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just read corerulebook and have some questions


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#1 Umgrimm

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Posted 18 January 2013 - 10:30 PM

i have got some questions about the rules after reading the corerulebook which i cant figure out.

Talent cards focus: Serene: when using willpower checks to recover stress you may recover one additional stress. What willpower check are we talking about here? I cant find any check that does that.

Skill specialization: when a check must be made on a specialized skill can only the ones with the specialazation do this? or only the one with the corresponding groupskill trained?

Also it says one of the benefits of completing a carreer u get specializations. How many specializations are we talking about here? specializations where you have trained the groupskill or one in each carreer skill?

Is there a list of which checks can be made with specializations? I find it somewhat difficult to figure out what checks can be made with so many specialisations (or even more if you come up with things yourself).

Weapons: start weapon is mentioned as a light crossbow. What are the stats? I can only find crossbow on the weapon ref. sheet. Also a bow is mentioned but i can see only a longbow and a shortbow. Is there a bigger list somewhere to get idea's from?

Weapons and gear: do they last forever? I was thinking weapons need to be taken care of (fixed) just like gear before it is permanly damaged and cant be used anymore. In this way services are make more sence (skill blacksmith?or leatherworking where can those be put in?).

Why are some skills advanced skills? Those are not advances of basic skills…. or are they? I would say if you have first aid trained for instance you may now take advance medicine for just one cost… But not all advanced skills are followups of basic skills (at least i cant see relation between them).

Actions: on many action cards is mentiond support, social or teamwork, social or reaction, social. Can everyone get the action cards with teamwork, support and reaction? And who can use judgement? The traits dont seem to fit with carreer traits….

page 60 rulebook: in the example in the rulebook there is an elve who pulls his bow with free manoeuvre. And the prepares it with another manoeuvre because it is said on the actioncard accurate shot. I cant find the text on it that says prepare before shoothing. Or do i missread something?

Are there more advanced actions beyond rank 2 coming? since you can level up higher then rank 2…..

Opposed and unopposed checks. tekst in rulebook is confusing me (page 58 point 4.) It says GM must see what it is and then there is something about defence points and then there is something about opposed and unopposed but i cant see relation. Seems that something isnt in the right tekstual position. When is unopposed and when opposed (in battle?)

Economics and social checks: eg. buying gear. Do you do this often? Can u give some examples of bargening/dealing? And some more detailed examples of some social skillchecks? there isnt that much in the rulebook and since i dont know when to use whcih precise social skill i find this the most difficult aspect of the game. But i like to put more then enough in it feels so more realistic then only fighting.

this are some guestions i can come up with now perhaps someone can awnser some?

thanks



#2 dvang

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Posted 25 January 2013 - 06:41 AM

Umgrimm said:

Talent cards focus: Serene: when using willpower checks to recover stress you may recover one additional stress. What willpower check are we talking about here? I cant find any check that does that.

Hmm, good question. I expect it was meant that any check involving willpower, where stress is recovered, would recover an additional stress.  For example, a PC makes a discipline test (WP based) and rolls two boon. Universally, two boons can be used to recover a stress. With Serene, the PC would recover 2 stress.

Umgrimm said:

Skill specialization: when a check must be made on a specialized skill can only the ones with the specialazation do this? or only the one with the corresponding groupskill trained?

? I am not exactly sure what your question is. It is worded a bit strangely.  I'll try to answer.  Skill specialization just gives the owning PC an additional fortune die when using a skill in a manner in which the specialization applies. For example, Franz is trained in Observation with a specialization in Sight.  If Franz is asked to make an Observation check, and it is sight-based, Franz will gain a fortune die to his dice pool due to his specialization. If the Observation check was hearing-based, then Franz would not gain the fortune die (from his specialization) to his dice pool. Dice pools are rolled using the related skill, not the specialization. The specialization just gives an extra fortune die into the pool.

Umgrimm said:

Also it says one of the benefits of completing a carreer u get specializations. How many specializations are we talking about here? specializations where you have trained the groupskill or one in each carreer skill?

When you purchase the dedication bonus at the end of a career, you gain a free specialization in every career skill you trained during that career. (note that skills trained during character creation do not count as skill trained during the career).  So, say that Franz has trained Observation and Nature Lore during his career (ie, spent two of his 10 XP to train those two skills).  When Franz purchases the dedication bonus for his career, he will gain a free specialization in both Observation and Nature Lore.

Umgrimm said:

Is there a list of which checks can be made with specializations? I find it somewhat difficult to figure out what checks can be made with so many specialisations (or even more if you come up with things yourself).

