
Introduction
This list was compiled by some members of
the WFRP community. The intention was to compile various answers
to the most frequently asked questions. Many of the answers
are unofficial and even some of the official solutions are incomplete
or unclear. Thus this document should not be construed as canonical,
but merely an aid to assist those seeking to answer some of
the questions generated during game play.
While some of the material is quoted from official
published resources and remains the intellectual property of
Games Workshop this Frequently Asked Questions (FAQ) is open
material for anyone to share and use. Permission is granted
to repost this material or adding it to websites.
The Most Frequently Asked Question:
The Naked Dwarf
Q: What is the Naked Dwarf?
A: The way the Toughness mechanic works in combat
to reduce the damage inflicted and thus the number of Wounds
a character receives creates a phenomenon known as the "Naked
Dwarf", in which a character is able to shrug off wounds
easily due to an inflated Toughness. Case in point, a Dwarf
with a Toughness of 7 and unclothed is hit five times by humans
with a Strength of 3 carrying normal swords, doing 5 hits for
the following damage: 2, 4, 6, 6, and 9. Struck five times by
a sword, and with the Dwarf's Toughness all but four of the
hits have done no damage and one attack has done two. In other
words, five sword wounds to the head and the character is all
but unfazed.
Q: What are Some Solutions to the
Naked Dwarf/Toughness Problem?
A: There have been no official solution to the
Naked Dwarf problem, although at least one of the designers
of the original WFRP line has suggested that this problem be
addressed in any possible future editions or versions of WFRP.
A number of unofficial solutions have been offered, the options
are detailed below:
"Toughness can never eliminate damage on
an unarmored location, so you always take at least one point
of damage. The Naked Dwarf will thus take a while to kill, though
he'll go down eventually.
I should mention two other things, my interpretation
of a helpless target and a called shot option that we also use,
as both affect the NDS somewhat.
(1) Helpless targets take double damage, which
I calculate BEFORE applying armor and Toughness (the book is
a bit vague here and I picked one though later found out it
should go the other way--I like more damage, though). Anyone
who is surprised is potentially helpless, though the character
gets an Initiative check to avoid double damage if already engaged
in combat or otherwise wary. (Being prone isn't necessarily
helpless, I should note.)
(2) I also use some other rules that allow for
attacks to vital areas, with increased chances of extra damage.
Called shots are -10 or -20. The vital shot penalty (which always
requires a called) is an additional -20. Vital hits check for
extra damage on a 5 or 6 (all crits that hit are vitals shots).
Hits to the head check for extra damage on a 5 or 6 (whether
they were called shots or not). Vital hits to the head check
for extra damage on a 4, 5, or 6. A vital hit to the head that
crits checks for extra damage on 3, 4, 5 or 6! Ouch. "
(John V Verkuilen)
Toughness does not subtract from damage in combat,
but Armor Points are doubled. (Anthony Ragan)
The value of the Toughness score halved during
combat, but functions normally for all other purposes such as
Poison tests.
Toughness only reduces damage received in unarmed
combat.
Toughness can only negate the Strength bonus,
and not reduce the damage any farther (Rev. Lepper)
Scale Rules and any variation based on Toughness
equating to size (consult Claycle's rules online at: http://www.employees.org/~claycle/WFRP/index.html)
Criticals "6" + damage or to successful
Weapon Skill rolls with a double result (e.g. 11, 33, 44) ignore
all Toughness when figuring damage.
"Instead of rolling for additional damage
on a natural 6, roll for additional damage on a 5 or 6 -- unless
the character is wearing armour. This would hold true for chain,
plate, and magical forms of protection (zones), but would not
hold true for leather -- whose purpose is only to protect against
minor nicks and scratches anyway. Chain and plate gain a value
all their own in this way, having more of an ability to turn
a blow, as it were.
However, it may be argued that this excessively
penalizes characters who choose to wear no armour. Warhammer
is often deadly enough for those clothed, human characters.
What do you do about that? Answer: smart people do not insert
themselves in the path of a sharp blade. That's what knuckle-draggers
with steel plate are for.
