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lpgiehl

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Everything posted by lpgiehl

  1. Gallows said: I very recently decided to use the following rules. Henchmen share A/C/E Normal NPCs have their own budgets each. I use a wound tracker sheet with room for 16 normal NPCs with boxes I can tick off for wounds and A/C/E. It's just not practical or time saving for me to have a common pool for several NPCs. Saving time is the only reason FFG give for the rule of a common A/C/E pool for NPCs of the same time, so I ignore it. I always use A/C/E for fatigue/stress for NPCs, either when getting hit by effects or when taking extra maneuvers and it works very well. Even main NPCs never use fatigue, because of this. It's just very simple and easy and makes more sense than getting wounded by running. It also gives players a way to debuff NPCs, so there's a tactical side to it as well. I think all my npc´s will have their own budget. With a tracker sheet the GM can manage the A/C/E budget. I'm going to use the A/C/E for fatigue/stress and extra maneuvers, it really makes more sense. The Npc is wounded by fatigue/stress damage only if he consumed all his A/C/E in the combat.
  2. Thanks Yepesnopes for all the answers. It helped a lot. Sorry, I made a mistake about close distance, calling it short distance.
  3. When two character are next of each other they are immediately considered engaged? Lets say, a Trollslayer spot a Orc at short distance. The Dwarf can act first -- his initiative is better -- he charges against the enemy. He advances the first step (from short to engagement distance) and reach the orc area. But, instead of engage to make an attack, he chooses to use a non-combative Action Card (lets say, Berserker Rage). My questions are: 1) The Trollslayer is considered engaged with the Orc just because he goes beyond the short initial distance? 2) Allies in the same relative position (next of each other) are considered immediately engaged? 3) When a character leave a engagement, he must make a maneuver, right? If he is engaged with 2 or more enemies, he must disengage from each opponent spending a maneuver for each one? 4) When a character disengage he is considered next to the enemy (just not engaged) or at short distance?
  4. It´s just me or you also feel the A/C/E budget is extremely small? The points runs out at second, maybe third round of combat. If the enemies are henchmen and share the same budget of A/C/E the things get even worse. I'm considering increase the A/C/E to allow the enemies a little punch. Ok, the henchmen still share the A/C/E, but the number of creatures raise the common pool of dices in a rate of 1 dice for group of creatures. Ex: A single group of Skeleton Henchmen has a A/C/E budget of 5/0/2 2 groups of Skeleton Henchmen have a A/C/E budget of 6/0/3 3 groups Skeleton Henchmen have a A/C/E pool of 7/0/4, and so for... Another Subject related: I didn't like the rule of Fatigue/Stress became Wound to Henchmen. Ok, it's easy to manage this way, but a Henchmen using extra manouver to approach a engagement, risk to engage combat already half-dead. Maybe fatigue/stress damage should reduce the A/C/E pool, not the Wound Threshould. Any ideas?
  5. The combat was against a group of undeads (skeletons henchmen, zombies henchmen and a crypt ghoul), a necromancer put in a chamber to halt the heroes. I didn't intend to make the combat that hard and although none of the Pcs were critically wounded, some of them were really beaten up. The Roadwarden for instance take 9 wounds (and her Wound Threshold is 12). There is no more enemies in the place except the Necromancer. And with some of them wounded they're relutant to advance without some sort of heal. In this situation, I agree with them in one point: march to the battle in that shape would be suicidal. Another question: The favour points recharge naturally until reach the Equilibrium. How long does a favour point take to recharge? I looked at the book, but could't find...
  6. Ok... Even an Action Card with 0 (zero) Recharging Rating may receive recharging tokens, if a condition dictates so, right? Example, I play the Basic Melee Attack in a conservative stance and a hourglass (delay) comes up. In this case the character canot use that action card until the recharging token are resumed. Is that true also for monsters and creatures action cards with zero recharging rating? I ask because it is possible a monster can't attack at all if too many delay symbols come up. That happen with a Skeleton in my game (the undead has C1 stance) and I am already recharging all their actions. In this situation, does the skeleton just stand there incapable of attack? Another pertinent question: May the GM use points of A/C/E to remove Recharging Tokens the same way players use Fortune Points?
  7. Another related question concerning Initiate Blessing: Is There any way to speed the process of casting a spell multiple times? I ask because after a particular dire battle many characters are wounded and in need of Cure. The party is inside a dungeon (they know there is more enemies ahead) and so want to be in good condition before engage in a new battle. There is a Initiate of Sigmar in the party, so after we enter the Story Mode he started to tend his companions wounds using Healing Hand. And boy, it takes a LOT of time to treat all his companions... The process of Casting the Spell, Curry more favour to activate the blessing, manage the stress suffered, distribute the curing... demands too much time, rolls and effort. My players become impatient and a little frustrated (and I really can't blame them). Any ideas to speed this process? Is there a limit of how many times I can use a curing Spell in story mode?
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