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Fatigue.

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Chaos85 said:

Monsters and enemies always accumulate fatigue and stress as wounds. 

Unless the NPC is special (a cult leader, boss of the orcs etc.) The manual states that individual NPCs can have skills like players and also get fatigue and stress like players instead of wounds.

 

But for the general NPC fatigue and stress is converted to wounds.

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 The GM can also have fatigue/stress remove Dice from the A/C/E dice pool of the creature instead of wounding them.

It depends on the GM and wether they are using optional rules.

(The rules mention this particuarly if characters are trying to use stress/fatigue to constantly get around armor/soak)

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GullyFoyle said:

 The GM can also have fatigue/stress remove Dice from the A/C/E dice pool of the creature instead of wounding them.

It depends on the GM and wether they are using optional rules.

(The rules mention this particuarly if characters are trying to use stress/fatigue to constantly get around armor/soak)

IMO, this is a better way to resolve NPC's fatigue since it gives another effect than only additionnal damage, though it becomes a different strategy than just bashing the shaite out of it. Though, when the NPC runs out of ACE, fatigue and stress should be converted into additionnal damage.

Oh, and it's non-soakable by the way.

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Silverwave said:

 

GullyFoyle said:

 

 The GM can also have fatigue/stress remove Dice from the A/C/E dice pool of the creature instead of wounding them.

It depends on the GM and wether they are using optional rules.

(The rules mention this particuarly if characters are trying to use stress/fatigue to constantly get around armor/soak)

 

 

IMO, this is a better way to resolve NPC's fatigue since it gives another effect than only additionnal damage, though it becomes a different strategy than just bashing the shaite out of it. Though, when the NPC runs out of ACE, fatigue and stress should be converted into additionnal damage.

Oh, and it's non-soakable by the way.

 

 

 

That's what I do most of the time. I subtract fatigue and stress from the A/C/E pools. This also means that giving NPCs fatigue/stress is desirable on another level than just damaging them. It's more interresting and something the players can use as a strategy. It makes much more sense than just giving them wounds.

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I like the fact that stress and fatigue cause wounds on monsters and NPCs. This really allows someone to build a character with more social skills, but still contribute something during combat. Nothing like nagging a monster to death! Obviously you don't want players to game the game by doing this to get around armor as was mentioned, but if they are they're missing the point of playing a game I think.

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Hangfire said:

I like the fact that stress and fatigue cause wounds on monsters and NPCs. This really allows someone to build a character with more social skills, but still contribute something during combat. Nothing like nagging a monster to death! Obviously you don't want players to game the game by doing this to get around armor as was mentioned, but if they are they're missing the point of playing a game I think.

 

But taking away A/C/E is also a very powerful tool to turn the fight in the players favor. It just adds more flavour when you have more options in terms of weakening the NPCs.

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I agree Gallows - my point was more along the lines of being happy that every character doesn't have to be slanted towards combat. I'm coming from D&D, where playing a character that isn't optimized for combat means being useless most of the time.

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Hangfire said:

I agree Gallows - my point was more along the lines of being happy that every character doesn't have to be slanted towards combat. I'm coming from D&D, where playing a character that isn't optimized for combat means being useless most of the time.

 

Yeah that's true and one of the reasons WFRP is great fun. You could always rule that non combat action cards allow players to decide if they want fatigue/stress to inflict wounds or limit A/C/E.

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