Again, specializations are not separate skills. They merely provide an additional fortune die to a check related to the specialization. The actual check is made based on the skill itself (Weapon Skill, Observation, Discpline, Coordination, etc), not the specialization.

Umgrimm said:

Weapons: start weapon is mentioned as a light crossbow. What are the stats? I can only find crossbow on the weapon ref. sheet. Also a bow is mentioned but i can see only a longbow and a shortbow. Is there a bigger list somewhere to get idea's from?

Where are you seeing this?  On a career list of recommended equipment? Starting items are based upon a PC's starting wealth. The starting items/gold are listed in the character creation section where it talks about starting wealth (I don't have my book here to give page number, sorry)

Umgrimm said:

Weapons and gear: do they last forever? I was thinking weapons need to be taken care of (fixed) just like gear before it is permanly damaged and cant be used anymore. In this way services are make more sence (skill blacksmith?or leatherworking where can those be put in?).

There are no rules for item wear. Certainly, one option for a GM is to damage/break an item, should a Chaos Star be rolled when using it.

Umgrimm said:

Why are some skills advanced skills? Those are not advances of basic skills…. or are they? I would say if you have first aid trained for instance you may now take advance medicine for just one cost… But not all advanced skills are followups of basic skills (at least i cant see relation between them).

Basic skills are the ones already listed on the provided character sheets (Weapon Skill, Coordination, Discipline, Observation, etc). All PCs know and can attempt checks based on those skills (even without being 'Trained' in the skill). Advanced skills are not listed on the sheet. These skills cost XP to even acquire/use the skill. A PC cannot even attempt to use an advanced skill unless they have acquired it. For example, Education is an Advanced skill.  A PC cannot even attempt an Education check unless they have previously spent XP to acquire the Education skill.

Umgrimm said:

Actions: on many action cards is mentiond support, social or teamwork, social or reaction, social. Can everyone get the action cards with teamwork, support and reaction? And who can use judgement? The traits dont seem to fit with carreer traits….

Yes, anyone can acquire pretty much any action card. Traits are not requirements. Traits are used for interactions with other cards. For example, a Talent or Action might give a fortune die to all Social checks. Therefore, this bonus wold apply to all action cards with the Social trait.

Umgrimm said:

page 60 rulebook: in the example in the rulebook there is an elve who pulls his bow with free manoeuvre. And the prepares it with another manoeuvre because it is said on the actioncard accurate shot. I cant find the text on it that says prepare before shoothing. Or do i missread something?

I believe that this was FAQ'd as an error in the example. There are some actions that require preparation (i.e. a maneuver), but the action in the example was not one.

Umgrimm said:

Are there more advanced actions beyond rank 2 coming? since you can level up higher then rank 2…..

Currently, the only "advanced" actions, i.e. actions with a rank 2+, are spells and blessings. Spells and Blessings can currently range up to rank 4, I believe.

Umgrimm said:

Opposed and unopposed checks. tekst in rulebook is confusing me (page 58 point 4.) It says GM must see what it is and then there is something about defence points and then there is something about opposed and unopposed but i cant see relation. Seems that something isnt in the right tekstual position. When is unopposed and when opposed (in battle?)

In the end, it is up to the GM's decision. In general, combat actions ("vs Defense") are not "Opposed Checks" (despite having the word "vs"), and have a default difficulty of 1d. That said, the GM is allowed to make a combat action into an opposed check if they desire and the situation warrants it.

Umgrimm said:

Economics and social checks: eg. buying gear. Do you do this often? Can u give some examples of bargening/dealing? And some more detailed examples of some social skillchecks? there isnt that much in the rulebook and since i dont know when to use whcih precise social skill i find this the most difficult aspect of the game. But i like to put more then enough in it feels so more realistic then only fighting.

The expansion Lure of Power has some additional information and rules regarding social checks.  In general, play WFRP like a story. Make the players roleplay their bargaining before having them roll a check.  Social checks, then, also are a bit more "complicated" oftentimes and require a bit more explanation.  Many utilize a tracker. They can be tracked as a couple types. For example, as a race where each side starts at the same place ont he tracker, and the first one to the designated end point prevails. Another option is a tug of war style, where the marker starts somewhere in the middle, and based on successful tests, the marker will move one direction or another.

