Which is the point of THE FULL DRAW??? (Omens of War)

By Yamusha, in Warhammer Fantasy Roleplay

I dont see the point of the card THE FULL DRAW (seen in the preview of OMENS OF WAR). Difficulty is 1 violet dice (default difficulty) + 2 violet dice + 2 black dice. Is that correct?? So the difficulty is VERY HIGH!!! Why not use RANGED SHOT instead?? RANGED SHOT is far easier to execute and has recharge 0, so you can use it all the time and every round (and the damage dealt is almost the same)

So where is the advantage??? why I should "buy" this advance?? The only possible advantage I can see is againt a very armored enemy with very high defence (maybe 4 o 5? is there something with more defence??), but still I think the difficulty of THE FULL DRAW is too high. Anyone can see any other advantage???

It allows you to preemp anothers action - something players very often want to do. "I aim at him and if he does anything sudden I fire!" which you can't otherwise do (except with GMs permission through Perform a stunt) AND if you get a Comet you can force the opponent to either forfeit his action or suffer 2 stress (GMs choice).

And interestingly it's just Ballistic Skill - not Ballistic vs. target defence - which means that it's good against high defence characters.

42! said:

And interestingly it's just Ballistic Skill - not Ballistic vs. target defence - which means that it's good against high defence characters.

And because of this it's also "just" the two purple dice and the two black as I understand it the base difficulty of one purple die is only when it's vs defence. Additionally you might argue that since it's not vs defence the enemy can't use any active defences either (in addition to loosing their defence rating).

But yes, the main thing would be that you can interrupt anothers turn to take the shot, that way you can see what the enemy does before deciding to shoot which gives you a lot of interesting options in my oppinion. You could wait and see if the goblin shaman seems to be casting a spell before deciding wether to shoot him or the big black orc. The chance of a sigmars comet that can end the enemy turn right then and there is also very powerful. Plus that after using the card it recharges fully so you really can use it every round too. At higher ranks with 2-3 yellow dice in the pool that could potentially disrupt the enemies quite a bit.

Furthermore, since you roll when you use the action you know the result before you decide who to target, at least that's how I interpret the rules as they are written. But I guess that could depend largely on the GM, I might rule that the roll should be made after declaring the interrupt and target so you're not sure of the effect(s).

As I see it you should be able to use the sigmars comet line even if you happend to miss the shot (I'd rule that the one you are shooting at throws him/herself to the ground or to the side to avoid getting hit and thus looses the reminder of the turn).

It might not be a card for low ranked PC's since with only zero or one yellow die the chanse of hitting or scoring a comet is quite slim, but at higher ranks it's a really cool card.

An interesting point of view. Thanks for your reply. :)

I think it's great that FFG does not do the "easy thing" and only put out cards with higher damage, sure such cards have their place but it's fun that they create cards like "The full draw" where you can make the card a real asset if you think on how you use them. It makes it more fun to read through the cards and also to use them as a player. :)

But the difficulty of The full draw felt really high when I initially read it too, but now I think it's rather appropriate. :)

Ha, I posted this on the Omens of War thread not knowing the topic was being posted about here, I think most of this has already been said, but just for completeness I'll post it here too.

"Well actually the base difficulty of one purple dice is not relavent because the skill check is not vs target defense, so technically the difficulty is two purple (not three purple) and two black - admittedly still pretty high. The beauty of the card is its effect: you can hold your attack and interrupt another's action possibly even canceling it altogether or cause them to take stress, which for non-nemesis adversaries equals damage. Two final thoughts would be that this action is geared toward more advanced characters that specialize in Ballistic actions so the difficulty would be balanced by a high base Characteristic along with one or two expertise dice and a few fortune dice and I see no reason why it could not be combined with the conservative side of Combat Focus."

I'm really looking forward to this supplement it sounds like it will really open up the game to a new level of playability.

Hi. I looked again at the rules and it seems that actually the total difficulty could be 3 purple dices + 2 black dices. The FAQ and ERRATA document says that "deffault challenge level for Melee attack and Ranged attack actions is Easy (1d)". So THE FULL DRAW is a ranged attack actio nand should have a default difficulty of 1d, isn't it?

Yamusha said:

Hi. I looked again at the rules and it seems that actually the total difficulty could be 3 purple dices + 2 black dices. The FAQ and ERRATA document says that "deffault challenge level for Melee attack and Ranged attack actions is Easy (1d)". So THE FULL DRAW is a ranged attack actio nand should have a default difficulty of 1d, isn't it?

Yep. That the Action isn't vs defence means you just don't add the target's defence to the roll, which is usually a bunch of black dice, and purple dice for the improved defences.

So I take it the "fully refresh" that this and the Enhance cards referred to would mean to remove all the recharge tokens and take it back into your hand, as opposed to filling it up to its refresh rate with tokens?

Yeah, it's 'while this Action is recharging' so if the card has recharged, you don't get to use its ability.

monkeylite said:

Yamusha said:

Hi. I looked again at the rules and it seems that actually the total difficulty could be 3 purple dices + 2 black dices. The FAQ and ERRATA document says that "deffault challenge level for Melee attack and Ranged attack actions is Easy (1d)". So THE FULL DRAW is a ranged attack actio nand should have a default difficulty of 1d, isn't it?

Yep. That the Action isn't vs defence means you just don't add the target's defence to the roll, which is usually a bunch of black dice, and purple dice for the improved defences.

I would disagree. Similar to how spells are 1d if they are "vs Defense" and 0d otherwise (if not opposed). If there is no "vs" then it is a straight skill check, which has a default difficulty of 0d.

Of course, the GM always has the final say in difficulty, and I can see the reason to think it's still a 1d difficulty, but IMHO it's a 0d b/c it isn't "vs Defense"