Who goes First? Initiative Talents in WFRP

One bugbear in WFRP is the clarity of explanations in the core book. Superficially the Rules As Written (RAW) seems fine until you start combining the text from many Talents and Skills, and also some of the situational modifiers. This post is all about who acts first, and how that might change with different circumstances. And then goes a little into changing the Fast Shot talent.

(aside – this is not a criticism of WFRP, as most games have issues with who acts first. I’ve written about the initiative and fast casting rules in Ars Magica on a number of occasions. Please take this post as a way to discuss unintended issues.)

As a basic premise, the Initiative Stat decides the order that characters act, the higher your stat the earlier you act. Makes good sense, and is one of the many reasons the I stat is valuable. The talent Combat Reflexes (WFRP core p.135, and is one of the best talents in the game) adds 10 each time it is taken to the characters Initiative order, but does not alter the basic stat.

e.g. five characters could be ordered as:

  1. a Protagonist, with I: 40 = order 40
  2. a Soldier, with I: 36 = order 36
  3. a Duelist A, with I: 34 = order 34
  4. a Duelist B, with I: 33 = order 33
  5. a Hunter, with I: 32 = order 32

In the above example the order is clear from the Protagonist first through to the Hunter last. Then as the characters develop by spending xp on skills stats and talents, several factors could potentially change the order.

  1. a Duelist A, with I: 34, using a weapon with the Fast quality = First.
  2. a Hunter, with I: 32, using the Fast Shot talent = First, as well??
  3. a Protagonist, with I: 40, and one rank of Combat Reflexes = order 50
  4. a Soldier, with I: 36 = order 36
  5. a Duelist B, with I: 33 = order 33

Now we have a dilemma – both the Fast weapon quality and the Fast Shot talent indicate the character acts outside of normal initiative; so who acts first? And consider the RAW to apply when resolving (a) two Fast weapons are used against each other, then the normal initiative takes precedence for those two combatants, and (b) the character with the higher number of Fast Shot talents goes first, and when the talent levels are equal they a simultaneous. Not great to have different ways to resolve conflicts.

Thankfully the Combat Reflexes talent is a good one, as it alters the order of initiative without introducing new special interrupts or first actions. This means the Soldier could advance their “I” stat, but is unlikely to catch-up to the Protagonist, who can buy a special talent.

YMMV but to me this indicates different approaches for resolving who attacks first, which might indicate that the Combat Reflexes talent is “stronger” than the weapon quality, and both are stronger than the base “I” stat. There is no clear rule on this in RAW though for Fast vs Fast Shot.

Rule Suggestion: To resolve this what-if scenario suggest that: the Fast weapon quality is considered equivalent to one level in a talent which grants a “act first” action, and that there should be one method for resolving all “act first” actions.

This means that Fast quality and Fast Shot (1) are “basically the same” initiative order, and then the characters “I” stat is then used to break any tie. If the I stat is equal then the actions happen simultaneously. That won’t happen often but does give a known mechanical way to say “it’s ok for these two things to happen at the same time”.

The probability of Fast Shot and the Fast quality being used in the same round is low anyway, but this makes it clear. This standardises the way to resolve any first/fast actions. It also keeps the benefit of buying the 2nd level talent to Fast Shot (2) which would exceed the Fast weapon quality, and given that investment of 300 xp, it seems reasonable.

The rationale for this is to make the use of any Fast talent or quality mechanically similar, and to also keep the value of increasing a character’s stats.

e.g.

  1. a Duelist A, with I: 34, using a weapon with the Fast quality = First, at 34.
  2. a Hunter, with I: 32, using the Fast Shot talent = First, at 32.
  3. a Protagonist, with I: 40, and one rank of Combat Reflexes = order 50.
  4. a Soldier, with I: 36 = order 36.
  5. a Duelist B, with I: 33 = order 33.

The Hunter could take an additional level of Fast Shot and move up the order, or also invest in their I stats to likewise react first. The Duelist B likewise could use a Fast weapon and move past the Soldier and Protagonist.