OR... Perhaps look at modifying criticals instead. There are
charts for critical failure... what about critical success?
What if a player rolls an 11 while his character has a 78 skill?
Reward such a freak occurrence by allowing the player to roll
2d6 for damage and keep the best result.
OR... As an alternate Critical hit system, any roll that is
1/10 of the characters skill level (rounded down) inflicts a
critical hit. A human with a 58 WS would score crits on a 5
or less. An elf with a 91 would score crits on a 9 or less.
The system above is used for determining effects of a critical
hit.
OR... Any critical hit (successful roll of doubles) automatically
causes a roll on the critical tables if the character is not
wearing metal armour -- even if the hit does NO damage. This
doesn't overly penalize the unarmoured characters in the group,
though it does for the advantage in wearing encumbering armour
as it serves to deflect freakishly lucky blows. A blade may
graze an unarmoured man's throat and lead to an unpleasant end,
but if he's wearing a gorget (sp?) or coif the blow may deflects
harmlessly away with an audible "tink" of metal (and
perhaps some light bruising). Note: the critical hit is applied
even if the toughness of the target completely absorbs the blow.
Magical protection (such as zones) are as effective as proper
armour.
I think I like the last option best, myself. Not
applied often enough to overly penalize the non-armour wearers
while presenting enough of a chance for unpleasantness to make
the NDS players twitch and stock up on armour. (Mind you, if
you're foolish enough to allow a Naked Dwarf in your game, do
you -really- want him wearing armour too?!?)" Ed Northcott
Character Mechanic Questions
Q: What is the Sense Magical Alarm
Skill?
A: The Sense Magical Alarm skill first appeared
in a White Dwarf article supporting WFB 1st edition. In the
first hardcover printing of the WFRP rulebook this career was
listed as existing under "Thief-Burglar" but the skill
description was not provided. It was then listed in the "Fistful
of Misprints" article in White Dwarf 92. The skill entry
under Burglar and the skill itself were not included in any
later printings of the WFRP rulebook.
Q: Are Advances for Profiles from
Careers Cumulative or Not?
A: No, some confusion exists. Once you have purchased
a +10 advance for a particular characteristic, you may not purchase
it again. Therefore, you can not purchase five +10 bonuses to
Weapons Skill and have a +50 bonus. If one already has a +10
advance, later advances must be higher to increase the advance
for that characteristic. Therefore purchasing a +20 advance
for a characteristic that already has a +10 advance, will only
increase the characteristic +10 since +10 of the +20 has already
been purchased and factored into the advance. In other words,
an advance of +20, +30, and +40 are not stacked on top of a
+10 bonus, but replace that advance instead.
Q: What is the Master Thief?
A: The Master Thief is a career mentioned in only
the description of Ranald under "Cult Requirements"
(WFRP 199), although the career has never been officially published.
An inofficial career-description can be found in Warpstone no.
18
Q: Is There Something Wrong with
the Wizard's Apprentice Career?
A: In the original WFRP hardback produced by Games
Workshop, the Wizard's Apprentice career is wrong, this has
been corrected in all later printings and errata was printed
in The Enemy Within campaign. The proper advances should be:
W: +1, Dex +10, Int +10, WP +10.
Q: Should the Gnome Jester Really
have +20 Attacks?
A: The original Gnome article "Out of the
Garden" in White Dwarf 86 had a typo, and the +20 advance
under "Attacks" should have been under "Dexterity".
Q: Why Don't Giant Slayers Have
a Career Exit?
A: Giant Slayers don't have an exit because there's
nowhere to go beyond that--the dwarf in question should just
keep bashing on more dangerous stuff until he meets his end
on something really big. Oh, you want more advances? Well, tough.
:) You can always take a Basic career exit. Presumably this
means said dwarf no longer feels dishonored.
There *are* a number of unofficial exit careers
on the internet. These haven't made it into official stuff,
though. (John V Verkuilen)
Race Questions
Q: Why are Humans so Weak?
