Hi folks.
Just recently picked up WHFRP and we played a quick test session over the weekend. So far, I *really* like the feel of the game! It feels different enough from other RPGs to be refreshing and it keeps enough of the elements from 'old school' RPGs to keep us true to our roots.
Anyways, I have a few questions about the way things work to make sure we have it down because a few things arent clear:
1) Spells/Spellcasting. Ok, according to the FAQ, unless an Action is listed as 'Vs Defense', it's default Difficulty is 0d. OK, that makes sense, but is that something that changed from the way the game was originally intended for some reason (ie, on release)? I ask because comparing some of the spells, its make a heck of a lot more sense to take the non 'Vs' spells! For example:
Magic Dart: 3 power, 1 black die added for difficult and that's it. There is no Challenge die (due to the FAQ) and the target gets no defense dice (regardless of his natural defense). Looking at the effects, you will likely do 3+Int Damage (only 1 success needed) and with almost no negative dice, it will be fairly easy for most characters to get the double boon result for ignoring the targets armor soak value. You can also get a crit on a Sigmar
compared to, say:
Shooting Star: 4 power,1 black die for difficulty, will do 3+Int damage on a success and can do 5+Int on 2 successes. A boon can allow a recharge token to be removed. BUT it's vs Target Defense, meaning you automatically add in a Challenge (purple) die in addition to the standard black for difficulty AND any additional black dice for target defense(!!!). Sooo, what that means is that you are FAR FAR less likely to accomplish anything with this spell than with Magic Dart and it's likely that even if you succeed for the max, the Dart will accomplish the same thing due to the high potential to ignore armor soak.
Granted the Magic Dart has a medium range limit (are all other spells unlimited? I havent seen a range for them yet) and can add a Challenge die while engaged, but that hardly seems to be a problem since you can always choose to free Manoeuver away out of any engagements.
On top of that, the Shooting Star has 4 recharge to 0 for Magic Dart AND you have to 'buy' it with an Action point (unlike Magic Dart which I assume is free to an Apprentice?).
So what are we missing here? Why would someone want to spend the point on Shooting Star when in most cases, Magic Dart is just as good or better? It seems to me that the default difficult for all 'attack' spells should have stayed at 1d. Yes, you can contrive a situation where SS is potentially better, but in the vast majority of cases it is going to be far worse due to all of the extra 'bad' dice added in every time it's used.
This is just the first example we came across, but I'm sure there will be other disparities due to the 'Vs Defense' or not issue.
Other questions:
Can a non-'caster' career buy the Channelling/Favor actions and/or the spells/blessings? If so, are there any 'mechanical' penalties outside of not having the Order-type bonus? How do you get access to the Basic magic actions? Can say, a scribe, purchase the Channeling Action and Magic Dart?
Do monsters have access to the Basic Action cards? For example, the party runs into a group of Goblins and Orcs. Can the Goblins Parry? Or Block? Or Dodge? Do they have Guarded Positions? The creature rules seem to imply that they do, but not much info is given on how they function. Also, in the Gathering Storm book, one set of monsters specifically calls out that they have access to Parry, Block, and Guarded Position, leading me to believe that these might not be default actions available?
I know we had more questions, but I'm still re-reading through the rules again and I'm sure I have a few more things to ask in the near future (we are looking to play again tomorrow and I'd like to a firm handle on the mechanics if possible).
Thanks in advance for any help or input on the above!