Alternate Simple Suggestion: the Talents are always faster. The core principal here is that while a weapon may have a quality that makes it quick, training (through spending xp) makes a person faster. It keeps the value of character choices higher than equipment.

Therefore in the order above the Hunter and the Duellist would switch positions of 1 and 2.

Side Discussion: Fast Shot needs to be changed! It’s a mess.

As written the talent Fast Shot seems to be allowing a shot in a subsequent round with little clarity on how that action works. It raises some confusing caveats for preloaded weapons, and not being able to move. For example it is not clear if Fast Shot can be used with different types of weapons, or if the weapons need to be in hand, or just on the characters body.

  • Is a throwing knife in hand valid for Fast Shot? (Yes).
  • Is there a penalty if a character is holding a pistol in each hand and fires one, and then wishes to switch hands the next round…is switching hands too slow? (Not in raw).
  • Are bows excluded because they have no reload? (No, bows can use fast shot as normal).
  • It’s not even clear to me when a player should declare they are using fast shot – because the group need to know but does the character have a normal action in round 1, and then declare they will be shooting quickly in round 2 at the end of everyone else’s turn?
  • Instead suggest:

Fast Shot (Max Agi bonus), Test: any ranged attack using this talent.

You are a skilled marksman who is able to attack with lightning speed. At the start of any new turn you may choose to make an attack with a ranged weapon outside the normal initiative order. Roll to hit as normal for the ranged attack. The weapon must be ready to use, loaded (if required), and readily available. When using Fast Shot you forfeit your attack and move actions, but may defend as normal.

Aside Discussion: Drawing and Changing weapons.

There are no mods for speed or attack for changing weapons mid fight – we know drawing a weapon is a free action (pg 158), but there might be a bit of mechanics applied for groups who want more crunchy mechanics.

  • Rule: Readying or changing weapons causes a -20 Initiative penalty. The character can still act, but they are less prepared than normal.
  • Offset by gear: a bandoleer or special sheath or holster reduces this penalty by 10.
  • Offset by talent: each level of Fast Hands reduces this penalty by 10.

At the start a fair duel both combatants would know not only the rules but would have time to be ready. Unfortunately many fights start with less favourable conditions and characters might be caught unprepared. A character who is caught without a weapon plausibly has a disadvantage, although they should be balanced against weapons which are typically worn to be used.

To represent this disadvantage without getting stuck too far into simulationist game mechanics – a character who is unarmed and is already within melee range at the start of a round either:

  • Must defend with Dodge or Melee Unarmed (as normal), and/or
  • If the character chooses to ready a weapon they suffer a -20 penalty to their initiative – as they forego part of their response speed to adjust for gaining the weapon. The weapon can then be used to defend.
  • Drawing and readying a weapon in each hand is also possible, but increases the initiative penalty to -30.

As each combat round is meant to be a fluid and changing encounter this represents that the character can be seen preparing a weapon which an opponent would react to, but not necessarily be able to mitigate. Like normal the character can continue to use whichever defence to attacks they wish, such as Dodge, but may opt to forego speed for their preference.

Changing weapons is the same as drawing a weapon.

E.g. A cunning thief is armed with a dagger in their main hand and a throwing knife in their off hand has dispatched his last melee opponent, and now chooses to switch the throwing knife to his main hand. This invoked a -20 initiative penalty as the thief stows the dagger and changes the knife to his main hand.

Likewise a character brandishing two pistols might opt to fire one each round, but the second round they are slower due to switching hands.

Gear and talent explanations: Bandoleers, Lines, and Holsters were designed to keep weapons at hand. It is arguable if quick access equipment was really a thing in the old world, but it is flavoursome. There are references to pirates using pistols on lines so they could drop them without breaking or missing them.

Option: Delay.

A character may delay their action in a round until after somebody else does something, this does not forgo their action if it doesn’t occur, but allows them to wait.

E.g. a cutpurse assists his friend by throwing a weapon to her, but must wait till that friend is ready. The cutpurse’s action for the round is delayed.

Option: Overwatch.

