A few basic questions

By plimpington2, in WFRP Gamemasters

1) Can talents be used by a PC when it is not his turn? I'm unclear about this. Suppose he wants to exhaust a talent to get refresh tockens off his action card. Does he need to wait his turn in the turn order before he can use the talent?

2) When are defense actions supposed to be used? Do you have to use of you turn during the round to use a defense action, or do you use them during an opponent's turn (such as a monster)? Some of them say things like "when you are made a target of a melee attack . . .", suggesting they are used even when it is not your turn to go.

3) The example of combat in the rulebookd figures potential damage from a strike by adding damage from weapon + strength (if used in melee) + bonuses. Would you also figure damage this way with a range weapons (such a long bow).

Thanks

Justin

1) not sure, but I would say it's gm's call if you can or not, depending on the context.

2) Yes, just follow the text. Some action cards (usually with the keyword reaction) can be use out of your turn.

3) range weapons use agility instead of strength

1) I believe using a talent is a manouevre, so it would be used on your turn.

oshfarms said:

1) I believe using a talent is a manouevre, so it would be used on your turn.

Nope. Exchanging a Talent (swapping out the active Talent socketed to your career sheet for another Talent) when in encounter mode is a maneuver. There is no rule restricting when a particular Talent can be used. Now some may be limited by what they allow you to do, such as add dice to a check you make, which will only be done when you make the listed check, which is most often going to be on your turn. As for exhausting a card to remove recharge tokens off of an action card, there is no limitation for when this can be done, so there's really nothing stopping you from doing it during someone else's turn, but it probably makes sense to do it at the start of your turn. You just want them off before you try to use the action, which can be done in your turn. I don't see why you would want or need to do it during another player's turn, but you could.

mac40k said:

oshfarms said:

1) I believe using a talent is a manouevre, so it would be used on your turn.

Nope. Exchanging a Talent (swapping out the active Talent socketed to your career sheet for another Talent) when in encounter mode is a maneuver. There is no rule restricting when a particular Talent can be used. Now some may be limited by what they allow you to do, such as add dice to a check you make, which will only be done when you make the listed check, which is most often going to be on your turn. As for exhausting a card to remove recharge tokens off of an action card, there is no limitation for when this can be done, so there's really nothing stopping you from doing it during someone else's turn, but it probably makes sense to do it at the start of your turn. You just want them off before you try to use the action, which can be done in your turn. I don't see why you would want or need to do it during another player's turn, but you could.

Thanks. I remembered about swapping the talents being a maneuver. I guess I assumed it would be the same for using one. I must learn to never assume! gui%C3%B1o.gif

@ Mac: You would want to do it in the enemy turn to remove recharge counters from Active Defences.

Lucas Adorn said:

@ Mac: You would want to do it in the enemy turn to remove recharge counters from Active Defences.

Agreed. Since most actions occur during your turn, I forgot about this case, but you would be able to use a talent to remove recharge tokens before using the action. You're trading a recharge of 4 on the Talent for the recharge of the Active Defence, so it's not going to get abusive, but may just save your character's life at a crutial moment.

Ah, yes, I see. That makes sense. The rules seem to have a lot of wiggle room.

I'm working on converting Thousand Thrones for play in this new system. So far the adventure looks very very good. But I am struck by how much more detailed the rules must be in the second edition to use the Thousand Thrones adventure. The adventure seems to assume (and call for) a level of detail in the rules that the new system simply does not provied for. Am I wrong on this? Have these rules been streamlined from 2nd Ed?

Justin

plimpington2 said:

Ah, yes, I see. That makes sense. The rules seem to have a lot of wiggle room.

I'm working on converting Thousand Thrones for play in this new system. So far the adventure looks very very good. But I am struck by how much more detailed the rules must be in the second edition to use the Thousand Thrones adventure. The adventure seems to assume (and call for) a level of detail in the rules that the new system simply does not provied for. Am I wrong on this? Have these rules been streamlined from 2nd Ed?

Justin

So far I have converted the first two chapters of thousand thrones and I'm working on the third chapter. Conversion is easy, but I put in a lot more detail using the new rules. Like my own gambling rules using a progress tracker when they play cards with Pim. I also added a progress tracker for their behavious in chapter two and a slightly modified gambling based on the system from chapter one. I also created some specific monster attacks in strange eons that I needed (for the nurglish creature and vampires). I think it would be a shame just to convert the raw stats. Try to get as much of the new system into the campaign like progress trackers, banes, boons, comets, stars, new actions, social encounters etc. It adds a lot of fun to the campaign. The players used observation rolls to find their way around the sewers and the number of banes/boons/comets/stars decided the type of encounter.

I also changed a few things I didn't like so much about chapter two for instance the whole chicken investigation that can easily make the chapter a bit rediculous.