Curse spell and story mode.

By plutonick, in WFRP Rules Questions

Curse has a recharge of 6, and its effect lasts for 6 combat rounds. But what if it is cast by an NPC in story mode? How long would it last? And what if during the duration, the player that is cursed enters combat?

The recharge in story mode section from the preview of the new player's guide, gives a rule of thumb to remove a token each time the scene changes and in a story mode scene roughly after each time the character has had a chance to act.

If you switch to combat, after removing one for change of scene, I would then remove one each combat round as normal (if any are left..)

http://www.fantasyflightgames.com/ffg_content/wfrp/news/players-guide/WHF11_GameModes.pdf

This takes me back to the old AD&D days, where if you got a hold spell, or similar debuff while in out-of combat, you would engage in combat, usually with your teammates in order to make it expire faster. It would always have different expiration times if you were in-combat.

Ah, but remember unlike AD&D, WFRP V3 doesn't specify an actual real time value for either combat or story mode, so you could argue that the actual length of real time the curse lasts is the same, regardless of mode.

Because even in story mode you remove a token after each time the character has acted, this is just like combat anyway.

If the PCs are doing something specific in story mode, but the order in which they act isn't important (so there is no initiative) then a token would still be removed at mechanically the same time as if the PCs were in combat (with each other); after the cursed PCs action.

If they aren't doing anything specific in story mode, then the PCS could just wait until the curse wears off, which the GM could just rule that it wears off and remove the card and get on with the game, or the GM could decide that something happens while they are waiting, switch to encounter mode, remove a few tokens depending on how long (s)he had judged the PCs had waited before the "thing" happened and move into encounter mode, also removing one more token for a switch of scene presumably, although token removal is pretty arbitary in this mode anyway, but basically i think if the PCs are waiting and something happens, at least 1 token should be removed before combat begins...

I think the rules are arbitary enough that a level of common sense can be applied to them by the goup to determine when the curse wears off without having to go to the lengths of trying to find loop holes or take unrealistic actions(although inter party combat with my group isn't a completely unrealistic outcome!) to make the curse wear off "quicker".

Some people would call these kinds of rules too wooly or fluffy, but i like them, although it puts a lot of emphasis on the GM to "know what feels right" and do that.

wooly or fluffy rules are the bane of my existence because my players are power-munchkins. So there is constant fighting between my and their interpretation.

I know, people tell me, you are the GM, your word is law, but they haven't seen my group.

plutonick said:

wooly or fluffy rules are the bane of my existence because my players are power-munchkins. So there is constant fighting between my and their interpretation.

I know, people tell me, you are the GM, your word is law, but they haven't seen my group.

hahaha! Let them have as much rope as they like, if you ask me, they'll only end up hanging themselves.... demonio.gif

In some ways this benefits the PCs as well. For example in our last game a few blessings/actions were played that helped the PCs investigate (specifically Big City Bravado for example). I know the PCs can re-cast, but try explaining to them that there are benefits in addition to the faults. If the PCs decide to just skirmish with themselves feel free to story-mode it (you guys wrestle for a while, aaaaand onward) since they're likely not dropping wounds and critical hits so the round-to-round isn't as important.

plutonick said:

wooly or fluffy rules are the bane of my existence because my players are power-munchkins. So there is constant fighting between my and their interpretation.

I know, people tell me, you are the GM, your word is law, but they haven't seen my group.

I feel sorry for you. If it's a big problem I really think you should talk to them about it and try to explain that their behaviour is disruptive and making things a lot less fun for you as GM.

While I don't really recommend in game solutions to meta/powergaming I think 3e is a system which allows the GM a lot. E.g.:

What, you didn't know that pesky goblin had imp dodge, imp guarded position, double strike and an ACE of 6/6/6?

You rolled a chaos star on your observation check? While keeping your eyes open for beastmen in the woods you fail to notice a fallen branch in front of you. You fall down and take 3 wounds + 2 fatigue. Oh and yes, you spot 3 gors standing 10 meters away brandishing their crude axes.

Players can never do interpretations like this, the RAW doesn't allow it. A GM in WHFRP3e has lot more freedom than a GM in DnD 4e if you play by the book.

As for the original topic. Wouldn't curses from a NPC in story mode be better handled as a permanent modifier given by the GM until further notice? I mean, is there a point in worrying about cards for NPCs in story mode at all? Just allow the NPCs to do whatever is needed to create a great story or nice challenges for the party.