Changing Careers

By snovoa93, in WFRP Gamemasters

What is kept?

Also, is it unfair for a gm to restrict what careers you can change into based on previous career, such a a priest becoming a slayer, it doesnt make much sense, would it be fair for a gm to restrict that change ?

By what is kept? I mean skills, stat advances, talents, stances bought, wounds
?

everything you buy you keep do dont unlearn enything. as far as carreer restrict thats up to the gm and your campain but as far as your exaple you can not go from priest to slayer. preast is human only slayer is dwarf only.

Buy?

What do you mean buy?

Can someone please post a example.

Any example from transitioning and what is kept vs lost.

sorry buy as in the advancements you take. you dont lose anything say you were a soldier and changed to a merc you would still have all the advancements of the soldier. you are technically an ex-soldier that is now a merc. you wouldent forget the things you learned as a soldier. hope this helps

Let me take a crack at this.

During a career you spend Advances (which are tracked on the back of the sheet). Everything you purchase with advances (skill training, specializations, actions, talents etc) you get to keep.

Then you decide to transition to a new career. There is one of two conditions:

You have completed your previous career, or you have not completed your previous career.

1. You have completed your previous career.

This means that all 10 career advances are used up. At that point you spend 1 point for your 'Dedication Bonus' which means you get to keep your Career (the talent sized one that has your career ability) and use it in your next career. Also, any skills you advanced WHILE IN THIS CAREER - and of this career - gain a free specialization. Then you spend the appropriate advances to transition to a new career. There is no longer any purpose to coming back to this career.

2. You have NOT completed your previous career.

Lets say you're a commoner and you get conscripted during RP. Even though you only spend 3 advances (for example) you now transition into 'Soldier'. You pay your transition cost - and you DO NOT keep your commoner career ability, nor do you get any specializations. BUT you can return to commoner at a cost of 1 advance to try and finish it out if you like in the future (and hopefully RP permitting).

And while I'm of the opinion that a player and a GM should work together to come up with a good reason for a player to transition into a class they like, I also do think that it is absolutely possible for a GM to restrict what careers should be available.

Thanks.

One last question.

Do you keep things you attained during the creation process? (action cards, talents, skills)

Yeah, I can't think of anything you don't keep, if you buy it with either Creation points or Advances.

snovoa93 said:

Thanks.

One last question.

Do you keep things you attained during the creation process? (action cards, talents, skills)

I'm wondering why you're asking this. I mean, if you didn't keep anything when you transitioned to a new career, what would be the point of getting advances?

The only thing you might NOT keep when you change career, is the career ability. You only keep that if you take all 10 advances in the career and then spend an extra advance to get the dedication bonus.

Ralzar, I'm going to venture a guess. In the book, they stress that its important to grab a whole new character sheet for each career, but my group (for example) just prints out another copy of the 'back' (or xp worksheet) and we keep the old one for records.

How you handle the back is addressed very clearly. The fact that you 'keep' the front steady isn't mentioned as much in the book. I imagine this might be where the confusion is coming from possibly.

shinma said:

Lets say you're a commoner and you get conscripted during RP. Even though you only spend 3 advances (for example) you now transition into 'Soldier'. You pay your transition cost - and you DO NOT keep your commoner career ability, nor do you get any specializations. BUT you can return to commoner at a cost of 1 advance to try and finish it out if you like in the future (and hopefully RP permitting).

And while I'm of the opinion that a player and a GM should work together to come up with a good reason for a player to transition into a class they like, I also do think that it is absolutely possible for a GM to restrict what careers should be available.

I also think the GM should restrict careers as he sees fit for the story or what is happening to a character. If a soldier is spending all his free time training and dealing with his weapons, he shouldn't be able to become anything that doesn't match this training. I feel career transition, as everything else, should represent what is happening in the story.

A friend of mine used that with D&D. He didn't let players buy even another level of the same class if they were roleplaying things of other classes. Like a fighter who was being all social, didn't fight so well, got all the reputation of the greatest fighter just for being at a place at the right time, manipulated people and tried to be stealthy... he had to start progressing as a rogue.

It was not just an imposition, the player heard the GM's opinion and thought it all made for fun play.

