Initiative

By Ralzar, in WFRP Rules Questions

Just a quick question I couldn't find the answer to last session: When rolling Initiative, do you use Conservative/Reckless dice? For some reason I got the feeling you do not, allthough you would probably only get one Reckless/Conservative dice since you'll usually start in a neutral stance.

You (Player Character) start combat off in a neutral stance, therfore you would use all Characteristic Dice. You may allow players to convert one Characteristic Die to a Reckless/Conservative die based on their Dominant stance...

NPCs always convert Characteristic Dice to whatever their default stance is. Even for Initiative checks....

Per FAQ :)

You should also point out to players who wish to use stance dice for initiative, that the delay/fatigue effects of the stance die DO apply when rolling initiative.

Sucks to start combat fatigued, or roll a delay, on the initiative roll.

So, how do you guys rule if a delay is rolled on initiative? You apply the right to decrease it one step on the ladder or get two tokens on an action card?

Just curious,

Ceodryn

the character rolling a delay on initiative in our group has INI -1 in that case. so rolling 4 successes would make it 3

Ceodryn said:

So, how do you guys rule if a delay is rolled on initiative? You apply the right to decrease it one step on the ladder or get two tokens on an action card?

Just curious,

Ceodryn

I might do any of those, I have a defensive player who always use guarded position, if he rolled a delay I might stick him with two recharge on his guarded position card, or I might lower his initiative by one.

Both work just as well on an initiative check as on all the other checks.

I agree with k7e9. Do what fits with the story or what you as the GM feel like. Either drop the rolled initiative by 1, or add two tokens to one of the roller's actions. I'd actually encourage the latter. Throw two recharge on one of their defenses or attacks.