Looking for smart players to answer these Questions.

By PBnJ, in WFRP Rules Questions

Questions

1) So if I give my mage robes and a buckler. he will not suffer any blacks dice for casting and he will benifit from 2 defence? true?

2) Can I buy a characteristics forture die at character creations by spending creation points for it and if so how many times can I do it.

3) Onc I reach my dediction Bonus and then swich to career transition, do I keep all of the skills trained as well and the forture dice for stats, the wounds threshold, even an increase in one of my stats. or does it all go back to start levels? Which would not make sence to me.

4) so as it stands when you make an attack roll you are only rolling 1 purple die + and defence the npc may have to hit the npc. Any other factors that would cause you to roll another purple die ( in attaking only). Ofcourse I know your rolling yout stats and skill and such just woundering about the number of negetive dice that are rolled on avg. Oh right also and neg. dice on the action card that is played aswell. any thing else.

5) anyone finding the emcumbrance and str. ratio a problem at charater creations. Seens like you become emcumbered rather quickly. from what i have see so far.

6) So how does the superior rating work for armor and shields. (as it give you a bouns forture die). I just put it at gaining +1 to def. or +1 to soak. that looked about right.

7)How many time per rank can I add a new forture die to a stat. ergo. Str. pay 1 andvancement to add 1 forture die at rank one. nxt session still at rank 1 but I have new advancement so I pay 1 more advancement to make it 2 forture dice to my Str. I know it is based on the career jusr wondering if i can just keep paying for focus dice to stats. plus use the 2 non career slots for more focus dice. I would think it would be once per rank just like skills but had the chk for sure.

Thank you for answering and I know that everyone he at this forums is smart. Which iswhy I placed my question here.

PBnJ said:

1) So if I give my mage robes and a buckler. he will not suffer any blacks dice for casting and he will benifit from 2 defence? true?

True.

2) Can I buy a characteristics forture die at character creations by spending creation points for it and if so how many times can I do it.

No, so none.

3) Onc I reach my dediction Bonus and then swich to career transition, do I keep all of the skills trained as well and the forture dice for stats, the wounds threshold, even an increase in one of my stats. or does it all go back to start levels? Which would not make sence to me.

No, you keep all of your advances. You transpose all the information from the old career unto a new character sheet, you keep the old character sheet. Then, you have a fresh slate for tracking xp gain and use.

4) so as it stands when you make an attack roll you are only rolling 1 purple die + and defence the npc may have to hit the npc. Any other factors that would cause you to roll another purple die ( in attaking only). Ofcourse I know your rolling yout stats and skill and such just woundering about the number of negetive dice that are rolled on avg. Oh right also and neg. dice on the action card that is played aswell. any thing else.

Up to you as the game master. Black dice can be tossed in alot as you know (from low ground to agression dice use), purple dice can be tossed in for what would be a black dice, but is more severe. So, if you are prone, that could be a purple dice (en leu of black for low ground), or purple dice for using an ill made axe (and a choas star could be the head flinging off), or purple for stinging blindness (like a swarm of bees...being worse than just a dark room).

5) anyone finding the emcumbrance and str. ratio a problem at charater creations. Seens like you become emcumbered rather quickly. from what i have see so far.

Nope, I love that as a limitation. Besides, they can carry an extra 10 encumbrance in a knapsack and use their first maneuver to it to the ground, alleviating the black dice for over doing it.

6) So how does the superior rating work for armor and shields. (as it give you a bouns forture die). I just put it at gaining +1 to def. or +1 to soak. that looked about right.

Up to you. It could be that it gives you an extra white dice or two to social interactions. Or if you are VERY generous, can be a +1 def or even more generous +1 soak. Though I feel there would not be a such thing as a superior shield...why would an expert, the best and most famed crafter make something that, on a battlefield, usually breaks?

7)How many time per rank can I add a new forture die to a stat. ergo. Str. pay 1 andvancement to add 1 forture die at rank one. nxt session still at rank 1 but I have new advancement so I pay 1 more advancement to make it 2 forture dice to my Str. I know it is based on the career jusr wondering if i can just keep paying for focus dice to stats. plus use the 2 non career slots for more focus dice. I would think it would be once per rank just like skills but had the chk for sure.

Limited by the career card. Should say on there how many times during that career you can have a "fortune" advancement

Hey! Ill have to take a loook at tat napsack rule. must have missed that! THANKS!

Like the prone idea as well.

Judex already gave you some solid answers, just an extra comment:

1.

