Intermediate and Advanced careers

By RARodger, in WFRP Rules Questions

A character has to start in a basic career. (Or rather, at character creation you draw only from basic careers.)

Do the "Intermediate" and "Advanced" traits have any mechanical impact that I'm missing? Or do they just reduce the cost of lateral movement or something? I feel like I'm missing something, but if I am, I'm missing what I'm missing.

Every one of the 4 traits that is different than your current one costs an extra Advance when moving to that career. So, going from Basic to Intermediate costs 1 Advance, plus whatever the differences in the other 3 are. Second, some Intermediate and Advanced careers have requirements, often can only enter from a specific previous career.

dvang said:

Every one of the 4 traits that is different than your current one costs an extra Advance when moving to that career. So, going from Basic to Intermediate costs 1 Advance, plus whatever the differences in the other 3 are.

That, but I find it easier to count backward. It costs 4 advances to change carrer. Then, you substract 1 for each trait the careers have in common with a minimum of 1 advance. Cost to transition into another career is 1 point lower (and the minimum drops to 0) for Humans.

I going from "basic" to "advanced" count as only 1 difference? Is there a rule stating you have to come from an "intermediate" career in order to pick an "advanced" one?

I still havn't figured out the difference between advanced and intermediate... seems like there's no difference going from Basic to Intermediate or advanced.

I'm tempted to just say that going from Basic to intermediate costs +1 advance (same as rules), and can only be done after completing 1 full basic career. And from basic to advanced costs +2 advances, and needs to have completed 2 full basic careers.

I hope we're gonna see career expansions at some point, because there's not a whole lot of Intermediate/Advanced careers around, but then again I guess that people would also like to see more basic careers, just to have more to chose from :)

The answer to your question is yes, going by the traits alone assuming all other traits in common, there would be no difference in advancement cost between basic to intermediate and basic to advanced. However, the back of the career sheets often contain additional restrictions. The Intermediate wizard, priest, and slayer careers can only be entered from their corresponding basic careers for example. There are other Intermediate careers, such as Charlatan, that have no additional restrictions and can be moved into freely whenever the player can afford the advancement costs, without even the requirement to complete a basic career first. The only advanced career I've seen so far is the Wizard, which has the restriction that it can only be entered from the Acolyte career. Since no other advanced careers have been released yet, we can only speculate as to whether or not they will have additional restrictions, but I suspect they will have something along the lines of only being able to advance from an Intermediate career as a restriction to get around the straight from basic to advanced scenario you are concerned about.

Witch Hunter Captain, and Prophet of Doom are Advanced/Elite careers and also have entry career requirements, for example.

Ok, but what i don't understand is: what's the point of entering an "advanced" carrer? the ones in core set have the sames primaries, skills and even talents slots (beside flagellant). Also the advances are more or less the sames of their basic counterpart....

From a mechanical stand-point, a players could get advances more easly simply choosing a new basic carrer and using the new open advancements he gets.

Also for casters, apart for the special slot, there is no point to get in disciple/acolyte carrer if the GM was not wise enough to limit rank2 spells to the "intermediate" carrer from the beggining (optional rule??meeeh)......

sometimes i cant figure out what was in the mind of FFG developers!!

Ghiacciolo said:

Ok, but what i don't understand is: what's the point of entering an "advanced" carrer? the ones in core set have the sames primaries, skills and even talents slots (beside flagellant). Also the advances are more or less the sames of their basic counterpart....

From a mechanical stand-point, a players could get advances more easly simply choosing a new basic carrer and using the new open advancements he gets.

Also for casters, apart for the special slot, there is no point to get in disciple/acolyte carrer if the GM was not wise enough to limit rank2 spells to the "intermediate" carrer from the beggining (optional rule??meeeh)......

sometimes i cant figure out what was in the mind of FFG developers!!

Some advanced careers has 3 talent slots, very usefull :)

And don't forget the career abilities. That may or not make a difference to you, but its a reason.

Ghiacciolo said:

Also for casters, apart for the special slot, there is no point to get in disciple/acolyte carrer if the GM was not wise enough to limit rank2 spells to the "intermediate" carrer from the beggining (optional rule??meeeh)......

In "winds of magic" and in "agents of faith" they add rules that limit higher than your rank blessings/spells.