Anyway, fast question: when you leave a career without completing it, that career will always count as a perfect match, and so you would only had to pau 1 advancement to get back there. But if you are human, you wouldn't need to pay not even that, right?

ave you thought about the possibility a character developing two careers "at the same time", that is, going from one to the other at the end of each play session (and thus always changing the career ability available till he got the Dedication Bonus in any of them)?

You don't keep the Stance Track that came with career, you only keep bought stance pieces (unless you're in a career where stance is on a card like wizard order and new career has slot for same order).

You don't keep career ability unless you complete career and pay dedication bonus.

I have a few questions to add regarding some unusual options;

Question 1) Do the traits from an old career count when determining the cost to transition from a different career to another?

Example A: If i am a Apprentice Wizard, then transition to Thief, can I use the combined traits from both classes when determining the cost of transitioning to another career?

Example B: If I complete Apprentice Wizard, then switch to Thief for training in Stealth and Skulldugery, can I then transition directly to Acolyte based on Wizards Apprentice?

Question 2) Where do the rules mention a cost for the Dedication Bonus? I see a check box where it is listed under career completion advances?

Question 3) Does training one of your previous Career Skills cost any less?

Example C from example B (above): If I want to train Stealth after I have returned to being Acolyte from being a Thief, do I have to pay full cost for it (4 advances)? (seems silly to switch back to Thief, take an advance in Stealth, then switch back to Acolyte?)

4) Can you gain multiple specializations for the same skill?

Example D: I have already Trained and chosen 2 skill specializations during character creation (by opting to spend 3 creation points for skills), for Channelling (conservative) and Spellcraft (Rank 1 Spells).

Then, I complete all advances of the Apprentice Wizard. I get the Dedication Bonus, which gives a bonus Specialization for all skills I have Trained.

Can I then specialize in Channelling (Overchannelling) and Spellcraft (History of Magic)?

So far, this has been fun!

1: No. But you can change back to a previous career that has more matching traits. For this case, the current carer and the old career you're going back to count as matching, so it only costs one Advance (0 in the case of Reiklanders). This way, a Reiklander character can basically choose any career he has previously used as the one to match with the one he's entering. Or at least that's how I'm reading the rules.

2: Hm, good question. I can't see where it's mentioned. But I know it costs 1 advance to get the dedication bonus.

3: No

4: Yes

Taking a crack at these:

Argh said:

I have a few questions to add regarding some unusual options;

Question 1) Do the traits from an old career count when determining the cost to transition from a different career to another?

Example A: If i am a Apprentice Wizard, then transition to Thief, can I use the combined traits from both classes when determining the cost of transitioning to another career?

Example B: If I complete Apprentice Wizard, then switch to Thief for training in Stealth and Skulldugery, can I then transition directly to Acolyte based on Wizards Apprentice?

The rule is based on your current career. You can always transition back (for 1 advance, or 0 as a reiklander) although if you dont want to go through the formality, house ruling the availability of previous careers (as long as you don't mix and match) traits is definitely an option.

Argh said:

Question 2) Where do the rules mention a cost for the Dedication Bonus? I see a check box where it is listed under career completion advances?

They mention it ... on page 3 of the official FAQ. (Bottom right hand corner). It is indeed 1 advance.

Argh said:

Question 3) Does training one of your previous Career Skills cost any less?

Example C from example B (above): If I want to train Stealth after I have returned to being Acolyte from being a Thief, do I have to pay full cost for it (4 advances)? (seems silly to switch back to Thief, take an advance in Stealth, then switch back to Acolyte?)

First off Stealth isn't an advanced skill, so it would be 2 non-career advances not 4 (p.37) and I mention that only in case you're doing it wrong and owe your PCs some freebies.

And secondly: yes you do. And part of that is balance. You enter certain careers to stress and learn certain skills. This also ties into limited skill training availability and the tough choices of what to buy with a limited advance pool. Its how the game maintains balance and includes player risk/choice.

Argh said:

4) Can you gain multiple specializations for the same skill?

Example D: I have already Trained and chosen 2 skill specializations during character creation (by opting to spend 3 creation points for skills), for Channelling (conservative) and Spellcraft (Rank 1 Spells).

Then, I complete all advances of the Apprentice Wizard. I get the Dedication Bonus, which gives a bonus Specialization for all skills I have Trained.

Can I then specialize in Channelling (Overchannelling) and Spellcraft (History of Magic)?

HEKS YEA you can. Moreover multiple specializations can apply to the same roll (at GMs discretion of course). (p.16)