Yes, this is true. You could also choose to use a Quarterstaff in your offhand (it is listed as a one handed weapon, that is also how wizards in the warhammer world are usually depicted), since it is a defensive weapon you will get one extra defense. In my opinion a wizard using a quarter staff looks a lot better than one using a buckler. The rules as such also allows a robe+buckler (mainhand)+quarterstaff (offhand) to be used together to grant 3 defense, but that seems like a rules oversight (I think that defensive quality and shields should never stack).

gruntl said:

Yes, this is true. You could also choose to use a Quarterstaff in your offhand (it is listed as a one handed weapon, that is also how wizards in the warhammer world are usually depicted), since it is a defensive weapon you will get one extra defense. In my opinion a wizard using a quarter staff looks a lot better than one using a buckler. The rules as such also allows a robe+buckler (mainhand)+quarterstaff (offhand) to be used together to grant 3 defense, but that seems like a rules oversight (I think that defensive quality and shields should never stack).

I believed defensive weapons only had the effect of adding a black dice when you performed a parry action, or did I miss something?

jfmongrain said:

gruntl said:

Yes, this is true. You could also choose to use a Quarterstaff in your offhand (it is listed as a one handed weapon, that is also how wizards in the warhammer world are usually depicted), since it is a defensive weapon you will get one extra defense. In my opinion a wizard using a quarter staff looks a lot better than one using a buckler. The rules as such also allows a robe+buckler (mainhand)+quarterstaff (offhand) to be used together to grant 3 defense, but that seems like a rules oversight (I think that defensive quality and shields should never stack).

I believed defensive weapons only had the effect of adding a black dice when you performed a parry action, or did I miss something?

You are correct, you only get that bonus when parrying (ought to teach me to post things without checking the book). Still, a wizard with a buckler, that's like an Iron Breaker in robes...

1) So if I give my mage robes and a buckler. he will not suffer any blacks dice for casting and he will benifit from 2 defence? true?

Yes, as only Soak from armor affects spellcasting. Defense from armor is fine.

2) Can I buy a characteristics forture die at character creations by spending creation points for it and if so how many times can I do it.

I don't have my rulebook in front of me ... but no, I don't believe that a fortune die is an option at creation. Otherwise, assuming your career has an advancement for a statistic fortune die. Once per Rank, I believe.

3) Onc I reach my dediction Bonus and then swich to career transition, do I keep all of the skills trained as well and the forture dice for stats, the wounds threshold, even an increase in one of my stats. or does it all go back to start levels? Which would not make sence to me.

You keep it all. Additionally, if you spend one extra advance, you get to keep your career's ability.

4) so as it stands when you make an attack roll you are only rolling 1 purple die + and defence the npc may have to hit the npc. Any other factors that would cause you to roll another purple die ( in attaking only). Ofcourse I know your rolling yout stats and skill and such just woundering about the number of negetive dice that are rolled on avg. Oh right also and neg. dice on the action card that is played aswell. any thing else.

Normally, yes. 1 purple is the default difficulty, although the GM is free to increase/decrease the difficulty, to make the attack an oppposed check, etc. Some actions add additional difficulty as well, such as one or two purple dice. Improved Active Defenses, such as Improved Dodge or Improved Block can add purple dice. Purple dice represent how difficult the action is, irregardless of most outside influences (like weather, armor, etc). So, shooting an arrow through a small hole (or other trick shot), or hitting a small target (like a jumping frog or a fly) would be more difficult and would gain purple dice to increase the inherent difficulty of the action. Most changes to melee and ranged attacks, however, are from the black misfortune dice.

5) anyone finding the emcumbrance and str. ratio a problem at charater creations. Seens like you become emcumbered rather quickly. from what i have see so far.

Only if your players have low strength and are trying to buy the biggest weapons and armor. Leather and a hand weapon is under an average (3 St) person's carrying limit. Encumberance should be a limiting factor, though. You don't want everyone trying to buy and walk aorund in platemail carrying greatweapons, for example.

6) So how does the superior rating work for armor and shields. (as it give you a bouns forture die). I just put it at gaining +1 to def. or +1 to soak. that looked about right.

If it gives a fortune die, then it has no effect on the defensive abilities. Instead, it provides a fortune die for active things, such as climbing while wearing the armor, walking a ledge, swimming, etc. Consider it like the superior armor is more flexible and fitted better so that it is easier for the wearer to move in it. Of course, it is also superior quality, so roleplaying-wise it is fancier and will likely provide that fortune die to social interactions with people of higher social status.

7)How many time per rank can I add a new forture die to a stat. ergo. Str. pay 1 andvancement to add 1 forture die at rank one. nxt session still at rank 1 but I have new advancement so I pay 1 more advancement to make it 2 forture dice to my Str. I know it is based on the career jusr wondering if i can just keep paying for focus dice to stats. plus use the 2 non career slots for more focus dice. I would think it would be once per rank just like skills but had the chk for sure.

I don't have my books in front of me, but I believe, similar to skill training, you are limited to one fortune die per characteristic per rank, plus the limit on the career card for advances taken.

A dwarven runeshield (which rather is a magic item and not just a superior item) would be an example for an item that gives an extra point of soak.

