjusting stance, see Beginning of Turn Phase, page 57.