Stance in Skill checks

By Apollwn, in WFRP Rules Questions

Hello guys :)

I would like to know if my stance is affecting my skill checks. In other words, are green and red dice rolled for skill checks, like an observation check for example?

Thank you in advance

Apollwn

Yes. Your stance is applied to all skill checks.

Thanks a lot m8, take care

Fresnel said:

Yes. Your stance is applied to all skill checks.

Is this confirmed? As per the faq, the general ruling is not to use stance on social checks for instance, unless it can be backed-up by the story. I was assuming that social checks were made in the neutral stance.

You always use your current stance for any checks you make, whether they are skill checks or action checks.

What differs is what your stance is.

In combat encounters will use your current stance.

In social encounters, you are assumed to be in neutral, unless otherwise allowed by the GM. Social encounters don't typically alter the stance positions. However, I typically allow players to use One stance die during social encounters if they give a good reason and roleplay it.

plutonick said:

Fresnel said:

Yes. Your stance is applied to all skill checks.

Is this confirmed? As per the faq, the general ruling is not to use stance on social checks for instance, unless it can be backed-up by the story. I was assuming that social checks were made in the neutral stance.

I think you are confusing social checks with story mode . The FAQ states (pg 7) that the assumption is that checks made in story mode are from a neutral stance, unless the player narratively justifies their change in stance. It doesn't mention anything about social checks (or social combat for that matter).

Stance is applied to all skill checks. Why wouldn't it be? (considering that skill checks are really just ability checks with your trained skills tacked on)

dvang said:

In social encounters, you are assumed to be in neutral, unless otherwise allowed by the GM. Social encounters don't typically alter the stance positions. However, I typically allow players to use One stance die during social encounters if they give a good reason and roleplay it.

This is only true if you are making the check in story mode . If you are making a social check in encounter mode (i.e. when you are rolling initiative and running a "social combat"), then you adjust your stance at the start of your turn as you would in normal combat.

I had a specific example for my questions which I regretted ommiting it. It would make my question simpler.


PCs are traveling and they need to use Observation check to spot an ambush. I suppose they are in story mode so I would say that they use spot on neutral stance. The argument is that although this makes sense, from a mechanical viewpoint this makes social characters (ie not geared towards combat) even more disadvantaged.

So, what I am asking is, should they make the check in neutral stance? And is this really a disadvantage to social characters (since they only need ONE success in order to succedd in contrast to combat where more success is even better)?

plutonick said:

I had a specific example for my questions which I regretted ommiting it. It would make my question simpler.


PCs are traveling and they need to use Observation check to spot an ambush. I suppose they are in story mode so I would say that they use spot on neutral stance. The argument is that although this makes sense, from a mechanical viewpoint this makes social characters (ie not geared towards combat) even more disadvantaged.

So, what I am asking is, should they make the check in neutral stance? And is this really a disadvantage to social characters (since they only need ONE success in order to succedd in contrast to combat where more success is even better)?

I nearly always let a story mode check have stance dice, very usually 1 deep in the player's default stance. This reflects how that character usually approaches things. My players are used to this and will always take 1 stance die out of habit. Different stances in story mode can be used but this will be tied to the story and any explicit attitudes the characters have taken. Eg, if the players tell me they're doing this bit extremely carefully then we might use C2 for the check, or if they're in a bit hurry, R2.

In any case, I play more successes are better, even in non-combat situations. In your example above a single success might just give the character a quick glimpse of a flash of metal or an uneasy feeling. Whereas 3 successes and 2 boons will give clues to the nature and number of their ambushers.

Yeah, more success = better outcome makes a lot of sense. I am a newbie GM tho, so I have trouble thinking of two outcomes out of the fly [success or failure]. Having to think of even more outcomes to narrate depending on the severity of success or failure will drive me nuts.