Hello there community, since we play on and bought new supplements we stumble over new holes in the net of WFRP every session. In those moments we just stick with the GM decision over the topics but we are eager to hear your opinion or some “official” rules for our situations and encounters.
This time we meet some really nasty nurgel servants who attacked us viciously so the questions involve fever and gore.
Situation 1: Got Ambushed in the deep wood by 6 beastmen
1. Do the PC´s roll observation so see if we can spot potential threats in the forest or do the enemies roll for stealth to sneak into close range?
2. If you manage to sneak up to your target, do you get a “free round” before the enemy can respond due to surprise? (The GM handled it that way but it seemed kind of unfair, they had one surprise attack for free and then won initiative and we couldn’t even unsheathe our weapons so only dodge was possible and we got attacked for two rounds without a chance of retaliation)
Situation 2: What if you get sick?
One of our PC´s got sick from being hit repentantly by a servant of nurgel and rolled a normal (2d) resilience check to evaluate if he would suffer from a sickness after. He did and got “yellow skull fever” with a severity of 5. Since he only got 3 toughness it’s kind of inevitable, that he dies from that sickness in time since he wouldn’t be able to roll 5 successes with only 3 dice ever. Even with medical care (+1 fortune) and the right medicine (+1 fortune) he has only 4 dice to roll 5 successes. Now he could use all his fortune (5 dice because he is human) and hope for the best once a session. But normal we play more than 1 day in one session. So my question is:
3. Do you have to get all successes against a sickness with one single roll? Or can you gather successes over time?
P.S
After playing the system for a while now, I’m convinced toughness is the most important characteristic there is if you want to enjoy your character a little longer than rank 1 or 2.
Toughness:
- reduces incoming damage and isn’t reduced by pierce
- gives you more HP at the creation & states how much criticals you can take before you are dead
- heals criticals and normal wounds incredible fast & allows you to run for your life (fatigue galore) and regenerates fatigue almost completely after a fight
- determines your corruption threshold & allows you to withstand the dark powers like it’s a summer breeze
