Using the dice (especially banes and boons)

By UniversalHead, in WFRP Gamemasters

Greetings fellow WFRPers

We've played 14 sessions of WFRP3 now, and I think we're only just getting the hang of using the dice well. I'd be interested in other people's takes on how they're using them - especially the significant amount of banes and boons that seem to be appearing now that my players are around their 16th advance.

My players have just realised that they can control the 'good' effects of the dice, and with suitable roleplaying-ish embellishments they're assigning fortune dice to each other, healing fatigue and stress, and doing all those things that the rules recommend you can do with excess boons. Do your players do this?

For example, the rules suggest the following for using 'extra' boons (even several of them at once):

Gain a Fortune die to next attempt at the task or next related task.
Grant a Fortune die to an ally.
Inflict a Misfortune die to on an enemy.
Recover fatigue or stress.
Gain a free manoeuvre.
Increase the quality of success, if the check is successful (critical damage, additional target).
Ameliorate the effects of failure, if the check fails (status quo maintained).

So the fortune and misfortune dice are following around the table thick and fast, and while it's a bit trickier to keep track of, it is meaning the players are coming up with some nice descriptions to justify these effects.

(The effect 'recover fatigue or stress' is a bit badly worded in this listing I think, as we know that it takes two boons for this 'universal effect', and listed here there's an implication that one boon recovers one fatigue/stress.)

Are you all using the dice in this way then?

Pretty much. I took those suggestions in hardback and created a standardized list for boon/bane. You do have to be careful as players roll more dice than critters and letting them get too much in extra benefits empowers them a tad. Make the bad outcomes hurt. I have a loose Chaos Star be good for 2 Fatigue or 2 Stress for example.

UniversalHead said:

For example, the rules suggest the following for using 'extra' boons (even several of them at once):

Gain a Fortune die to next attempt at the task or next related task.
Grant a Fortune die to an ally.
Inflict a Misfortune die to on an enemy.
Recover fatigue or stress.
Gain a free manoeuvre.
Increase the quality of success, if the check is successful (critical damage, additional target).
Ameliorate the effects of failure, if the check fails (status quo maintained).

I don't remember the above mentioned. Could you please share which book and what page if possible? Thanks :)

Player's Guide p 55.

Thanks for the reply. No wonder I haven't seen it, don't have the PG yet.

I generally ignore one bane or boon, but try to give something nice for two. Of course, it's a bit hard with something like an observation check, but I think I manage.