Recharge token removal timing

By USP45, in WFRP Rules Questions

Just finished first read-through of the rules. Pretty cool so far. Although..

It seems strange that you'd remove a recharge token at the End of Turn phase on the turn you just used the action. Is there something that might happen in between using the action for example and the end of turn?

i.e. what would be the point of tracking recharge for an action that only cost 1 recharge token for example?

I think the main point of the rule is that you end up doing everything at the same time. You remove a token from every card at the end of your turn, rather than needing to remember which cards you used that turn and removing stuff from everything else.

Also, I don't think there are any recharge 1 Actions.

Also remember that some actions, like reactive actions and active defenses aren't used during your turn. You can't get in the habit of just putting one less on since "I'm just going to remove one at the end of the turn anyway" because not everything is used in your turn.

What monkeylite and mac said

Ditto. I'd been thinking about this over the weekend as well, and came to the same conclusion they did.

It's more efficient and easier to track if all of the character's record-keeping happens at the same time, hence at the end of an action. So, effectively, a Recharge 2 action is really only 'offline' for one turn, assuming the character used it during its turn.

keltheos said:

It's more efficient and easier to track if all of the character's record-keeping happens at the same time, hence at the end of an action. So, effectively, a Recharge 2 action is really only 'offline' for one turn,

Yeah. I find the best way to think about it is recharge X means you can use it every X turns.

Also actions that have a recharge of 1 might still be further delayed if your roll green dice and get the timeglass symbol.

And a recharge of 1 will make a good differrence if you are using a slow weapon. As will a recharge of 2 with a fast weapon.

Lucas Adorn said:

Also actions that have a recharge of 1 might still be further delayed if your roll green dice and get the timeglass symbol.

There are no recharge 1 cards, because they would effectively be the same as recharge 0 cards.

But if using a reactive defence card before your action it will end the round with 1 token. If you use ot after your own action it will end the round with 2 tokens. That's a bit of a flaw in this system.

Gallows said:

Lucas Adorn said:

Also actions that have a recharge of 1 might still be further delayed if your roll green dice and get the timeglass symbol.

There are no recharge 1 cards, because they would effectively be the same as recharge 0 cards.

But if using a reactive defence card before your action it will end the round with 1 token. If you use ot after your own action it will end the round with 2 tokens. That's a bit of a flaw in this system.

+1

I really don't see what makes it a flaw. Istm, part of the point of having shared, variable initiative slots is to offer tactical value in choosing the moment to act.

I would like to see 1 recharge actions that would make a difference when using a slow weapon.

monkeylite said:

I really don't see what makes it a flaw. Istm, part of the point of having shared, variable initiative slots is to offer tactical value in choosing the moment to act.

Because a defence card should be able to be used every second turn, but if you have a very high initiative then you can only use it every third turn which is just incredibly silly. Doesn't matter though, because our ruling is that that part of the rules must have been a brain fart and we simply just put one token on the card when you have had your turn.

hmm, maybe I'm having a brain freeze; but it seems that no matter where you are in the initiative order you'll still be able to use cooldown-2 actions every 2nd turn.

Well, it depends. If everyone always go in the same place in the order, then the refreshes will occur at the same time relative to everyone else's actions. If you move about in initiative order, it can take longer, or even shorter. But, suffice it to say, it's not what Gallows says.

Eg, where A and B are PCs and M is a monster:

Round 1: AMB

Round 2: BMA

Round 3: BMA

If A acts then is attacked and he reacts with a recharge 2 reaction, then he gets attacked again his reaction won't have powered up by the time he is attacked in round 3.

Otoh, if the Monster is attacking B, B can react in round 1 and round 2, coz his reaction will have already recharged by the Monster's attack in Round 2.

It's a tactical nuance. It isn't silly.

Of course, if everyone stays in the same order, then the recharge times will always be consistent. "if you have a very high initiative then you can only use it every third turn" is wrong.

A simple quick house rule can fix this. Just allow everyone (player, npc, monster) remove the recharge token after everyone performed their action for the round. It will stream the process of recharge token for everyone, and remove oddity for defense actions.

Listen to monkeylite. Spot on. happy.gif

Qingtian said:

A simple quick house rule can fix this. Just allow everyone (player, npc, monster) remove the recharge token after everyone performed their action for the round. It will stream the process of recharge token for everyone, and remove oddity for defense actions.

It's not an oddity; it's a feature. There's nothing to fix.

Listen to Dvang.

Ah good. Thanks for the example.

Looks like the rules as written are good to go.

monkeylite said:

Well, it depends. If everyone always go in the same place in the order, then the refreshes will occur at the same time relative to everyone else's actions. If you move about in initiative order, it can take longer, or even shorter. But, suffice it to say, it's not what Gallows says.

Eg, where A and B are PCs and M is a monster:

Round 1: AMB

Round 2: BMA

Round 3: BMA

If A acts then is attacked and he reacts with a recharge 2 reaction, then he gets attacked again his reaction won't have powered up by the time he is attacked in round 3.

Otoh, if the Monster is attacking B, B can react in round 1 and round 2, coz his reaction will have already recharged by the Monster's attack in Round 2.

It's a tactical nuance. It isn't silly.

Of course, if everyone stays in the same order, then the recharge times will always be consistent. "if you have a very high initiative then you can only use it every third turn" is wrong.

I see your point, since on the third round he'll be able to use it again unless he changes his initiative and acts later, but that's a choice he has to make. One less thing to worry about... thanks gran_risa.gif