Block and Parry.Resilience.

By guest461286, in WFRP Rules Questions

Is it possible to use both Parry and Block and any other defensive actions against the same attack giving your oponent a lot misfortune dice?

How does the Specialisation: Block of the Resilience skill works?

Last,a monster will die if it has wounds equal to his wound threshold?Or it needs more than his wound threshold just like heroes?

Thank you very much!

MoonShadow said:

Is it possible to use both Parry and Block and any other defensive actions against the same attack giving your oponent a lot misfortune dice?

How does the Specialisation: Block of the Resilience skill works?

Last,a monster will die if it has wounds equal to his wound threshold?Or it needs more than his wound threshold just like heroes?

Thank you very much!

Yes you can layer defensive actions against one attack. The idea is that each attack as a series of attacks not just one sword swing. Another way of visualising it is that your character is being prepared to parry, block and or dodge an income attack depending on which the best option is doing like putting your shield in front of you placing your sword in a defensive position and swaying around to create a harder target. All combined it's going to make it harder for your opponent to find an opening and hit you.

Specialization of block, parry or dodge don't help with the cards. They are kind of wasted specializations at this point. But they are there in case you may need to dodge a boulder or I dunno block someone from charging down a passage way. They work in those sorts of skill checks.

No if a monster has 13 wounds and takes 13 damage it's dead.

In some pages states that a creature needs more wounds than his wound threshold to die.Examples: Page 7 of the Creature Guide where it describes what wound threshold is.

Page 41 of the Tome of adventure Tracking Enemy Wounds.

However henchmen die if they take wounds equal to their toughness,right?

They are NOT wasted specializations. They are non-combat specializations that are useful to to prevent/avoid non-combat effects.

For example, the PC triggers a spear trap. The PC gets to Block/Parry/Dodge the spear or take damage. Having the specialization helps here. There are plenty of other situations where they can be useful. It helps if the player gets creative and tries to think of unusual ways to use them too.