Couple Questions

By Nezabyte, in WFRP Rules Questions

1) Do universal effects take up trigger points? Ex. as we know 2 boons = recover 1 fatigue or 1 stress. If I get 5 boons total, if I trigger the universal boon effect, I only have 3 boons left to use? is this a mandatory effect? it's confusing since I would think the 2 bane effect is mandatory.

2) According to Unreliable X effect, my weapon can jam, and I have to repair it. Does repair fall under a skill, or is it considered a manoeuvre?

1) Yes. They consume boons.

2) Balistics Skill encompasses weapon maintainance (I think). So it might be a Balistics skill check. It might be a Tradecraft check requiring specialist tools and a day's work. Up to the GM imo.

1) I thought the player gets to decide which boon effects get triggered?

And two more questions:

3) If you get a boon result for a dice roll and there aren't any corresponding effects that can trigger, must a GM still roleplay a positive side effect? ex. the action fails, but you still get 1 boon out of the dice roll. or the GM decides if anything positive happens?

4) For weapons used outside of range and are considered "ineffective", does this mean they can't work, or do you add a number of misfortune/challence die?

Nezabyte said:

1) I thought the player gets to decide which boon effects get triggered?

Correct. Player decides boon effects, GM decides bane effects.

Nezabyte said:

3) If you get a boon result for a dice roll and there aren't any corresponding effects that can trigger, must a GM still roleplay a positive side effect? ex. the action fails, but you still get 1 boon out of the dice roll. or the GM decides if anything positive happens?

That is completely up to the GM. A single boon is unlikely to do anything significant (most boon effects require 2 boons), but personally I'm completely okay with improvising appropriate effects on the spot. A player that rolls a lot of boons can also make suggestions: wouldn't it be cool/make sense if...? The GM can then always decide that it's an appropriate effect. Or you can just agree to stick to the effects that are actually listed on cards.

Nezabyte said:

4) For weapons used outside of range and are considered "ineffective", does this mean they can't work, or do you add a number of misfortune/challence die?

I add a misfortune die for each regular range increment. Extreme range is basically beyond the range of the weapon. Or beyond the effective range, in any case. If you do manage to throw/shoot it there, you're unlikely to hit the broad side of a barn.

mcv said:

Nezabyte said:

4) For weapons used outside of range and are considered "ineffective", does this mean they can't work, or do you add a number of misfortune/challence die?

I add a misfortune die for each regular range increment. Extreme range is basically beyond the range of the weapon. Or beyond the effective range, in any case. If you do manage to throw/shoot it there, you're unlikely to hit the broad side of a barn.

Note that in the RAW, a weapon can simply be used to hit opponents up to it's maximum range, and no additional challenge or misfortune dice need be added to achieve this, although the GM is welcome to add dice to the roll as he sees fits. A weapon cannot be used against targets greater than its range, unless specific rules state this, such as with the long bow.

You are obviously free to change this as you see fit, but that is the RAW

pumpkin said:

Note that in the RAW, a weapon can simply be used to hit opponents up to it's maximum range, and no additional challenge or misfortune dice need be added to achieve this, although the GM is welcome to add dice to the roll as he sees fits.

Exactly. The GM (or the group) is free to decide what kind of penalties and bonuses are appropriate for the roll. Deciding that targets far away are harder to hit than targets nearby seems rather obvious to me, but anyone who disagrees is free to do it his own way.

This kind of freedom seems rather central to WFRP3. Have your group decide what makes sense to you.

Thanks for all the great answers, everyone :) Seems like the best compromise is less accuracy after the set range.