Is there a difference between action cards that have 0 listed as recharge rating, and those that have 1? Mechanically, if a player can do one action in a turn, and at the end of the turn remove one recharge token, don't 0 and 1 act the same?
Action cards with 0 recharge
Yeah, but there are some mechanics that can interact with them, and so make them slightly different, eg, adding recharge tokens for rolling a delay.
I haven't read all of them, but all the 1 recharge cards I HAVE read had some kind of option to add more recharge tokens for some other effects, so the main reason for them having a 1 in the corner is to insure that adding just 1 one means a delay.
I guess this means in no circumstances may recharge tokens be placed on 0 recharge rating action cards?
I can see only one card with Recharge 1 : Powerfull Throw. MUST be a typo. Can't see any reason a card would have Recharge 1. You definatly should be able to put counters on Recharge 0 actions. At least, there's no rule that says otherwise.
Note, few cards have Rechage ! (which stands for "special"). It's not a "1".
Quite the contrary. Recharge tokens from Delay can be put on any action card belonging to the rolling character. It doesn't have to be one currently recharging. For example, I often put recharge tokens on a Conservative character's basic attack action when they roll a delay on their special attack action. Oops, no attack for you next round.
I've noticed, there's also Shadowcloak spell that have Recharge 1.
There is no difference in recharge time of the "recharge 0" and "recharge 1" cards unless additional recharge tokens are placed on the cards during the player turn. But if you have to add two recharge tokens you get a card with either recharge 2 or recharge 3. A "recharge 1" action thus run the risk of being delayed more than a "recharge 0" card.
Also bear in mind that if the GM adds a recharge token to a Recharge 0 card requires that 2 recharge tokens be placed on it for it to be unavailable in the next turn. Since at the end of turn phase any card with tokens has one of them removed. So if there's an effect that only causes one recharge token to be added or removed the Recharge 0 card has an advantage over the Recharge 1 card, slight as it may be.
Lexicanum said:
Also bear in mind that if the GM adds a recharge token to a Recharge 0 card requires that 2 recharge tokens be placed on it for it to be unavailable in the next turn. Since at the end of turn phase any card with tokens has one of them removed. So if there's an effect that only causes one recharge token to be added or removed the Recharge 0 card has an advantage over the Recharge 1 card, slight as it may be.
Not quite. If the GM adds a recharge token on Recharge 0 card when it's not your turn, the token will be removed at the end of your next turn, so you won't be able to use it when your turn comes (unless you spend fortune).
If the PC takes extra actions in the same turn he may not use a delay 1 action again
but a delay 0 action may be used over and over the same turn - if you wish to keep taking the stress or fatigue
(as long as nothing puts delay counters on the action:. ie... hourglass from the conservative dice)
Hmm I think you have misunderstood the rules a bit rscabbard. You can normally never do more than one action when you're the active player (but there are some action cards that let you play actions as reactions that may let you play more than one). You seem to have gotten actions and maneouvres mixed up. You can perform additional maneouvres for fatigue/stress, not actions. Recharge 0 cards can only be used once per active turn (unless you have some reaction that lets you use it more than once, but then you'd likely use it in someone elses turn).
Silverwave said:
I can see only one card with Recharge 1 : Powerfull Throw. MUST be a typo.
Nope, it's not, the card allows you extra damage for extra recharge. This way you either throw with light force and may use it again on next turn, or throw hard and need to wait for it to recharge (aching shoulder
).
Powerful Throw would be pretty much pointless without the 1 recharge as players would always add one extra recharge for extra damage for free.
D.
gruntl said:
Hmm I think you have misunderstood the rules a bit rscabbard. You can normally never do more than one action when you're the active player (but there are some action cards that let you play actions as reactions that may let you play more than one). You seem to have gotten actions and maneouvres mixed up. You can perform additional maneouvres for fatigue/stress, not actions. Recharge 0 cards can only be used once per active turn (unless you have some reaction that lets you use it more than once, but then you'd likely use it in someone elses turn).
Not a bit ,but totally misunderstood that part
Thanks that resolves much