"Opposed" Checks on Action Cards - Some Suggested Rules Clarifications

By mattritchie, in WFRP Rules Questions

This is the one thing about WFRP v. 3 that seems to keep my confused, so, after spending a few minutes in the books, let me make sure I have things straight:

  • The difficulty of an opposed check is based on the chart on WFRP pp. 43 and/or 58.
  • This rule is generally applied to any opposed check that appears in the Action Check portion of an action card (WFRP pp. 50, 58).
  • HOWEVER, IF (A) the Action Check indicates it is "v. Target Defence" OR (B) the Action Check is a part of a Melee Attack or Ranged Attack card and no other difficulty is indicated, THEN the default difficulty is instead Easy (1d), and a number of challenge dice equal to the target's defense is included in the roll. (WFRP, p. 58; FAQ p. 2).(The difficulty of Easy (1d) is, of course, subject to adjustment based on the GM's discretion).

If I've got this straight, then I am wondering whether it is unnecessarily complicated. I am not sure why it matters whether you are looking at a Melee/Ranged card or a different card, because in either case - as far as I can tell - the complicating factor is always the exception for opposed checks vs. target defense. Here is my proposed rephrasing of this rule, which I think ultimately has the same effect:

Unless indicated otherwise, any opposed check against Target Defence has a difficulty of Easy (1d). In addition, a number of challenge dice equal to the target's defense are included in the dice pool.

I haven't checked this on a card-for-card basis, but I think this rephrasing has the same effect as the rather convoluted (to me, at least) explanation in the books and FAQ.

If the action cards are ever revised, my suggestion would be to stop describing these as opposed checks (because they are not - target defence is not a "characteristic"), and simply describe them as basic weapon/spell checks. The Easy (1d) and target defence modifiers can then be shifted to the difficulty modifier section.

Thoughts, anyone?

You don't add challenge dice. You add misfortune dice

There are 4 types of Check:

Unopposed: The check is 0d by default. Add the card modifier and any other modifer from Location and Condition cards, overstress et al. The GM can then assign further misfortune or challege as he/she wishes.

Example: Spell Action cards which call for 'Spellcraft(int)'

Opposed: See Table on p43 core rulebook. An example is given.

Opposed vs Defence: By default the check is 1d. Add misfortune equal to the target's. Card modifiers, Active Defences et al can all add to the pool. The GM can then assign further misfortune or challege as he/she wishes.

Example: 'Great Fires of U'Zhul'. Base Difficulty 1d. Card Modifier 1d + 3m. Defence 2m. Quickcasting 1d. Improved Dodge 1d. Total 4d 5m.

Competitive: Both sides roll their Skill check pools. Difficulty decided by GM.

Example: Tug of War. Both sides roll Str 0d. Tracking line used. Team with most successes moves the tracker in their direction one (or more) steps.

Thanks for the clarification, plut... didn't mean to create that additional element of confusion.

I think Fresnel has the right idea. My suggestion, however, continues to be that calling a check involving target defense an "opposed" roll creates confusion viz. the way other 'opposed" rolls work and should be recharacterized as something else.