In the rules it says you roll a discipline check. No mention of any challenge dice and yet the rules state that banes give you a negative effect. I can't seem to figure out what you add to the dice roll.
How to recover from insanities?
You are not alone!
I would say that FFG just assumed that GMs will add misfortune and/or challenge dice, depending on situation the players are or were facing, but I can only guess...
The rules for recovering from permanent insanities are pretty vague, so I pieced this reply together from the Core Rulebook, pg. 67-9, and the WFRP FAQ(05/07/2010), pg. 5.
I believe the check to recover from a permanent insanity is a Simple (0d) Discipline check. You do, however, need to get a number of successes equal to or greater than the severity rating of the insanity in question, and you need to get a number of successful checks equal to the severity rating of the insanity before you are recovered. These checks may be attempted once per month of game time, and additional dice from existing Insanities (Straying Thoughts: +1 misfortune to Willpower checks), Critical Wounds (Worrisome Blow: +1 misfortune to Willpower checks), Diseases (Scarlet Ague: +1 misfortune to all mental checks per fever symptom), Stress, Condition Cards, etc. would apply to these tests. The GM is free, of course, to modify the dice pool to reflect events over the past month of game time as well as the current situation in which a recovery check is attempted. If, for example, skaven existed and the character was trying to recover from an insanity while slaving away in a warpstone mine the GM might want to add all the challenge dice he owns to the test. Conversely, the GM may wish to add fortune or expertise dice to the recovery check pool if the character has spent his time convalescing under the care of a medical professional such as a Shallyan or physician.
So, in summary, it's pretty much up to the GM.
I think it is strange that recovering from a permanent insanity is a Discipline test, but recovering from a temporary insanity is a Willpower test.
Hopefully helpful,
-Thorvid
Yeah the insanity rules are sketchy and inconsistent.
I do not aggre with you on that one. There are 2 distincts Insanity checks :
-
after an encounter/Act, recovering from a temporary Insanity -> Discipline (0d) check if *at least* one Token on the Insanity card (no check needed if no Token on the card, clarified with a Rule Question). Needs one success per Token to recover from it. If failed, it becomes Permanent.
- in story mode, recovering from a Permanent Insanity - Once a month, Discipline (0d) check, needs success = Severity, needs to succeed [ Severity ] times (it takes 3 months minimum to recover from a Severity 3 insanity). If you fail and generate 2 Banes, you get worse and lose one "recovery" success you had (p.68 Core book)
Now on how to acquire & put Tokens on an Insanity card, 2 cases :
-
If your Willpower is stressed
and you suffer more stress (1 or more), then draw an Insanity card (no tokens). If the Insanity drawn is not relevant to the situation / triggering effect, the player discard the card and does not draw a new one, he got lucky (p.67 Core rulebook). If it happens again in the same Encounter, you just add a (one) Token to the already acquired/temporary Insanity. As an exemple, a character with his WP distressed faces a Terror 2 effect and fails, he draws an Insanity (no Tokens). If he already had one temporary Insanity, he just add a (one) Token on it. He still suffers the Stress & Fatigues as usual.
- If you are Strained (one of you Physical Attribute is Fatigued & one of you Mental Attribute is Stressed) and suffer any Fatigue and/or Stress, you pick a new Insanity card (until you find one relevant to the situation, keep drawing) and put Tokens on it for each extra Fatigue/Stress beyond the 1st (p. 67 Core Rulebook). If it happens again in the same Encounter, you draw a new Insanity card. As an exemple, a character Strained faces a Terror 2 effect and fails, he draws an Insanity and puts 3 Tokens on it (2 Fatigue & 2 Stress), even if he already had some temporary Insanity. He still suffers the Stress & Fatigues as usual.
Of course, it is subject to your GM's evilness
Cwell2101 said:
I do not aggre with you on that one. There are 2 distincts Insanity checks :
-
after an encounter/Act, recovering from a temporary Insanity -> Discipline (0d) check if *at least* one Token on the Insanity card (no check needed if no Token on the card, clarified with a Rule Question). Needs one success per Token to recover from it. If failed, it becomes Permanent.