A character may opt to watch a space and await the opportunity to strike or attack – this is similar to aiming. It must be plausible for the area to be covered by the pending action, and if so the character gains a +10 bonus to attack anything that enters that area.

E.g. a guardsman stands aside a doorway concealed, waiting his opportunity to strike against a cutpurse he suspects is robbing a manor house. The guardsman does not strike out against fellow guards as they patrol, but does gain a +10 to attack against the cutpurse when he moves cautiously through the door.

Happy gaming.

long discussion of initiative in warhammer fantasy roleplay

Changing Feint in WFRP 4e

While I like WFRP 4e, the Feint talent isn’t well designed, and in my opinion not worth taking. To fix this I suggest it is updated to:

Feint – Max: Weapon Skill Bonus, Tests: Melee (Any) for Feint attempts

You have trained how to make false attacks in close combat to fool your opponent. By forgoing your move action you may now make a Feint against any opponent using a weapon. This is resolved with an Opposed Melee (Any) / Intuition Test. If you win, you attack the same opponent again in current round, and add the SL of your Feint to your attack roll. Note that a successful Feint does not increase the attackers advantage, however a failed feint test will cause a loss of advantage (as normal).

…Alternatively

In low Advantage games where it is capped by IB or even limited to +1 Adv; or if it’s preferred then the opposed Feint test is used normally and applies or removes advantage as normal but does not add its SL to the actual attack.

When used this way a feint becomes a way for an attacker to gain advantage and remove the opponents, but does not heavily swing the combat with the SLs applying to the next roll.

…Why?

  • Feint shouldn’t be restricted to Fencing weapons. Anyone with any weapon can try to feint.
  • I dislike having actions which cross over into the next round.
  • the “cost” of movement means that an attacker needs to make a strategic choice; sometimes missing the opportunity to move will be a significant disadvantage. When two skilled Feinters fight you might see huge amounts of attempts to feint.
  • It should be possible for both sides to feint each other.

…But?

  • Wont combatants often feint when they can? Well yes. It is a valid combat tactic used regularly.
  • This adds an extra resolution to many attack actions, which makes combat slower! Yes, I agree that its not desirable, but it is a special kind of talent likely only used by specialist characters. Conversely some move actions also require a test, so mileage will vary. At present nobody takes the talent.

Ref: Long Shadow Games inspired this post by creating their own rules for Feint in WFRP 4e. Kudos and credit. https://longshadowgames.com/2020/12/31/fixing-feint-in-wfrp-4e/

More Stained Glass images of the Gods of Warhammer Fantasy

Myrma (from the Empire collection) who appears as a beautiful woman, Khorne, and a concerning Slaanesh.

A historic note on Blackened Swords

Aside

Found a facebook post recently which talked about sailors and such blackening their swords so they couldn’t be easily seen aboard ship.

A sword with black blade

So simple. I’m not sure the idea needs a property or price, however it seems on of those small facts of history which would make for great lore in Warhammer.

The wiki page needs additional citation so this could all be bunk, but I like it.

Ref https://en.m.wikipedia.org/wiki/Carracks_black_sword#:~:text=The%20Carracks%20black%20sword%2C%20sometimes,in%20the%20Age%20of%20Discovery.

Change emotions to dust

Another spell for transforming emotions in Ars Magica

My Foremost Sadness is Dust

Muto Mentem / Terram 10, R: Personal, D: Diameter, T: Individual

The caster most prevalent emotion at the time of casting is transformed into dust and falls away from their body. Useful as a way to ameliorate fear, lust, or any of a number of emotions which may affect the caster.

(Base 5, +1 Diameter)

A Raven for Morat

Morat was a magus character created a very long time ago for Ars Magica which I never got the opportunity to play. His concept was common to the game – a Magus who invents spells for physical combat, and who travels with a raven familiar.

