Really simple question

By lord nekrah, in WFRP Rules Questions

Greetings, one new GM for the 3rd edition here ! I just tried to play one simple combat with my girlfriend and we started to ponder are there any good uses with parry/dodge/block ? I assume I can use them as somekind of reactions without playing them as my ''main'' action card ? (you can play only one action card during your turn, right?) I just don't find any part of the rulebook saying that I can do that or that they are somekind of reactions.

Then another question: If doctor Van Hermman would be trying to hit big evil orc with his measily two strength would he get four challenge dice as the orc has five in the strenght ? (Twice as great as the acting charasteristic: +4 challenge dice)

I wish there was somekind of simple flow-chart in the rulebook... does it go like this in melee strike:

1. count your strength and add any expertise dice if you're trained and any fortune dice if you have proper specialization + convert charasteric dice into stance dice if needed

2. Check your opponents opposed charasteristic, add challenge dies as the chart says (p.58, core rulebook)

3. Add misfortune die if he opponent has relevant skill or relevant specialization and add as many misfortune dies as the enemy haves defence rating

4. ROLL DA DICE

Sorry if there are some misspeling errors etc. ^^'

lord nekrah said:

Greetings, one new GM for the 3rd edition here ! I just tried to play one simple combat with my girlfriend and we started to ponder are there any good uses with parry/dodge/block ? I assume I can use them as somekind of reactions without playing them as my ''main'' action card ? (you can play only one action card during your turn, right?) I just don't find any part of the rulebook saying that I can do that or that they are somekind of reactions.

Then another question: If doctor Van Hermman would be trying to hit big evil orc with his measily two strength would he get four challenge dice as the orc has five in the strenght ? (Twice as great as the acting charasteristic: +4 challenge dice)

I wish there was somekind of simple flow-chart in the rulebook... does it go like this in melee strike:

1. count your strength and add any expertise dice if you're trained and any fortune dice if you have proper specialization + convert charasteric dice into stance dice if needed

2. Check your opponents opposed charasteristic, add challenge dies as the chart says (p.58, core rulebook)

3. Add misfortune die if he opponent has relevant skill or relevant specialization and add as many misfortune dies as the enemy haves defence rating

4. ROLL DA DICE

Sorry if there are some misspeling errors etc. ^^'

The FAQ is the only answer gui%C3%B1o.gif

Link here: javascript:void(0);/*1283082007987*/

lord nekrah said:

If doctor Van Hermman would be trying to hit big evil orc with his measily two strength would he get four challenge dice as the orc has five in the strenght? (Twice as great as the acting charasteristic: +4 challenge dice)

Attacks are not opposed checks. They have a standard difficulty of 1 challenge die. (Of course, you are free to rule differently, but those are the Rules As Written.)

ozean said:

lord nekrah said:

If doctor Van Hermman would be trying to hit big evil orc with his measily two strength would he get four challenge dice as the orc has five in the strenght? (Twice as great as the acting charasteristic: +4 challenge dice)

Attacks are not opposed checks. They have a standard difficulty of 1 challenge die. (Of course, you are free to rule differently, but those are the Rules As Written.)

fwiw, the RAW explicitly say the GM can deem any attack Opposed.

Indeed, you are completely right – somehow I tend to forget the flexibility of the official rules happy.gif

So this is what is written on page 58 of the rules:

Next the GM assigns any relevant challenge or misfortune dice to the pool. The default difficulty for Melee Attack and Ranged Attack actions is Easy (1d), but may be modified by a variety of factors. The GM may decide the action in question is better served as an unopposed or opposed check.


This is where the target’s Defence value is added to the dice pool. One misfortune die is added for every point of the target’s Defence.


In an unopposed check, the challenge dice assigned are based on the difficulty of the task, and the misfortune dice are based on special conditions or effects that would undermine success.


In an opposed check, the challenge dice assigned are based on the target’s opposing characteristic, and the misfortune dice are based on the target’s skills and specialisations, as well as any special conditions or effects that would undermine success.