Maximim Movement Manoeuvres during a turn...

By le_renard, in WFRP Rules Questions

Hi...

I asked this question a couple of days ago within a reply to another thread but maybe will I get some answers here...

I think I must have missed or misunderstood something reading the rules, because it looks like there's no limit ( except your fatigue or wounds for npcs ) to the number of Movements you can do within a turn... I could "spend" some fatigue points and run faster than light ? ( not to mention some creatures that have such high Wounds Threshold that they can run like sheetahs... )

Per the RAW there's no limit to the number of additional manoeuvres you can take in a turn. In theory a character with toughness 6 could take 6 manoeuvres in one turn (1 free and paying 5 fatigue in total for the rest) without passing out. Whilst this seems like a lot, bear in mind that a reckless character doing this will likely pass out when they attempt their next action, and that the side effects of being fatigued (and strained if the PC has lots of stress) are severe enough to make players limit their use of this rule except for life or death situations (running full pelt across a collapsing bridge for example).

It's of course the GMs perogative to rule on a maximum number of manoeuvres per turn, or raise the fatigue cost in certain circumstances (running over difficult terrain etc.), just talk it over with your players and agree on something sensible.

Thanks a lot for your reply.

I can see I understood the rules correctly, and your suggestions are very useful...

To clarify, A character will fall uncosious if their number of fatigue is above their double toughness. So an average (TO 3) human would need to have 7 fatigue before passing out. So in theory an average human could do 7 manouvers in one turn (1 free, 6 fatigue) without passing out, but any additional fatigue (from reckless exertion, double banes, enemy action effects etc.) would make the character pass out on the spot.

So I think it's limiting itself, you don't want to be near your "pass out threshold" as it is risky. But if you want to limit it some way, I'd say that you can only do as many extra manouvers as your agility score (still suffering the fatigue of course).

k7e9 said:

To clarify, A character will fall uncosious if their number of fatigue is above their double toughness. So an average (TO 3) human would need to have 7 fatigue before passing out. So in theory an average human could do 7 manouvers in one turn (1 free, 6 fatigue) without passing out, but any additional fatigue (from reckless exertion, double banes, enemy action effects etc.) would make the character pass out on the spot.

So I think it's limiting itself, you don't want to be near your "pass out threshold" as it is risky. But if you want to limit it some way, I'd say that you can only do as many extra manouvers as your agility score (still suffering the fatigue of course).

Yes, that's right, I forgot that you have to exceed the threshold before you pass out. I'll edit my other reply accordingly.

EDIT: or I would if there was an edit link, I guess my mistake is preserved for all eternity, d'oh!

Taking a maximum of <Agility> fadigue to spend in movement a turn is a good houserule.

Thanks a lot for your help.

The "Maximum Manoeuvre per turn = AGI" is a neat house rule..

I like it a lot !

Another thing I'd like to try would be "First extra manoeuvre = 1 Fatigue / Second = 2 Fatigue, and so on..."

It may be a little rough...

le_renard said:

Thanks a lot for your help.

The "Maximum Manoeuvre per turn = AGI" is a neat house rule..

I like it a lot !

Good that you like it. :)
The part that I like best is that elves get the ability to move further/do more (higher AG than average), but dwarves can use more extra manouvers over time (due to their higher TO). I think that fits well with the race steriotypes in my oppinion. Also, it's easy to remember and streamlined, which fits well with WFRP3e rule system in general.

But I have to say that this rule has never had to been enforced in my group, my players never want to suffer the fatigue and tend to stick with the free manouver and maybe one extra and then only if it's really neccicary. They hate stacking up on fatigue, as they know that if they do they will soon start suffering misfortune dice on their checks, or even worse, pass out.

chikago666 said:

Taking a maximum of <Agility> fadigue to spend in movement a turn is a good houserule.

This is what I plan to do too. At the minimum, this means 3 manouevres allowed in a turn. That's quite a lot really, so can't see anyone complaining.

We adopted this house rule... works great.