Clarifying monster actions

By player1041360, in WFRP Rules Questions

On page 47 of the Tome of Adventure, it states that "When a creature or NPC action is recharging, no other creatures can use that action". Does this refer to groups of creatures (e.g. the example on p. 56 of the WFRP Rulebook where six beastmen are split into two groups of 4 and 2), such that each group can use the Action, or does it refer to ALL creatures irrespective of groups.

Does the same rule apply with Active Defences, such that only a fraction of the creatures are able to defend themselves, no matter how skilled they may be?

Finally, not so much a rules question as a comment - strikes me that while it's illogical that Actions can be accessed by only 1 creature, this would at least be balanced if the Action recovered more quickly with more creatures around. But this doesn't happen either. So all in all, it seems like groups of creatures are hamstrung by somewhat illogical metagame rules which, whilst doubtlessly making a GM's life less complicated, significantly risk the suspension of disbelief.

True, it isn't entirely logical that when one NPC dodges, another cannot BUT it

  • Streamlines game tracking on behalf of the GM
  • Creates a more varied, interesting, cinematic game experience for the Players.
  • Each NPC has a Defense which partially tracks dodging/weaving/evasiveness, the action card represents a particular opportunity to evade particularly well, which while desirable isn't guaranteed especially after you or someone else just pulled the same 'Jump over the incoming weapon' maneuver.
  • The action cards with cooldowns tend to represent cinematic, distinct moments of battle -- not the baseline fighting tactics used by every Tom, ****, and Hairy Orc.

Also, note.

  • If you have the actions recharging at end of activation, that Dodge is usable by every other NPC (not just every other round) -- and that assumes no combat effects removing additional recharge tokens. (Not sure at moment if the basic ruling on removing recharge from NPCs varies by letter of book).

I agree with Ahmedaus.

Also, I don't feel that obliged to stick to those rules. They are just guidelines. But then again, ever since my first game of Paranoia as a GM, the rules-abiding, honest GM in me was put away in a sack and never came out again... gran_risa.gif

i have a house rule that uses player generated delays from the conservative dice to remove recharge tokens from creature actions.