Can a character move from Extreme to Engaged in one round?

By doc_cthulhu, in WFRP Rules Questions

The rules are a bit confusing but if I'm reading this right it means that characters can cover insane amounts of distance in a turn given that they have high enough Toughness. Is it so RAW or am I getting this whole thing wrong?

I believe so, although it would take a huge amount of fatigue, probably enough to take someone down...

Extreme to Long = 3 maneuvers

Long to Medium = 2 maneuvers

Medium to Close = 1 maneuver

Engaging = 1 maneuver

So, with the one free manuever that's 6 additional fatigue.

Even with 5 toughness he's going to have at least 1 misfortune die on any physical roll. So yeah, it's possible but really unadvised.

I wouldn't say it to be unadvised as players can avoid monster or force them to take damage/lose dices by running away in this manner. There's a lot of talents that refresh your fatigue. This was a stupid problem in one of our games as players just run away and shot their chasers.

Hi,

Yes the abstraction in movement is prone to feeling awkward (though that seems to be the case with most RPGs) when pushed with fatigue. However remember that if the players run away spending fatigue the monsters can spend fatigue to catch them, and as you said it counts as damage so if you're willing to hurt your gors/gobbos they should catch the pcs...

I usualy house rule no more than 2 fatigue can be burnt on movement maneuvers. Also if it comes to chase scenes, I immediately go for athletics opposed checks, with 1 challenge die and misfortune depending on hazards (fleeing in a dark forest very risky!). If the runner wins he/she gets to medium range plus extras for each pair of boons, if the chaser wins they catch and can take an action against the runner. Whatever happens they leave that engagement, and potentially the support of their allies. I do try to reinforce that if you can shoot someone at med range there is a chance they will catch you.

The idea that a heavily armoured dwarf soldier can easily outrun an unarmoured human street thug by the distance of a crossbows full range by simply burning fatigue is IMHO a little ridiculous. When I explained how fast black orcs and trolls could conceivably run with fatigue they soon agreed a common sense approach was all good...gui%C3%B1o.gif

Hope that helps

That actually helped quite a lot!

I already wondered about house ruling and yours is as good as it gets. Mainly I was worried when thinking about henchmen. You could outrun them death with no problems...

I let my monsters spend their A/C/E dice pool instead of fatigue.

I do that too. It just seems...silly. Just read the FAQ though and it clearly says that's it's possible. I'm just having a hard time to justify someone running from extreme range to close combat because he's so though, when a smaller and not so though creature could die for even trying it. :D

You really have to let your monsters/NPCs use their dice pool, because of players take it to the extreme they would be able to kill monsters by running alone.

do you have the gathering storm?

there is a scene in it where the players are chasing down adversaries. you could look at that as a template on how to treat the situation.

also, the GM Toolkit has an optional rule where NPCs can sacrifice an action to gain an a free manoeuvre.

I haven't really encountered this as an issue in my game as my PCs both obey rule 0 (don't take the piss!) at all times and are scared of being fatigued, but having had a look at this thread I think I'd rule that you couldn't spend more than your character's (strength+athletics)-soak in fatigue on bonus movement manoeuvres in a turn.

My reasoning would be:

1 - Sprinting (which is what you have to do to cover this amount of distance in a turn) is a strength based activity so stronger and more athletic characters will be able to cover more ground than weaker less athletic characters.

2 - You want to penalise characters who are wearing lots of armour as it's harder to sprint in plate/chain than leather/robes

I can think of a few exceptions already (soak provided by spells/magic items) and things that this wouldn't cover (encumberence) but it may be a helpful starting point for you.

Here's how it would affect the PCs in my campaign. These numbers are from memory so I may have some of the equipment soak wrong, apologies if that's the case:

Garett (Soldier with Str 4, wearing Breastplate and Chain with soak 4)

Karsten (Apprentice Grey Wizard with Str 2, wearing robes with soak 0)

Felendra (Waywatcher with Str 3, wearing Leather with soak 2)

Hasia (Envoy with Str 3, wearing Ulthuan Scale with soak 3)

Sister Cassandra (Initiate with Str 4, wearing Scale and Carrying Tower Shield - Soak 4)

Garett, Hasia and Cassandra can't spend any fatigue on extra movement without training some athletics, shucking some armour or increasing Strength. Felendra can spend 1 per turn and Karsten 2.

This would severely limit the movement of the party so you might want to modify the formula a bit, possibly by saying that a PC can always do one extra movement manoeuvre a turn for 1 fatigue.