We just finished Eye for an eye yesterday. Tons of rules questions surfaced.
1. Encounter mode: Can assess be used lots of times. For instance in every turn. It makes sense mechanicaly and thematically but I have my doubts.. Unless the object of the card is to sacrifice actions in return for stree/fatigue recovery.
2. Story mode: One player has the talent 'I will sleep when I am dead' (exhaust to recover 2 fatigue). I assume that recharge has no effect in story mode. He can use this as many times as he wants. So, in story mode, fatigue does not accumulate at all. Specifically, fatigue can be removed automatically since the player can use the talent as often as he wants (in story mode). Well, the same can be said about 'assess the situation' I think.
3. Player's fortune dice: Can players use more than one fortune dice in a single roll?
4. Can players use fortune as misfortune dice on enemies rolls?
5. The campaign ended with the High Elf being unconsious. When it wakes up, does it regain wounds (this is a DnD quirk I guess, sort of like having 1 hp in order to walk around).
6. Also, after the adventure end, and during the Interlude, the High elf has lots of wounds and 2 criticals. I assume (going by RAW), that she can make a first aid check once per day, in essence removing all wounds, and one resilience check per interlude where she will have ONE (1) chance to remove her criticalls. Otherwise she goes to the next adventure with her criticals, then get a resilience check per chapter (this makes not sense, but i think it RAW), and then get another resilience check during the Next interlude.
7. During combat, can enemies use Cunning dice in their spell-like abilities like the ones the Cultist Leader has? Is this supposed to be a mental task? Or is the GM restrained to use Aggression dice (and/or Expertise) only.
8, Ok, this caused a bit of a delay in our adventure. I got an enemy engaged with a PC, the enemy wants to move to medium range. I assume that he needs 1 manoevre to disengage (and be automatically considered in close range), then another manoeuvre to move from close to medium range (2 manoeuvres total). However there was an argument that disengaging does not put you in close range. You need to spent another manoeuvre, and then another one to move to medium range (total 3 manoeuvres). Which one is correct? I assume that disengage is the opposite of enganging, therefore 'close range to engaged is one manoeuvre, and hence the same is for the opposite. From enganged to close range, is 1 manoeuvre).
9. Blunderbuss confusion. The NPC Albrecht had a blunder buss. He fired it at an engagement with another NPC and 2 PC. I had trouble deciding whose Defence rating to use in the check. One PC had a Defence rating of 1, the other 0. Since blunderbuss has the blast ability, no matter who I chose to target, the outcome would be the same. Both (actually all 3) persons in the engagement would get shot. So mechanically it would make sense to target the one with the lowest defence rating. But it doesn't make sense to have 2 different dice pools, for the same action. Did I do something wrong?
10. Thematically it's forbidden, but Is there an explicit rule's mechanic that forbids a bright order to learn another order's spells?