A: Examining the Human Profile in all editions
of WFRP comes up with a profile this is extremely low. This
is an error - the Human Profile and the Halfling Profile have
been mixed up, both use the human profile. This error did not
exist in the original hardback edition of WFRP but did appear
in subsequent softback and has not been corrected in any of
the printings of the book to date.
The correct human profile should read:
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Dex
|
Ld
|
Int
|
Cl
|
WP
|
Fel
|
|
|
4
|
33
|
25
|
3
|
3
|
7
|
30
|
1
|
29
|
29
|
29
|
29
|
29
|
29
|
This compares with the halfling profile that is:
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Dex
|
Ld
|
Int
|
Cl
|
WP
|
Fel
|
|
|
3
|
25
|
34
|
2
|
2
|
7
|
50
|
1
|
43
|
24
|
29
|
24
|
43
|
43
|
(David Hatch)
Q: Where are the Rules for Gnome
PCs?
A: The rules were originally published in White
Dwarf 86 and again in Apocrypha Now released by Hogshead.
Q: Do Gnomes Have An Advantage When
Casting Illusionist Spells?
A: In White Dwarf 102 Graeme Davis states in "On
the Boil" that Gnomes have the same Magic Points for Dwarfs
and Halflings except that all Illusionist spells only cost half
their usual magic points (Official)
Q: Can Dwarves Ever Start Off As
Rogues? The Requirement To Be A Rogue Is 30 I, Which Can Only
Happen If A Character Rolls Two "10" Results On Their
Dice During Character Generation!
A: Officially, a 30 is necessary for now, but
a GM can change this if they see it necessary to do so.
Does a player really need the "I" 65
result during character generation to be a Entertainer? Or a
Minstrel? After all, the WFRP rulebook reads "Elves, being
Good, are not naturally given to exploit or manipulate people".
Being an Entertainer or Minstrel doesn't necessarily mean one
is exploitative or manipulative!
Q: Why Are Elves So Powerful?
A: Elves were the most prized of the Slann experiments
as their starting profiles reflect. Should a GM see this as
unbalancing, they may always choose to alter the starting profile.
Q: Why Do Elves have a 2d10+30 to
WS but only a 2d10+20 to BS?
A: Many people dispute the starting BS profiles
for elves, suggesting that they should be superior at firing
missile weapons over humans and others, but instead their WS
is higher than the human. Arguments have been made to both support
the current profile and to contest it. For now the existing
rules are official, but if a GM feels that they prefer their
elves to be better at missile weapons than melee weapons then
they should see fit to follow the suggestion at the start of
the WFRP book: "Knowing when not to stick to the letter
of the rules is the sign of a good GM..."
Combat Questions:
Q: Why are Long Bows/Crossbows/Elf
Bows/Firearms So Weak?
A: There are many complaints that a Crossbow,
Long Bow, or Firearms are far too weak. Arguments are made about
their penetration contemporarily and historically. Overall,
many of the weapons seem underpowered, but guns receive a small
increase in power in the articles in the Warhammer Companion
and Apocrypha Now.
Overall, the solution to this is to either:
Increase the damage and range of some weapons
Do not use toughness in factoring damage from
firearms or specific missile weapons (Ouroboros)
"One solution was that missile weapons always
have the ability to cause minor criticals even if they don't
do any significant damage. I haven't playtested the idea substantially
so I don't know what impact it will have. Basically, if a missile
does *any* damage, roll on the Sudden Death Critical Hit table.
A 'K' results indicates a minor critical. This will be of the
level D8, regardless of how many wounds it caused (these only
increase the chance of the critical, not the level). These low
criticals are more irritating than crippling, for instance pinning
the targets foot to the ground, severing a finger or knocking
teeth out. The rational is that most melee hits can be at least
a little bit cushioned by turning or rolling with the punch
at the last instant, saving fingers, eyes and other soft areas.
However, missiles are to fast so you don't have time to react
and they therefore have side effects besides just the wounds
loss.
Of course, if the hit doesn't do any wounds no
critical is caused, and if the hit is sufficient to cause a
real critical, use that one and don't roll for an extra critical."