Raven

Characteristics: Int +1, Per +2, Pre –1, Com-2, Str –7, Sta 0, Dex +1, Qik +5
Size: –4
Virtues and Flaws: Keen Vision
Combat:
Dodge: Init: +5, Attack n/a, Defense +12, Damage n/a
Beak: Init: +5, Attack +7, Defense +11, Damage -6
Soak: 0
Fatigue levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Abilities: Awareness 4 (food), Athletics 3 (flying), Brawl 2 (dodge), Survival 3 (home terrain)

Feed the Rumourmonger, (?) allows the raven to see and hear a place it can either see, or inside a room or dwelling it can touch.

Cloak of Shadows, (?), turns the raven into an incorporeal shadow, greatly increasing its ability to hide and observe from dark places, and rendering it immune to normal weapons.

Continue reading

Stained Glass images of the Gods of Warhammer Fantasy

An artwork post again, showing some of the gods of the old world as they might be depicted by artisans in the setting. See all the gods here.

Perhaps have a look at Range…combine Sling and Thrown, and fix Bolas

When I read the WFRP rules for Melee (Parry) and Melee (Fencing) weapons it seemed to me to be a split that wasn’t logical; so suggested combining them. Now I’m looking at the difference between Range (Sling) and Range (Thrown) as they seem very similar. What is the need for two skills? How often are these skills taken that they should be separate?

If the argument is about how they work and are used then I can’t see how learning to throw a rock and an axe are overly similar.

And also tell me why Bolas are in Range (Thrown) but not Range (Entangling). Crikey. Maybe the shift should be to move Bolas to Entangling instead? And add Sling while you’re at it… So we’d have:

  • Range (Throwing) with everything currently there except bolas, and
  • Range (Entangling) with what it has now, plus both Slings, plus Bolas.

Suggesting a house rule to combine them, as I doubt either gets much use outside of niche characters and it seems an arbitrary separation. Worth considering at any Warhammer Fantasy Roleplay group table.

Suggestions for those missing Career skills – WFRP4e

The Careers in WFRP 4e started with 8 skills in the starting career (T1 career), and then changed in some of the later official books to 10 starting skills, of which only 8 had to be advanced to count toward advancing through the stages of the career. There was a note about this in one book noting that the suggestions for “absent” skills would be coming soon.

As patience is not one of my strongest attributes – here is a suggestion for how to pick what gets added to each career. Please keep front of mind that careers are meant to be played – so the skills should be logical to the flavour of the career and also add some useful element during play. Not all Nuns are the same, and the style of character profession within the setting should strongly influence what is chosen.

The intent for this post is to show a few options for each career from the core rule book, and then for that choice to be validated by the players together.

For all Careers

  • If the character is Human and career lacks an early lore skill, it probably means an additional Lore skill is useful. The Lore should be something related to the career (politics, heraldry, law, a race, a region, a profession, or craft), but failing that perhaps even add Lore (Local). Lore (Local) should be a useful skill to many careers, as without it the character shouldn’t really be able to understand quirky customs, or avoid social pitfalls.
  • If the character is non-Human you should perhaps still consider Lore local – however missing a lore also adds something to a game when the non-humans get to be “fish-out-of-water” types.
  • If the career already has a Lore skill then perhaps don’t add another. Sometimes its good to have characters know a little less too. In these cases consider adding an extra language if the career is one where socialisation is important.

Specific Classes and Careers – Some classes are plainly designed for particular pursuits. If you wish to take a broad brush approach, consider the following table as suggested areas for additional skills.

  • Academics = An additional Language is a fair choice, with the best probably Language (Classical) or another racial language, or regional language. The really off-beat languages would need an explanation in the character’s career background.
  • Burghers = Lore (Local) makes so much sense I’m surprised this is missing from many Burgher classes.
  • Courtiers = Entertain (any) suitably restricted to a mode suitable to the career – perhaps dance for nobles, storytelling for many, or Play (any) for instruments for others.
  • Peasants = Stealth (Rural) seems a suitable skill most country folk might acquire, as is Lore (local), and potentially a Lore (local primary production), such as cattle farming of some-such.
  • Rangers = Lore (Woodlands) or Lore (Travel). Or perhaps Play (?) or Entertain (Storytelling)
  • Riverfolk = Lore (Riverways) and/or Outdoor Survival if its not present in the career.
  • Rogues = Language (Thieves Tongue), or Gamble
  • Warriors = Melee (Brawl) or Melee (Basic) if not present already, as this is what these careers do.

