Impact/Ramifications of changing the Recharge of cards

By guest313231, in WFRP House Rules

Hello,

I think that the Recharge rates on most cards seem...too short?

It's actually less the recharge rate and more the idea that you play a card, then, before your turn ends, you remove a recharge token off that very card. It seems...silly. I mean if you were to follow the literal rules, you are supposed to put the card down, roll, if a success you drop X tokens on it, and then immediately pull one off as you clean up your turn.

What would the impact be that, in the round that you play a card, you don't remove a recharge token from it. You do remove a recharge token off all your other cards, just not the one that you use during your initiative.

Thoughts?

I wondered about that too, but I think it is actually accounted for in the mechanics. I don't think any card has a recharge time of less than two, so you will always have a card be recharging for a little while.

Although it seems counter-intuitive to place the recharge tokens and then remove one, it keeps record keeping simple if you've got several recharging cards: you take one token off each recharging card, including the one you played that turn. Then you don't have to remember which of your many recharging attacks you've used this turn.

I can't see that much of a problem with doing so... for some actions this will actually be beneficial to them.

It would be good for the "Styles" action cards, like Wardancer and such, as most of their cards benefit from having as many recharging as possible.

The only problem I see, is reactions (defences), as you'll then only be able to dodge/block and such every 3rd turn, but on the other hand, that makes actions that instantly recharges reactions much better.

So you should be prepared for some actions to loose "value", while others will gain "value".

Spivo said:

I can't see that much of a problem with doing so... for some actions this will actually be beneficial to them.

It would be good for the "Styles" action cards, like Wardancer and such, as most of their cards benefit from having as many recharging as possible.

The only problem I see, is reactions (defences), as you'll then only be able to dodge/block and such every 3rd turn, but on the other hand, that makes actions that instantly recharges reactions much better.

So you should be prepared for some actions to loose "value", while others will gain "value".

Ahh, but it shouldn't affect Defences as you don't play them on your Initiative.

So keep it simple, in your End of Turn phase you would:

  • Remove 1 recharge token from all your recharging cards
  • Place the card you played during your Initiative down next to the rest of your recharging cards and place all recharge tokens on them.

So since the Defense cards were placed on an opponent's Initiative, they would already be in your 'recharging' area.

You wouldn't 'break' the game, if that's what you're asking.

Melee strike and ranged attack are just fine on their own, and would be the basis of any rpg.

In my campaign, I set "exhaust" talents to recharge ONLY at: fortune point spent (immediate), rally phase, and end of encounter. It is one less thing to track. Personally, I've not seen tracking to be a big issue..instead, there are simply some cards that you may wish to nerf. I think certainly there are certain cards that are more powerful than others: reckless cleave, troll feller strike, thunderous blow for instance. They aren't a problem in my campaign, because my group plays cowardly thieves and charlatans and run from every monster out there. "Save the world? By the abyss of the warp, YOU can save the world. I'm outta' here!!!"

Speaking of changing:

I changed the defense cards to 1..meaning you can use them every round. Considering that there is about an 85% chance to get hit in this game, a black die is not going to break the game. In D&D terms..that's a 17 or less on the d20! The only thing that really matters in this game is soak at that point (or just not entering combat).

jh