Queries

By Orcishnature, in WFRP Rules Questions

I apologize in advance if this has been asked elsewhere, I did have a search of the boards to no avail. A some questions;

1. Which action cards does an Apprentice wizard gain that do not cost him/her action card picks at start of career. I assume channel power, what about cantrip, magic dart?

2. I take it that during story mode PCs can change stance when, and by how much, they like?

3. Do recharge tokens on action cards go away once out of combat rounds?

That's it for now!

viggi said:

I apologize in advance if this has been asked elsewhere, I did have a search of the boards to no avail. A some questions;

1. Which action cards does an Apprentice wizard gain that do not cost him/her action card picks at start of career. I assume channel power, what about cantrip, magic dart?

2. I take it that during story mode PCs can change stance when, and by how much, they like?

3. Do recharge tokens on action cards go away once out of combat rounds?

That's it for now!

First of all, might I recommend UniversalHeads fantastic rules summary sheet (he does not want us directly linking to his site, so just do a search for "Headless Hollow" and "UniversalHead"). Also, the Living Index, in the support section of this website is excellent for looking up queries.

1. Apprentice Wizards start the game with: Cantrip, Channel Power, Counterspell, and Magic Dart

2. A character can indeed pretty much change their stance as needed or wanted during non-encounter times. During an encounter, the stance meter starts at neutral and can be adjusted one move on the stance track per character turn.

3. Yes, at the end of an encounter (be it combat or socal) recharge tokens are removed from the action cards. You might be confusing this with stress and fatigue tokens. They are partally recovered after an encounter and also with a night's rest.

Hope that answers your questions! happy.gif

Dan

ValiantOne said:

1. Apprentice Wizards start the game with: Cantrip, Channel Power, Counterspell, and Magic Dart

1. (a) If a character enters the Apprentice Wizard career later in the game , they have to pay advances to acquire these actions.

(just to make sure that this is clear too…)

Thanks for the quick answers and I will indeed check the resources you mentioned Valiantone.

Again, thanks.

ozean said:

ValiantOne said:

1. Apprentice Wizards start the game with: Cantrip, Channel Power, Counterspell, and Magic Dart

1. (a) If a character enters the Apprentice Wizard career later in the game , they have to pay advances to acquire these actions.

(just to make sure that this is clear too…)

Thanks Ozean! I knew I was forgetting to mention something! happy.gif

ValiantOne said:

2. A character can indeed pretty much change their stance as needed or wanted during non-encounter times. During an encounter, the stance meter starts at neutral and can be adjusted one move on the stance track per character turn.

Hmm, not really. A character is always assumed to be in neutral stance when in story mode. The GM can allow stance changes in story mode, but that it's certainly not up to the player to choose any stance they like. For example, if the players roleplay their approach (conservative/reckless) to using a skill one could allow some stance dice to be used,

gruntl said:

ValiantOne said:

2. A character can indeed pretty much change their stance as needed or wanted during non-encounter times. During an encounter, the stance meter starts at neutral and can be adjusted one move on the stance track per character turn.

Hmm, not really. A character is always assumed to be in neutral stance when in story mode. The GM can allow stance changes in story mode, but that it's certainly not up to the player to choose any stance they like. For example, if the players roleplay their approach (conservative/reckless) to using a skill one could allow some stance dice to be used,

Per FAQ:

Initiative: What Stance: Unless a PC has already adopted a stance narratively , or has triggered encounter mode by escalating the action and requiring an initiative check (in which case, as he acts, he's had to opportunity to adjust his stance during the PC's Beginning of Turn Phase) most PCs will perform their initiative check in a neutral stance...

Stances: Neutral Stance Clarification: It is assumed that characters in story mode are operating in a neutral stance , unless the GM agrees there is a story based or narrative reason that warrants a stance, in which case, the player should adjust the stance meter as necessary ...

Seems we were both correct to some degree, gruntl! (you more than me, apparently...) happy.gif

ValiantOne said:

gruntl said:

ValiantOne said:

2. A character can indeed pretty much change their stance as needed or wanted during non-encounter times. During an encounter, the stance meter starts at neutral and can be adjusted one move on the stance track per character turn.

Hmm, not really. A character is always assumed to be in neutral stance when in story mode. The GM can allow stance changes in story mode, but that it's certainly not up to the player to choose any stance they like. For example, if the players roleplay their approach (conservative/reckless) to using a skill one could allow some stance dice to be used,

Per FAQ:

Initiative: What Stance: Unless a PC has already adopted a stance narratively , or has triggered encounter mode by escalating the action and requiring an initiative check (in which case, as he acts, he's had to opportunity to adjust his stance during the PC's Beginning of Turn Phase) most PCs will perform their initiative check in a neutral stance...

Stances: Neutral Stance Clarification: It is assumed that characters in story mode are operating in a neutral stance , unless the GM agrees there is a story based or narrative reason that warrants a stance, in which case, the player should adjust the stance meter as necessary ...

Seems we were both correct to some degree, gruntl! (you more than me, apparently...) happy.gif

Although it's a house rule, our group has adopted that the max shift allowed in story mode is 1 space. This prevents players from abusing the ability and just narratively entering max stance whenever they feel like it.