(Leif Eriksson)
"The general rule for the 'weakness of archery'
was that for some weapons, toughness (and/or armor) was ignored
at specified ranges.
Crossbows: Ignore Armor at Short Range.
Firearms: Ignore Armor and Toughness at Short Range; ignore
Armor at Long Range. Bonuses from Magical armor (+1, +2), are
Never Ignored.
Likewise, shields are also never ignored, so long as they are
in a position to be hit. Getting hit from your right side when
you've got a shield strapped to your left arm is going to mean
that the shield's bonus AP (1) will be ignored.
I don't believe that normal bows/arrows are necessarily
underpowered; when you get down to it, why is everyone convinced
that an arrow does more damage than the axe Henrik the Beserker
is swinging? Crossbows, however, have a fairly steady record
of punching through armor, as do bullets, hence the 'ignore
armor at short range' line. Toughness should tend to NOT be
ignored, but I'll note that Naked Slayers and other individuals
who rely too heavily on their native capacity to resist Bad
Things aren't coming out of battle without a scratch; they're
coming out of battle battered, bruised, bloody, but not giving
a shit and not letting it slow them down. Scrapes, nicks, road-rash,
fifty square centimeters of skin removed ... encourage characters
to give themselves lots of scarring if they managed to avoid
a W due to their T." (Felix Eisen)
Q: Why are Elves the only Ones Able
to Use Elf Bows?
A: The Elf bow, described on page 128 under the
Missile Weapon Chart and under "Elf Bow" in Specialist
Weapons in the section titled "Ordinary and Specialist
Weapons" (pages 126-128) lists the Elf bow as the most
powerful bow in the game that can only be used by Wood Elves.
There is no official explanation on why only Elves can use it,
so as the rule stands now, in the hands of any other race (would
this include High Elves, Dark Elves, or Sea Elves) the weapon
counts as a shortbow, perhaps because the weapon is designed
with Wood Elf physiology in mind or as the result of specialized
training that only the Wood Elves keep among themselves.
Q: How Do I Throw a Bomb Far Enough
Without Killing Myself?
A: It is difficult using the basic rules for bombs
in WFRP to throw the explosive far enough without catching oneself
in the blast radius. These rules have been amended in the article
"Hack and Slay" in Restless Dead and in Apocrypha
Now "Combat Rules".
Q: Is the Parry Penalty for Weapons
A Penalty for You Parrying With that Weapon or a Penalty for
Those Parrying Your Weapon?
The WFRP rulebook says in page 120 :" PARRY
: this modifies the Weapon Skill of
any OPPONENT who tries TO PARRY a blow FROM the weapon. This
passage was included originally in the first GW hardcover edition
of WFRP but was absent from the later GW softback editions.
Q: The New Combat Rules say "remember
that all Unarmed Attack are to Stun (see WFRP rulebook) whether
the attacker likes it or not". Is this true?
A: The rules above, cited in the "Hack and
Slay" article in Restless Dead and Chapter Five: Combat
Rules "Unarmed Combat" in Apocrypha Now suggest this,
yet this is not addressed in either the "Unarmed Combat"
section (WFRP p. 119), the "Stuns" section (WFRP p.
125) or under the "Street Fighter" or "Wrestling"
Skill descriptions (WFRP p 57 and 58 respectively).
There has not, to date, been an official ruling
on this, thus assume that the above rule in Apocrypha Now is
an optional rule whose use should be determined by the GM. (Unofficial)
Q: Why Can't Vambraces Be Worn Over
Mail Sleeves?
A: This question was originally answered by Graeme
Davis in "On the Boil" in WD 98 on page 80. The designer
cites the problems in mobility, but suggests that if a GM wants
to allow it, the designer recommends a penalty on both Initiative
and Dexterity.
Q: Are There Prices for a Leather
Jerkin, Leather Coif, Leather Greaves, and Leather Sleeves?
The jerkin is 40 GCs, Enc 40, Avail Common and
the leather coif is 10 GCs, Enc 10, Avail Common, there are
no rules for leather greaves or sleeves, GM's can create these
if they see fit (Official: WD 98 page 80).
