Firing a ranged weapon/casting a ranged spell in melee...

By Cyber-Dave, in WFRP Rules Questions

Are there any rules that apply to this situation? Specifically, some sort of negative effect that makes ranged characters want to stay at range, and avoid firing at melee range? I can't remember off the top of my head.

Cyber-Dave said:

Are there any rules that apply to this situation? Specifically, some sort of negative effect that makes ranged characters want to stay at range, and avoid firing at melee range? I can't remember off the top of my head.

Most spells and ranged attacks either have a restriction preventing their use when engaged, or add additional challenge dice when engaged. The GM is also free to add additional <P> or as they desire to represent what they believe any additional difficulty for the action might be.

What about firing "into" melee?

Is there a rule for this? Couldn't find one...

I just give two black dice for this...

For firing into melee, look at the Rarnged Action - Threading the Needle. This represents firing into an engagement where allies are in it too by someone who "has that as a special thing", so anyone else doing it should have simlar but worse modifiers. The modifiers are two black dice, which can be reduced to one with prepare man. So if not having the action card, at least 3 black dice. I also say if you don't have the action card you get a Chaos Star result of "oops, hit my ally".

Double post, sorry deleted content.

Sounds reasonable!

Maybe even add another purple die for difficulty instead of or additionally to the black dice...

When firing into melee, with Threading the Needle, I add 1 Challenge Dice. 1 Chaos Star means you hit ally if your attack missed (damage is just basic and 2 stress, so not that harsh), if you hit target, allies in engagement gets 1 stress each. With 2 Chaos Stars I come up with a proper effect, depending on action card used. 2 Chaos Stars needs a nasty result...

Also a prepare manoeuvre is needed.

I actually even think this is being generous, as I think it should be insanely hard to hit someone dancing around each other, dodging blows, side-stepping etc...

So if you want to do "fancy stuff" you need the right action cards.

i was thinking about all these actions cards that could reasonably be attempted by a person who hasn't taken the specific action card.

examples are:

covering fire

called shot

disarm

grapple

thread the needle

even block or dodge for someone that doesn't meet the prerequisite toughness or agility etc.

WFRP3 (or any decent rpg) encourages saying yes to the player, i don't want to tell a player that he can't attempt to grapple an opponent, nor do i want to come up with some rule on my own via perform a stunt. i'm thinking of simply letting the player use the action card with additional <P> or <B> as difficulty modifiers.

New Zombie said:

i was thinking about all these actions cards that could reasonably be attempted by a person who hasn't taken the specific action card.

<...>

WFRP3 (or any decent rpg) encourages saying yes to the player, i don't want to tell a player that he can't attempt to grapple an opponent, nor do i want to come up with some rule on my own via perform a stunt. i'm thinking of simply letting the player use the action card with additional <P> or <B> as difficulty modifiers.

That sounds like a cool idea to ponder...

If the test itself is inherently difficult (such as hitting an opponent that is in melee), I would increase the difficulty of the test. (add <P>)

There was a thread on this somewhere last year: livingcardgame.com/edge_foros_discusion.asp

Unfortunately, the link to the card is no longer valid - I'll try to upload it somewhere.

What I liked about this one is that it added +1 party tension whenever it was used - so everyone in the group slowly gets annoyed with having shots going to close to them.

Trenloe said:

Unfortunately, the link to the card is no longer valid - I'll try to upload it somewhere.

Hopefully people can access this:

www.flickr.com/photos/66797725@N05/6081553143/