"Target Defence"?

By Galdor, in WFRP Rules Questions

I have a problem: a lot of action cards state "vs Target Defence"..

MONSTER's Defence is easy to look at: it's printed upon Monster sheets, beside Agility Characteristic.

But how much is PLAYER CHARACTER's Defence? Is it determined only by Armour worn or also by something else?

Furthermore: when I have to make a roll as "Weapon Skill vs Target Defence" is it an opposed roll or an unopposed roll?

If it's an opposed test -as I think- should I have to compare Weapon Skill vs opposed Characteristic (in such case: Defence)?! Or should I have to give 1 Challenge die per point of Defence?

Thank u so much to anyone will answer happy.gif

Yes, a PC's Defense is based purely on their armor, and sometimes spells or talents/abilities modify that (such as the Trollslayer's career ability)

Each point of Defense adds 1 black misfortune die to the attackers dice pool.

Most melee and ranged attacks (vs Defense) have a default difficulty of 1 purple challenge die. The GM, however, is free to alter this to an opposed check if desired. I don't have my rulebook here in front of me, but there is a page that describes how the difficulty of an opposed check is determined. Essentially, you compare the relevant characteristics (note that Defense is not a characteristic) between opponents. St vs St, Ag vs Ag, Int vs WP, Ag vs Int, etc (depends on the action).

In a nutshell:

If the characteristics are equal, that is 2 purple dice for the action

If the attacker is > the defender's, but < twice the defender's, that is 1 purple die

If the attacker is twice or more the defender's, that is 0 purple dice.

If the defender's is higher, but less than twice the attacker's, that is 3 purple dice

If the defender's characteristic is twice the attacker's or more that is 4 purple dice.

So, if you used a melee attack as an opposed check, you would compare St vs St to get the number of purple difficulty dice, and then add a number of black misfortune dice as well based on the defender's Defense value.

Dvang is correct, but I feel I should stress that a typical Combat roll of Weapon Skill vs Target Defence isn't an opposed roll.

The default roll is Weapon Skill vs difficulty 1D (1 challenge D) vs Defence adds a number of black dice equal to the targets defence rating (which is either a PC's armour or the (#) for a monster/npc's agility. That's it.

Specific action cards may add additional dice to the mix, as does skill training, specialization and stat fortune points. Additionally you are encouraged to include fortune and misfortune dice and possible additional challenge dice as well, based on the situation.

Good answers, but to make a general point.

In general there are three major forms of test in WFRP3.

  1. Unopposed
  2. Opposed
  3. Competitive

The 'vs Defence' test is a specific form of unopposed.

Ok, then:

- Defence is determined by Armour

- When I have to make a "vs Target Defense" test:

a) Each point of Defence is 1 Misfortune Die

b) Challenge dice are determined only by Card used, NOT by defence NEITHER by comparing anything

Correct?

From the FAQ, just to to systematize knowledge.

Actions: Default Challenge Level


Unless indicated otherwise, the default challenge level for Melee Attack and Ranged Attack actions is Easy (1d). Unless indicated otherwise, the default difficulty for other actions, such as casting a spell or invoking a blessing, is Simple (0d). The GM is still the final arbiter of a task’s challenge level, and may adjust these to suit the story and the particular task at hand.

An action that is listed as “vs. Target Defence” is not an opposed check – it is based on the Easy (1d) default difficulty, similar to how Melee Attack and Ranged Attack actions are resolved. In addition to this default difficulty, the dice pool may be modified by the target’s Defence rating, as well as by the action’s difficulty modifier.

The dice pool for a check may be further influenced by the action’s difficulty modifier. An action that is opposed by a target’s characteristic uses the opposed check difficulty rules rather than the default challenge levels noted above.

Challenge dice can be added to the dice pool when a target uses Improved Dodge, for example.

Armoks said:

An action that is listed as “vs. Target Defence” is not an opposed check – it is based on the Easy (1d) default difficulty, similar to how Melee Attack and Ranged Attack actions are resolved. In addition to this default difficulty, the dice pool may be modified by the target’s Defence rating, as well as by the action’s difficulty modifier.

...ok: "the dice pool may be modified by the target's Defence rating".. and target's Defence rating will be Misfortune dice (NOT challenge dice); correct?

Galdor said:

...ok: "the dice pool may be modified by the target's Defence rating".. and target's Defence rating will be Misfortune dice (NOT challenge dice); correct?

Yep.

"One misfortune die is added for every point of the target’s Defence." Rulebook p.58

Ok,

so for a standard attack, with 1 challenge die printed upon card and an opposed Defence of 1, the negative dice will be:

1 Challenge die for Easy action

1 Challenge die for difficulty printed on Action Card

1 Misfortune die for Defence 1

Correct?

Galdor said:

Ok,

so for a standard attack, with 1 challenge die printed upon card and an opposed Defence of 1, the negative dice will be:

1 Challenge die for Easy action

1 Challenge die for difficulty printed on Action Card

1 Misfortune die for Defence 1

Correct?

You are correct.

faqbs.jpg

1 Challenge die for basic difficulty (vs. Target Defence)

1 Challenge die for the difficulty printed on a Action Card

1 Misfortune die for the Defence rating of 1