As an example, Franz is attempting to barter with a blacksmith for a suit of armor. The GM decides, rather than just entirely roleplay it, to use a track. In this instance, I would suggest a tug-of-war. On one end (the blacksmith "wins") is a price double the book cost of the armor.  One the other end (Franz "wins") the price is half the book cost of the armor. There are intermediate steps/prices in between, and the midpoint is the book cost of the armor.  The GM decides that Franz gets two checks to get the best deal that he can. Franz's player decides decides to try to threaten the blacksmith first, so makes an intimidation check (vs the blacksmith's Discipline). Based on his roll, the marker will potentially move in one direction or another. Success will move the track towards the good end, and failure will move the track towards the 'bad' end.  It barely succeeds, and moves the track one step closer to "half-book" price (3/4 book price?). The next check, Franz's player decides to try to Charm the blacksmith. This fails, and badly (Chaos Star, perhaps), and so the track moves back to the start point and an additional space, and Franz is left with the result of buying the armor at over book cost.

This is just one example.. There are many more, and it really depends on the situation in the story, and how much "rolling" vs "roleplaying" the GM wants to do.
 

 



#3 fabambina

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Posted 04 May 2013 - 09:10 PM

Umgrimm said:

Weapons: start weapon is mentioned as a light crossbow. What are the stats? I can only find crossbow on the weapon ref. sheet. Also a bow is mentioned but i can see only a longbow and a shortbow. Is there a bigger list somewhere to get idea's from?

 

check the errata. "light crossbow" is officially changed to "crossbow"



#4 nephtys

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Posted 04 May 2013 - 10:55 PM

Q:Talent cards focus: Serene: when using willpower checks to recover stress you may recover one additional stress. What willpower check are we talking about here? I cant find any check that does that.

A: you can make a Discipline(WP) check to recover stress (difficulty at GM discretion). look at the specializations regarding disciple, there is one that says "recover stress". in terms of play: the PC takes a deep breath to regain his composure. therefore he may recover 1 stress. in terms of dice: on a discipline check i think the number of successes generated says how many stress tokens are recovered. so with 3 successes 3 stress. but with the talent serene it would be 4

Q:Skill specialization: when a check must be made on a specialized skill can only the ones with the specialazation do this? or only the one with the corresponding groupskill trained?

A:i dont really get the question here. but i'd go like that: if you have specialized your weapon skill on sabres you will get a white die to your pool everytime you use make a weapon skill check with a sabre.
so if one of the group has observation specialized on finding traps every party member can try to find traps, he is just one fortune die "more fortunate" at it

Q:Also it says one of the benefits of completing a carreer u get specializations. How many specializations are we talking about here? specializations where you have trained the groupskill or one in each carreer skill?

A: i don't know what a groupskill is. but the dedication bonus goes like this: you get one specialization for every skill you have trained while you were in that career. so if you trained weaponskill and resilience while in the slayer career, after you spent 1 advance for your dedication bonus, you may specialize both skills "for free"
i dont know atm if this also applies to non-career-advances

Q:Is there a list of which checks can be made with specializations? I find it somewhat difficult to figure out what checks can be made with so many specialisations (or even more if you come up with things yourself).

A: any specialization always refers to one of your skills. so the specialization is not a check itself, it just helps with checks that involve that special part of the skill. like before, take the slayer. he has specialized his weaponskill with axes. so anytime he uses an axe with a weaponskill check he will gain a white die. if he chooses to use a sword instead, he will not trigger his specialization, as it is not an axe

Q:Weapons: start weapon is mentioned as a light crossbow. What are the stats? I can only find crossbow on the weapon ref. sheet. Also a bow is mentioned but i can see only a longbow and a shortbow. Is there a bigger list somewhere to get idea's from?

A: i think the errata help here a little. for a very detailed items list i always refer to the players guide, if you have that one.

Q:Weapons and gear: do they last forever? I was thinking weapons need to be taken care of (fixed) just like gear before it is permanly damaged and cant be used anymore. In this way services are make more sence (skill blacksmith?or leatherworking where can those be put in?).

A: equipment can be damaged, there is even a condition for it. otherwise swords will get rusty if not cleaned properly and blades will lose their sharpness. repairing a damaged weapon requires the advanced skill tradecraft(INT) i would say. but for me taking care of ones weapons is something battleready PCs know how to do. otherwise they might wanna learn it from a blacksmith, he could just explain them the basics. let the players roleplay that. for example "after the battle is over, i clean my blade and check it for damage" or some like that.

Q:Why are some skills advanced skills? Those are not advances of basic skills…. or are they? I would say if you have first aid trained for instance you may now take advance medicine for just one cost… But not all advanced skills are followups of basic skills (at least i cant see relation between them).