- in story mode, recovering from a Permanent Insanity - Once a month, Discipline (0d) check, needs success = Severity, needs to succeed [ Severity ] times (it takes 3 months minimum to recover from a Severity 3 insanity). If you fail and generate 2 Banes, you get worse and lose one "recovery" success you had (p.68 Core book)
From page 68 in the rulebook
- A character can remove an insanity by succeeding at a number of Discipline checks equal to the intensity of the insanity, as shown on the individual insanity card. One such discipline check can be attempted per month of game time.
Later in the paragraph is says that getting banes removes successes.
But nowhere does it say what the difficulty of those checks are. The intensity is used to find the number of checks the player needs to succeed at, not the number of successes he needs on each individual check. Elsewhere in the book there is an arrow pointing towards the intensity of an insanity card with the text "The intensity is used when recovering from insanities. But when reading the rule on page 68 it isn't clear how you actually roll for insanities. IF the check is d0 and no other dice are added then you will not under normal circumstances get any banes on the rolls. And there is nothing in the rules suggesting where these banes could come from as far as I can see.
What you write is a possible solution, but it isn't clear from the rules that it's how you actually recover from insanities. I would just like FFG to clarify this rule.
I believe it is a 0d check by default. Keep in mind that many criticals and insanities themselves add or <P> to Willpower/mental checks. Also, remember if a PC is stressed at the time they take a check, they gain a (per point over) to mental skill checks.
While it is unlikely that being stressed or strained will affect a permanent insanity roll, it is quite possible for it to affect a temporary insanity check (since being strained is one of the typical ways to gain a temporary insanity)
Of course, if the GM wants insanities to be more dangerous, there is nothing to prevent the GM from making the WP/Discipline checks as opposed checks vs the rating of the insanity, which would then add <P> to the check.
Yeah that's how I think it is as well Dvang. Just d0 checks, a single sucess to succeed. So unless the character is suffering from negative effects for willpower the checks will be super easy and it's just a matter of having the insanity for a certain number of months.
But perhaps in the players/GM guides this has been clarified?
the 0 difficulty of the recovery checks is from the answer made with the "Rule question" link below someone did some weeks ago (posted in here somewhere too). It also answered that there is no check to be made is there are no Token on the Insanity. It just goes away when en encounter ends. I'll try to dig it up.
But as mentioned above, a check with no mention of its difficulty would be a Simple (0d) check (i even think it's written in the Core book)
For the "Bane line", same as above, situational modifiers can apply (misfortune and / or challenge) from conditions, Critical, buffs, effects, etc.
I need to correct my 1st post : for the Strained state, i'm mistaken, you need to put as many Tokens on the card as you suffer Fatigue and / or Stress (Terror 2 exemple becomes 4 Tokens). It's from the FAQ (the Simple [0d] difficulty level too). I can't find the post i'm thinking about, someone asked about the FAQ and the case where you have no Token vs the Check that would still need 1 success, because at 0 success a test is always a failure. The answer was something in the line of "no token = no check needed"
In the end, i will say i was mistaken in saying it's "clear" rule-wise
(book + FAQ + answer to a question about the FAQ)
Cwell2101 said:
I need to correct my 1st post : for the Strained state, i'm mistaken, you need to put as many Tokens on the card as you suffer Fatigue and / or Stress (Terror 2 exemple becomes 4 Tokens). It's from the FAQ (the Simple [0d] difficulty level too). I can't find the post i'm thinking about, someone asked about the FAQ and the case where you have no Token vs the Check that would still need 1 success, because at 0 success a test is always a failure. The answer was something in the line of "no token = no check needed"
In the end, i will say i was mistaken in saying it's "clear" rule-wise
(book + FAQ + answer to a question about the FAQ)
Hehe yeah checked the FAQ and nothing there about it either. They need to update it, because currently it isn't clear, which was my main point. I am going with it as written in the book. 0d, 1 success, x rolls over x months depending on severity.