In addition, you might rule that a shield of superior quality might give a misfortune die if it is used for a Block action (this is similar to jfmongrain’s and gruntl’s proposition). To me, that would seem like an appropriately limited but still useful attribute (compared to making other skills easier that don't have much to do with the shield's defensive properties).

My gm and I have checked how superior armors work,

if you take a look at gromil's armor (the one ironbreakers get) it says it's superior and it gives +1 defense -1 encumerance (to an ironbreaker ofc)

also if you compare mail shirt with leather armor, mail shirt costs 10x the cost of leather armor is one rarity higher (both are superior item qualities) and gives one extra defense (but +1 encumberance though)

So as a house rule we decided that +1 defense and -1 encumberance seems right

Gromril is a special material, you should not base Superior Armors on that. I just add 1 Def as it's a misfortune die, so about the same as Superior Weapon getting a Fortune die. The Superior Leather "becomes" a mail shirt, but you can point out that the Superior Armor will have a "Look" much better than a vulgar Mail shirt. Also, the Gold tiers people (NPCs) will spend twice the listed price on stuff. Merchants will tend to keep those rare stocks (Superior items) for that Tiers who will spend lots ;) That is a good argument to make some stuff diffcult access, requiring "friends", good rep with that merchant, trade favors, etc.

I would add extra bonus for special materials or magic (like encumbrance reduction, Soak, ...)

Dvang gave some awesome answers, but I wanted to add one thing: p.37 of the core book under 'fortune dice'.

There are no rank limits to fortune dice I've been able to find, but you can ONLY purchase them from the 'fortune' spot on your career sheet, and it has to be in stats relevant to that career. So for example the apprentice wizard career attributes are Int and Will. He has 2 fortune advances available (as seen in the little 'Fortune' box on his career sheet). During his career he can choose to add 2 dice to either Int or Will, or 1 in each - by spending 2 advances (1 per 1 appropriately). He CANNOT spend more than that, or use non-career advances (which are specified only to be useable on non-career skill training, and buying stats. That's it.)

As a side note - have you considered that the gromril armor gains it's properties from being made of a magical metal (gromril)?

I don't agree with the 'white fortune' die while climbing in superior armor since it doesn't necessarily make sense to me. If I wear this armor, which while superior, well crafted and beautiful, still is weighty and slightly encumbering even if its so well made its only very slight - then I'm better at climbing and balancing, but when I take off this extra well crafted weight, I am suddenly less likely to succeed. Hmmm... >_> ... mmm... >_>

There are no clear rules or examples on this in the books. There is a section that states that fortune dice can be misfortune dice to the enemy on defense, but that is the equivalent of +1 defense, and there is a great (and well researched mathwise) discussion on these forums as to why that may be a bit overpowered (particularly in the leather vs mail example). In the end any suggestions are mostly guesswork on our parts, and house rules at best. Personally in my group we can't 'find' custom fitted superior armor most of the time in my game so its a non-issue (we're not rolling in gold), but if it were our GM suggested it might add a single white die on recovery tests since the armor makes crits 'not as bad as they looked'. Or under certain stunt conditions, or in social circles it is appropriate as a white die. Your mileage may vary.

shinma said:

I don't agree with the 'white fortune' die while climbing in superior armor since it doesn't necessarily make sense to me. If I wear this armor, which while superior, well crafted and beautiful, still is weighty and slightly encumbering even if its so well made its only very slight - then I'm better at climbing and balancing, but when I take off this extra well crafted weight, I am suddenly less likely to succeed. Hmmm... >_> ... mmm... >_>

Don't forget that there may already have been added black dice to the pool before the fortune point is awarded fot the superior armour, when climbing. So: no armour - no extra dice added. normal armour - a few black dice added. superior armour - a few black dice added and one white (or just one less black die).

Actually there was something similar that struck while readin the core book. Dwarfs have a rule that allow them to ignore up to two black dice penalty when in the dark. But nowhere is there a rule that says how many dice should be added when performing various actions in the dark. Thats left up to the GM. Thats the style of WFRPG. Some 'rules' are not written but are suggested through other rules. perhaps thats bad layout or planning but it cuts down on all the little rules that are rarely used but take up a lot of space in a book. At least there is a list on page 60 that shows some advantages and disadvantages to take into account as a GM. It's probably a good idea to have that somewhere handy when playing.

Well that was a bit of a sidetrack, sorry about that.

-L

Lucas Adorn said:

Don't forget that there may already have been added black dice to the pool before the fortune point is awarded fot the superior armour, when climbing. So: no armour - no extra dice added. normal armour - a few black dice added. superior armour - a few black dice added and one white (or just one less black die).

Ah. We don't really add black dice unless you're under heavy encumbrance. Climbing when you're under encumbrance is a straight athletics check - but even if you have the strength to lift a person and not be encumbered, climbing a rope with someone over your shoulder is **** hard (as an example).

Also - check out the 'environmental' section of the tome of adventure for some sample black dice suggestions for things like weather (and darkness ^_~).