Clarifications needed

By Glimnir, in WFRP Rules Questions

Hello. I just finished my second session of WFRP and have a couple questions. They pretty much all on different topics so I'll make a list. Feel free to answer any or all of them. Thanks.

1- What would be a good price for a riding horse (and other mounts, for that matter)? (I guess I could just check my old WFRP stuff and convert prices, but still)

2- Can a wizard using the channeling action can normally choose whichever success line he wants? If that is so, how is channeling recklessly riskier than conservatively? (since you can simply choose to channel less power and not exceed your max)

3- When using his Magical Sight, would a wizard notice anything special about...

3a- mutants?

3b- chaos artifacts or deamons?

3c- Divine shrines or items

3d- Items such as "Korden's Hammer" in the intro adventure.

4a- Some attack spells seem to be described as attacks on their cards, and yet are not checks VS. Target defense. Does that mean opponents don't use their defense and active defenses, and that the spell doesn't gain the default 1 challenge dice for attacks?

4b- If not, would you add some challenge and misfortune dice anyways for those spells, or do you consider them to be like old school D&D Magic missile which, if successfully cast, always strike their target?

5- Some attack spells have no listed range. Can those spells be cast at any range without penalty?

That's all I can think of for now. Thanks for your input.

Glimnir said:

1- What would be a good price for a riding horse (and other mounts, for that matter)? (I guess I could just check my old WFRP stuff and convert prices, but still)

2- Can a wizard using the channeling action can normally choose whichever success line he wants? If that is so, how is channeling recklessly riskier than conservatively? (since you can simply choose to channel less power and not exceed your max)

3- When using his Magical Sight, would a wizard notice anything special about...

3a- mutants?

3b- chaos artifacts or deamons?

3c- Divine shrines or items

3d- Items such as "Korden's Hammer" in the intro adventure.

4a- Some attack spells seem to be described as attacks on their cards, and yet are not checks VS. Target defense. Does that mean opponents don't use their defense and active defenses, and that the spell doesn't gain the default 1 challenge dice for attacks?

4b- If not, would you add some challenge and misfortune dice anyways for those spells, or do you consider them to be like old school D&D Magic missile which, if successfully cast, always strike their target?

5- Some attack spells have no listed range. Can those spells be cast at any range without penalty?

That's all I can think of for now. Thanks for your input.

1. Perhaps you would like to visit this thread: javascript:void(0);/*1283767782214*/

2. Per RAW, yes. A wizard can choose the success line.

Personally, I've fixed that the wizard have to spent all successes he generates while Channeling.

3. IMO:

a) No, unless the Wizard is looking at a shaman mutant or the mutant is under influence of some kind of magic.

b) Yes, because deamons and chaos artifacts have magical origin. Netherless, remember that it's very hard to notice magic through obstacles (4d).

c) As above, but the GM must decide if a shrine is surrounded by the winds of magic.

4. a) You are correct. For example, the Magic Dart spell only demands a Spellcraft (Int) check, thus no dice for defense and active defenses are thrown in the dice pool.

b) That is generally up to the GM. In most cases, common sense line of sight applies. If the GM considers that the spell requires a greater precision, add some misfortune or even challenge dice. However, do not forget to explain your Player, why the spell is more difficult to cast.

5. Could you please name these spells?

Cheers

3d) Korden's hammer would give off a faint magical aura in my opinion, perhaps "tasting" a bit weird to the wizard since the magic is dwarf rune magic rather than collegium wind magic. But that's up to the GM.

4b) Also note that the GM can always spend aggression dice to make a check a harder for the player. So a spell without listed difficulty can still get black dice from the ACE budget.

1. I'd probably put a riding horse at a cost of slightly more than a suit of platemail. Personal mounts of good quality are not common. Most common travel, if not by foot, is by Imperial coach, ship/ferry, and mule-drawn wagon.

2. Yes. Reckless red dice can inflict stress, as well as an increased chance of rolling banes.

3a. If they were somehow affected by, or caused an effect on the winds of magic. Some mutants might, some might not.
3b. Yes, as they certainly disrupt the winds in their area
3c. Divine items most likely do not have an effect on the winds of magic, although it is possible of some overlap.
3d. See 3a. It depends on whether the item in question would alter the winds of magic, which is dependant on the GM's interpretation of how the item works and what caused it.

4a. Correct. Both of those only apply to vs Defense actions.
4b. The PC still needs to roll, as misfortune dice (or even challenge dice) can be added for other reasons. Even without any challenge or misfortune dice it is possible for a PC to roll no successes, for example.

5. Generally, yes, although it is spell dependent and the GM can make limitations if and when it makes sense.