I am having some rules intrepretation issues with my players. I am the GM and I know that the axiom is 'the GM is always right even if he bends the rules, but I want to follow the rules as much as possible (which is a tough task with WFRP 3rd, given that rules are not so clear cut). My gaming group are rather new players (and I am a rather new GM), mostly with a wargaming background, which means they follow the rules to the letter, even if they don't make sense storyywise. The healing/resilience rules are a cause a lot of fiction currently and I would like your take on how to handle the resilience mechanic, according to Rules As Written. I know the whole thing borders on rules lawyering on my and my players part, but I'd rather go by the rules, than bend them at this stage, which I don't think they would accept it (heh). It is flattering that my players like the campaign enough so they don't want to die, but I don't want to give them the feeling that they are immortals. Especially I want them to feel that they play Warhammer and not DnD, where misery, pain and critical wounds, are not removed instantly but they follow them around, at least for an adventure or two.
More specificall we are playing Eye for an Eye with my group and the players claims that :
a) characters may make a resilience check once per chapter. I couldn't find a reference for this particular rule ('resilience' is not included in the index) so I turn to the forums for guidance.
b) After a chapter ends PCs recover wounds equal to their toughness automatically. I argue that if the next chapter takes place imidiately, then they would need to roll a first aid check. I think the confusion stems from the 'Rally step' mechanic, which is another can of worms.
c) The players also claim that after an adventure ends, there is no need for a resilience check since they can take, for instance, a break of 10 months therefore if they were rolling each day, they would eventually succeed in the check. Thus, no need for resilience check 'between adventures', and they reference ToA p37: step 2: healing & recovery
'An interlude often represents a period of downtime where the characters can attempt to recover from the rigours of their adventures,
such as tending to wounds or recovering from stress, fatigue, and other impairments. ')
It doesn't specifically say how many checks you can make. I just assume you can make 1 check (first aid/resilience)
So, no criticals accumulate between adventures, and during an adventure, they can roll for resilience between each chapter.I reply that, in the specific example in Eye for an Eye, it doesn't make sense for a critical to fix itself (by succeeding in a resilience) in the transition of the dinner scene (chapter 2 and 3), unless they are lying in a bed trying to recuperate. Somehow, they are fixated with the mechanics of the game, and not with the story
I also told them that if their reasoning is correct, there would be no need to use criticals at all, but I suppose I can only persuade them by posting in this in the forum and showing them the replies of the others. So, how are you enforcing the frequence of resilience/first aid checks within an adventure, and between adventures?