Parry and Dodge

By ntw2000, in WFRP Rules Questions

My group tried a few test combats last night and we are confused how the basic Parry and Dodge rules get used.

Can someone create a mock combat example having a character or monster use with the Dodge basic action.

If a player is dodging does he still get to attack?

Thanks

ntw2000 said:

My group tried a few test combats last night and we are confused how the basic Parry and Dodge rules get used.

Can someone create a mock combat example having a character or monster use with the Dodge basic action.

If a player is dodging does he still get to attack?

Thanks

Goblins turn
Goblin: decrlares an attack against player 1.
Player 1: Uses dodge by adding two recharge tokens to the dodge card.
Goblin: Assembels dice pool for the attack, and adds a black die due to the dodge and then rolls.
Player 1s turn
Player 1: Attacks Goblin.
...

And so on.
So yes you can use dodge and then attack as normal. You use dodge/parry/block as reactions when you get attacked, not as an action in your turn.

Above right.

Where you have to decide and choose, you have stats and gear to Dodge and Parry.

Round 1 - Goblin 1 shoots at you with bow (you can Dodge not Parry), you use Dodge to add black die to his pool and put 2 tokens on action.

You could Parry as well (you can use both actions at once) for 2 black dice, but there's multiple foes to go this round so you save Parry.

Still Round 1, Squig bounces up to chompity chomp you. you can't Dodge the squig, action is recharging, you Parry (having not used it yet) and you add 2 tokens to card.

Still Round 1, you go, do whatever you want, end of your turn take 1 token off each of those actions (not recharged yet). Or, crap, you rolled a delay and GM grinned while putting an extra two tokens on your Dodge noting how you strained muscle and it will take a bit longer before you're ready to Dodge agin.

Still Round 1, Goblin 2 runs up and stabs you with the pointy end, oh oh, no defence actions left (you don't have shield or maybe Toughness too low to use it that way), no bad dice in its pool.

etc.

Thanks that cleared up a lot.

So would a Greenskin / Orc with an Agility of 3 have access to Dodge and the unused A/C/E pool of dice when defending against a character attack?

Monsters get all basic actions so yes, an Orc with AG 3 can dodge, if they have a weapon and Str 3 parry etc.

ntw2000 said:

So would a Greenskin / Orc with an Agility of 3 have access to Dodge and the unused A/C/E pool of dice when defending against a character attack?

Yes an Orc could use the doge and pionts from the unused A/C/E.

But note that all NPCs/monsters of a given type share the action cards. That means that if you have one of 3 goblins use dodge it will be have 2 recharge tokens added and thus be unusable for the other goblins until recharge is gone. Also one token per turn is removed regardless of how many NPCs of th type are in the fight. This is the same as with the ACE budget which is also shared.

You can of course house rule this easily and give some individual monsters their own cards and ACE. It will just mean more bookkeeping for you and that the NPCs get slightly stronger.

actually grunt ... the monsters tend to get weaker with individual cards. 5 goblins going in 1 round means they can recharge their 'big attacks' faster, and dish out more punishment. At least so sayeth my experience.

shinma said:

actually grunt ... the monsters tend to get weaker with individual cards. 5 goblins going in 1 round means they can recharge their 'big attacks' faster, and dish out more punishment. At least so sayeth my experience.

Are you doing recharge right for them?

The official rules are that regardless of number of NPCs you remove 1 token at the end of every round of combat. I don't see how this could make an attack recharge any faster than if you were tracking each attack for each NPC independently?

In your example above are you removing 5 tokens because there are 5 goblins?

I think that's right. When I last played, I gave all the monsters their own ACE pile, and this ended up with one of the characters being killed.

That said, the characters had both gotten very drunk before going on a grave-robbing mission, and had then decided to stand and fight the waves of guards rather than get the hell out of dodge. So I don't feel too bad.

pumpkin said:

shinma said:

actually grunt ... the monsters tend to get weaker with individual cards. 5 goblins going in 1 round means they can recharge their 'big attacks' faster, and dish out more punishment. At least so sayeth my experience.

Are you doing recharge right for them?

The official rules are that regardless of number of NPCs you remove 1 token at the end of every round of combat. I don't see how this could make an attack recharge any faster than if you were tracking each attack for each NPC independently?

In your example above are you removing 5 tokens because there are 5 goblins?

This is what the rules say. I think you may have misunderstood the rules a bit there Shinma. Or perhaps it's a conscious decision in which case you are of course free to do as you wish :)

An example. 3 goblins with a 4 recharge rating "good" action.

By RAW:

Turn 1
Goblin 1 playes the action, -> 4 recharge
Goblin 2-3 play other random actions (since the best one is on recharge)
End of turn 1 -> 1 recharge gets removed, 3 left

Turn 2
Goblin 1-3 play random actions
End of turn 2 -> 1 recharge gets removed, 2 left

...

Turn 4
Goblin 1-3 play random actions
End of turn 2 -> 1 recharge gets removed, 0 left

Turn 5
Goblin 1 playes the action, -> 4 recharge

All in all the "good" action gets played once every 4 turns.

With individual actions:

Turn 1
Goblin 1 playes the action, -> 4 recharge
Goblin 2 playes the action, -> 4 recharge
Goblin 3 playes the action, -> 4 recharge
End of turn 1 -> 1 recharge gets removed from each card (3/3/3 tokens remaining)

...

Turn 4
Goblin 1-3 play random actions
End of turn 2 -> 1 recharge gets removed from each card, 0/0/0 left

All in all the "good" action is played 3 times per 4 turn period.

I may have misunderstood that - thanks for the clarification pumpkin, grunt et al!

For me the monster rules are about making things simple and streamlined. So at the end of each goblin's turn, I go through and remove tokens off of appropriate cards. Also A/C/E is shared. That makes for easier cycling although probably more deadly combat. I might just make a sheet for each monster 'Type' for their basics etc to be shared as opposed for the whole category (all beastmen attacking as opposed to beastmen, gor, and wargor each having a list of actions).