Wizard/Priest & Armor

By Avidian, in Warhammer Fantasy Roleplay

Hello,

I am a long-time player of WFRP v2, but recently decided to get into v3.

To familiarize myself with the system I read they rule sections of the four core books and I started making some test characters the other day. My goal is to run "internal" battles - both social combat and physical combat - in order to understand the rules prior to actually playing with PCs. However, I ran into some rules questions I could not find after a quick look, but expect must be there somewhere.

1) Armor - what are the rules on wizard's wearing armor? In searching these forums I saw a post state that each soak value of armor = one casting misfortune dice, but I cannot find that in the actual rules. I assume there are no penalties for Priests wearing armor? Please point me to where this is listed in the WFRP rules.

2) Wizard/Preist starting skills - the "Winds of Magic" core rule book states that Wizards get Channel/Spellcraft as free skills. Does this mean a player investing 3 creation points into skills at creation can then train those skills?

3) Related to (2) above, it does not state that priests get their casting advanced skills for free (Piety/Invocation). This makes sense to me as entry level priests couldn't cast spells out of the gates in v2 either, but I want to confirm.

While I like the card system for the most part, I these crucial details should be listed on the career card.

Thanks!

You have answered all the above queries yourself correctly. Wizards and armour, rules for starting skills and such. No I'm buggered if I can remember which page they are actually on, but I'm sure that Jay will materialise at some stage and quote it for us.

Came over from v2? Good for you, ran it for years before v3, being one of the trolls on the old v2 page when it still existed. Honestly, I think v3 is a more fun, evocative game. Now I think the older versions have their own special charm, but a lot of the gripes I remember raising are groundless, but you'll find that out yourself from running the game.

From the Player's Guide, pg 102 - Wizards & Armour call-out box.

Priests and divine characters are not affected. Wizards (at least human wizards) find armour interferes with casting. Add one misfortune die when making Channelling our Spellcraft check for every soak value of armour and shield equipped.