Specific Careers – A few careers have what I think are tweaks in design which can be addressed by adding skills. The list below is meant to be complimented by the broader Class based skills above, so a mix of either could be suitable.

e.g. When deciding what two skills to add to a Merchant character’s background, consider any potential for new Lore, new Language, and then also Melee (unarmed). In combination it gives many to select from.

Academics

  • Apothecary = Evaluate
  • Engineer = Evaluate.
  • Lawyer = Intuition
  • Nun = Consume Alcohol, Perform (Sing), or Perform (Storytelling) – depending on the style of religious cult chosen.
  • Physician = move Research to T1, and add Dodge to T3.
  • Priest = Outdoor Survival for rural characters, or Trade (Calligrapher) for urban characters. Or Consume Alcohol.
  • Scholar = Evaluate
  • Wizard = Research, Perform (Any)

Burghers

  • Agitator = Language (any),
  • Artisan = An extra Trade (any) skill, as true craftsmen are probably handy in many areas.
  • Beggar = Melee (Brawl), Secret Signs (Vagabond)
  • Investigator = Endurance
  • Merchant = Melee (Brawl)
  • Rat Catcher = Gamble
  • Townsman = move Lore (Law) to the T1-Clerk career level, and add Leadership to the T3-Councillor level.
  • Watchman = Stealth (Urban), or Play (any)

Courtiers

  • Advisor = Lore (any)
  • Artist = Art (any) again.
  • Duelist = Entertain (Storytelling)
  • Envoy = Outdoor Survival
  • Noble = Entertain (Any), Perform (Dance)
  • Servant = Gamble, Trade (any)
  • Spy = Dodge
  • Warden = move Charm to T1-Custodian, and add Lore (any) to T3-Seneschal

Peasants

  • Bailiff = Consume Alcohol
  • Hedge Witch = Stealth (Rural)
  • Herbalist = Athletics, Stealth (Rural)
  • Hunter = Athletics, Trade (Bower)
  • Miner = Gamble,
  • Mystic = Language (any), Stealth (Rural)
  • Scout = Dodge, Cool
  • Villager = Range (Thrown), Stealth (Rural)

Rangers

  • Bounty Hunter = Cool, Lore (Criminals?)
  • Coachman = Haggle, Play (?)
  • Entertainer = Climb,
  • Flagellant = Consume Alcohol, Lore (Travel)
  • Messenger = Intuition
  • Pedlar = Melee (Brawl),
  • Road Warden = Cool,
  • Witch Hunter = Lore (Sigmar)

Riverfolk

  • Boatman = Gamble
  • Huffer = Outdoor Survival
  • Riverwarden = Consume Alcohol
  • Riverwoman = Haggle
  • Seaman = Play (Penny-whistle)
  • Smuggler = Dodge, Lore (Riverways)
  • Stevedore = Lore (Ports)
  • Wrecker = Ranged (Entangle)

Rogues

  • Bawd = Slight of Hand,
  • Charlatan = Stealth (Urban)
  • Fence = Language (Thieves Tongue)
  • Grave Robber = Athletics
  • Outlaw = Evaluate
  • Racketeer = Gamble
  • Thief = Melee (Basic), Language (Thieves Toungue)
  • Witch = Heal

Warriors

  • Cavalryman = Athletics
  • Guard = Haggle
  • Knight = Animal Training (Horse)
  • Pit Fighter = Heal
  • Protagonist = Gamble
  • Slayer = Athletics
  • Soldier = Melee (Brawl)
  • Warrior Priest = Gossip, Language (Classical)

Skaven Artwork for Warhammer Fantasy

In prior posts about Warhammer artwork I posted some Skaven made by Midjourney – now that the updated rendering engine is released I thought it time to consider how it might look now. Far better.