A couple of questions from a beginner

By Rascal3, in WFRP Rules Questions

Hi there,

i'm actually preparing a test session for a friend of mine and working myself through the rules. Maybe a bit too much, since there are a couple of questions left for which i cannot find the answers, maybe it's to obvious for me to find or maybe they are no real questions at all.
I apologize, if these questions have already been answered, i read through the forum during the last days and I cannot remember that I found a topic that would have helped me.

1.Page 58 of the rulebook says, that the general difficulty of an attack is easy, which brings 1 challenge die into the dice pool. Furthermore it says, that the GM may decide, if the action is better served as an unopposed or opposed check.
I'm not getting the intention behind this decision, what could be reasons for this?
If the GM decides to handle the attack as an opposed action, do the rules for "normal" opposed checks apply? For example:Ranged Shot (Ballistic Skill (AG) vs. Target Defence):
Let's assume the AG of the attacking charakter is 2 and the targets defence is also 2, does that mean, that the default difficulty of this attack rises to average and brings 2 challenge dice into the dice pool (according to the opposed checks rules)?

2. If a mage accumulates spell power up to twice of his willpower he needs to concentrate a bit on that and needs to spend a maneuver per round for that during the encounter mode. But what happens in story mode, when there are no rounds? Is it possible for the mage to wake up in the morning, accumulate the proper ammount of spell power (for example 8 spell power for willpower 4) and store it until going into encounter mode?
My idea would be to display the necessary concentration by adding a misfortune die to all checks in story mode, while he is doing that but maybe there are official rules? Or is every check made in the encounter mode and making a check automatically "transfers" the charakter from story mode to encounter mode?
Nearly the same is with "normal" talents that receive 4 recharging tokens when they are used and therefore exhausted. What happens with this tokens, when the encounter ends before the talent was fully recharged? Common sense would imho indicate, that such a talent recharges once the encounter ends, im just not sure about that, since stress and fatigue also stay after an encounter ends and that during the rally step, one token is removed from every recharging talent?

3. Im pretty sure that a charakter can play one card (action) per round but where is that written? Im using the boxed set, not the hardcover and Im to blind to find that specific passage-

4. Career Completion
Is the dedication bonus really an award and therefore for free or does the character have to spend an advance to get the bonus. The rulebook isn't mentioning anything like this, im just wondering about the check box next to it on the character sheet ;-)!

Thanks in advance for your answers and your support, best regards,

Michael


This is all imo. Others will disagree with some of this.

1. We use opposed checks throughout our combats. If a defender has his attention on the incoming attack (so for only one attack against him) then we rule that as opposed (usually str vs str for melee and ag vs ag for ranged). We also add the normal defence score to the pool. Not sure if that is to the letter of the law, coz it doesn't say anything about the defence dice once the check becomes opposed. But, it works very well for us. It makes it harder to hit or be hit on a one-to-one fight, and it also brings some advantage to the most numerous side, because you can only oppose one attack per round.

So, for your eg, an Ag 2 attacker shooting a bow at an Ag 2 Def 2 defender who is aware of the attack and not fighting anyone else, the pool will include 2 purple dice for the opposed check Ag vs Ag, and 2 black dice for the defender's Def.

2. This is a big subject that has come up a number of times. Generally istm using common sense deals with most situations. Essentially, if you feel you need to be tracking every point of power and fatigue, etc, then you should probably be in encounter mode. Otherwise these elements are non-crucial and can be waved away.

If you're in story mode then you can assume any spell caster is at equilibrium. The fact that he might not be is an indication you should be in encounter mode. Ergo, no wizard is going to walk around all day with max power; it will fry his brain. If you're in story mode and the wizard says he wants to cast this spell with lots of power, then you can just let him (he still makes a casting roll, of course) and assume he is able to juggle the required power. He will be in a suitable environment with plenty of time to prepare himself and no enemies around, etc. If he isn't and it's time-critical or someone's trying to kill him, then again, that's a sign you should be doing it in encounter mode. Start the encounter at equilibrium.

Again with recharges and fatigue, etc, generally I feel if it's crucial do it in encounter mode, otherwise forget them. Although there is some advice on this in the GM Guide hardback, iirc. I think the main notion is along the lines of one recharge token lets you do one thing. But again common sense works.

We play that you dump all fatigue outside of encounter mode, except permanent fatigue (for whatever reason). This means you don't have to worry about tracking it, and also that thing where a player might enter an encounter in order to lose more fatigue at the end of it than he gained. They still get to keep any fatigue that you would deem as permanent. Eg, 'that poison is still in your bloodstream so you're gonna have at least 2 fatigue for the rest of the day whatever happens.' or, 'if you want to get to the inn by nightfall, you're gonna have to push it, so you'll arrive with 2 fatigue.'

3. Good question. It's covered with regard to combat on p.57, 'Active player selects an action card.' I think this is plainly implicit for any other circumstances.

4. The dedication bonus costs 1 Advance, I'm sure. But I can't find an explicit mention.

For # 4 my understanding was if you completed all 10 advances on the actual career card (no diverging and say increasing a characteristic), you got the bonus when you switched careers.

Rascal said:

3. Im pretty sure that a charakter can play one card (action) per round but where is that written? Im using the boxed set, not the hardcover and Im to blind to find that specific passage-

4. Career Completion
Is the dedication bonus really an award and therefore for free or does the character have to spend an advance to get the bonus. The rulebook isn't mentioning anything like this, im just wondering about the check box next to it on the character sheet ;-)!

3) That was the first think I had to figure out by myself after reading WFRP books. If my memory serves me, the rulebook doesn't mention directly about restriction of playing one action card per round.

4) Congratulations, you have found the second WFRP design team's negligence in such a short time. gui%C3%B1o.gif

The FAQ corrects this mistake:

"Note that the dedication bonus is an advance, just like any other career benefit – the character has simply “unlocked” access to that special advance by completing his current career, but he must still invest in its purchase, as he would to acquire any of the General Career Advances."

Cheers