A: advanced skills are simply skills you have to aquire, opposed by the basic skills, these can be used by any PC whether of not they have it trained or are good at it. even a halfling with int 3 may attempt to read a human book, he just might not understand it.
advanced skills like education or medicine are somewhat advances from other skills, but the only relation is, that if you have medicine and use it to look at a wound instead of first aid the check will be easier (less challenge dice) as your basic knowledge of medicine and the like is greater thatn of just any guy.
other advanced skill like invocation, piety, channeling or spellcraft are vital to some careers. a wizard can't do s**t if he cant channel the winds of magic or doesnt know how to use the power he has to cast spells. so these almost HAVE to be boucht at creation…

Q:Actions: on many action cards is mentiond support, social or teamwork, social or reaction, social. Can everyone get the action cards with teamwork, support and reaction? And who can use judgement? The traits dont seem to fit with carreer traits….

A: traits are tricky sometimes. in our group it is up to the GMs (my *hehehe*) discrection to dicide if a player may get an action with a "strange" trait. judgement is for whichhunters i guess. teamwork and social should be aquirebale by any PC i think. reactions depend, which? counterblow requires a shield and a certain ST rating i think for expample.
as long as any listed criteria on the card is not fulfilled, it should not be aquired.

Q:page 60 rulebook: in the example in the rulebook there is an elve who pulls his bow with free manoeuvre. And the prepares it with another manoeuvre because it is said on the actioncard accurate shot. I cant find the text on it that says prepare before shoothing. Or do i missread something?

A: dont have the card before my right now, but in general you have one free maneuvre per turn. so pulling out the bow would be one, readying it…well id say that goes with pulling it out, otherwise you wouldnt do it…?

Q:Are there more advanced actions beyond rank 2 coming? since you can level up higher then rank 2…..

A: spells and blessings gradually get better with rank improvement. for the other actions…you should have enough for alot of fun for now, as getting above rank 2 is a very tricky thing…most die….suddenly….by beastmen or so……*hrhrhrhrh*

Q:Opposed and unopposed checks. tekst in rulebook is confusing me (page 58 point 4.) It says GM must see what it is and then there is something about defence points and then there is something about opposed and unopposed but i cant see relation. Seems that something isnt in the right tekstual position. When is unopposed and when opposed (in battle?)

A: in battle it is almost always listed on the action card. mostly it will say something like "weaponskill(ST) vs target defence". in this case the attacker makes a weaponskill check modified by the defense rating of the target (2 defence=2 black dice) and the difficulty modifier, which are purple dice and determined by the GM. spells only have the difficulty modifier, as almost all are not vs anything.
an opposed check is for example armwrestling in a bar, lets take our slayer again,this time already a little drunk. with a ST of 4  he decides to armwrestle against an NPC with ST 3. he assembles his dicepool according to his ST and stance. because he is intoxicated he will get one white and one black die, and now, because he is wrestling AGAINST someone the purple dice are determined by how the relation is. if the ST of the NPC was twice as much as his it would be 4 purple, but since it is less it will be 2 purple dice. now he rolls and if there is only one success in the end he may win.
an unopposed check would be an observation check for example. the slayer is looking for someone to armwrestle with. so he makes an observation check modified by the conditions on the bar. as he is a little tipsy it should br harder so to have to chance to give him an opponent who is way stronger than him ;). in that kind of check nothing is working AGAINST the PC.

Q:Economics and social checks: eg. buying gear. Do you do this often? Can u give some examples of bargening/dealing? And some more detailed examples of some social skillchecks? there isnt that much in the rulebook and since i dont know when to use whcih precise social skill i find this the most difficult aspect of the game. But i like to put more then enough in it feels so more realistic then only fighting.

A: he never use social checks. for us this is part of roleplaying. if you are being a **** you will be treated as such. if you haggle right, the price may get better!

hope that helped a little

greetings

neph



#5 r_b_bergstrom

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Posted 07 May 2013 - 06:15 AM

Re: the Serene talent

One of the possible Rally step options is to make an Easy (1d) Discipline + Willpower check to recover from Stress equal to the successes rolled. Serene would definitely apply to that roll.

In addition, at the end of every encounter, all characters recover Stress equal to their Willpower. (Same thing happens upon waking up after getting a good night's sleep.) This isn't technically a die roll, but it based on Willpower. If a player at my table had the Serene talent, I'd probably allow them to recover 1 extra at these times.

 

 






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