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Moderator: FFG DanielCGeckomauglirThe Spaniardynnen Topics: 1401 | Posts: 9169
How many times can a skill be trained?
Published on 16 August 2012 - 10:57:28
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 Sorry if this has been answered elsewhere but I couldn't see it.

I know a skill can be trained once per rank (i think). If a character was Rank 6, could he have trained say weapon skill 6 times?

Also for above example, would that mean he would add 6 expertise dice to his dice pool?

Many thanks. New to WHFRP and finding some of it confusing..

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Reply #1 | Published on 16 August 2012 - 06:09:08
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 The skill training limit is three times and one more for skill mastery (the rules for the latter are in the Heroes supplement afaik).

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Reply #2 | Published on 21 August 2012 - 05:08:58
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you gain a maximum of 3 expertise die from it (yellow)

the 4th, as said, stands for Mastery which brings eg. auto-success to easy checks

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Reply #3 | Published on 22 August 2012 - 03:56:04

I want to borrow this thread for a question on skills:

Maybe I have missed it but I can not see any differences in these cases:

1. Rolling a skill check for a basic skill for which you have no training and it is not a preliminary skill for your career.

2. Rolling a skill check for a basic skill for which you have no training but it is a preliminary skill for you career.

True? Seems strange because then you start up with only a few trained career skills and you are the same as the average joe on the rest of the skills that defines what you do for a living.

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Reply #4 | Published on 22 August 2012 - 05:28:05

andersb25 said:

I want to borrow this thread for a question on skills:

Maybe I have missed it but I can not see any differences in these cases:

1. Rolling a skill check for a basic skill for which you have no training and it is not a preliminary skill for your career.

2. Rolling a skill check for a basic skill for which you have no training but it is a preliminary skill for you career.

True? Seems strange because then you start up with only a few trained career skills and you are the same as the average joe on the rest of the skills that defines what you do for a living.

I am wondering if you are thinking in terms of wfrpg 2nd ed. In wfrpg 3rd ed there is not such diferentiation as the one you are asking about. In wfrpg 3rd ed all characters start with all basic actions as "taken".

The Book of the Asur: a High Elves fan supplement for WFRP 3rd ed.

Secrets of the Anvil: a Runecrafting fan supplement for WFRP 3rd ed.

Libro Monstra: A fan made creature guide

Denizens of the Old World: A fan made resurce of NPCs

The Dark Side: a fan supplement for Witches, Warlocks & Magisters in WFRP 3rd ed.

My book of house rules

Reply #5 | Published on 22 August 2012 - 05:48:03

I am thinking of 3rd edition (have never played 2nd). What I mean is, is there any difference in what dice to roll in for example this case:

1. A PC with Strenght 4 trying to attempt a non trained Atheletics skill,  and Athletics is not one of his career skills.

1. A PC with Strenght 4 trying to attempt a non trained Atheletics skill, and Athletics IS of one his career skills.

If there are no difference I find that a bit strange.
 

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Reply #6 | Published on 22 August 2012 - 06:26:00

there is no difference in those 2 checks. as your character starts out with all the basic skills "aquired". the restriction is that he will not be able to train athletics outside of his career unless he is willing to invest more XP

Reply #7 | Published on 22 August 2012 - 07:53:21

Ok thanks. So you start out with one careers skill trained and if you do not spend creation points on skills your career will only make you better then everybody else in one skill.

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Reply #8 | Published on 24 August 2012 - 08:26:11

andersb25 said:

Ok thanks. So you start out with one careers skill trained and if you do not spend creation points on skills your career will only make you better then everybody else in one skill.

 

I don't think you start with any skills trained, unless it comes from your race or from special rules for your career (i.e. starting as an Apprentice Wizard).

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Reply #9 | Published on 24 August 2012 - 08:42:43

 You do, look in the character creation chapter, at the table Creation Point Investments. By spending 0 creation points you get 1 skill trained. 

The Book of the Asur: a High Elves fan supplement for WFRP 3rd ed.

Secrets of the Anvil: a Runecrafting fan supplement for WFRP 3rd ed.

Libro Monstra: A fan made creature guide

Denizens of the Old World: A fan made resurce of NPCs

The Dark Side: a fan supplement for Witches, Warlocks & Magisters in WFRP 3rd ed.

My book of house rules

Reply #10 | Published on 24 August 2012 - 09:02:14

that's right.

and our group found out that it is actually pretty wise not to invest in skill trainings at the time of creation since you can not specialize those with the dedication bonus at the end of your career. even though the specs only give white dice they are one the view possibilities to really make your character stand out in the form of abilities only he might have

Reply #11 | Published on 24 August 2012 - 23:36:55
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 Good luck to a player trying to stay alive out the gate with no skill training.

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Reply #12 | Published on 25 August 2012 - 01:19:50
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Since WFRP3 characters are estimated to be quite a bit tougher than 2e characters, I had to evaluate this on the dice roller:

Success chances without training:

Scribe attempting to hit in combat in neutral stance (2 blue, 1 purple) = Success chance: 44% Three success: 0%

Scribe attempting to hit in combat in one stance (1 blue, 1 green, 1 purple) = Success chance: 51% Three success: 0%

Scribe attempting a 2d athletics check (2 blue, 2 purple) =  Success chance: 25% Three success: 0%

Thief, attempting to hit in combat in neutral stance (3 blue, 1 purple)  = Success chance: 59% Three success: 6%

Thief, attempting a 2d athletics check (3 blue, 2 purple) = Success chance: 38% Three success: 3%

Soldier, attempting to hit in combat in one stance) 3 blue, 1 green, 1 purple = Success chance: 77% Three success: 22%

Soldier, attempting to make a neutral atheltics 2d check) 4 blue, 2 purple = Success chance: 51% Three success: 9%

Trollslayer, attempting to hit in combat, in one reckless stance)  4 blue, 1 red, 1 purple = Success chance: 83% Three success: 36%

Those odds look about right to me for a newbie character.

 

Now, Consider this Strength 4 Thug WITH training:

Thug, attempting to hit in combat in 1 stance (3 strength, 1 red reckless, 1 yellow, 1 purple) =   Success chance: 83% Three success: 39%

Thug attempting a 2d skill check in neutral stance (4 strength, 1 yellow, 2 purple) = Success chance: 64% Three success: 21%

 Trollslayer attempting to hit in combat in 2 reckless (3 blue, 2 reckless, 1 yellow, 1 purple) = Success chance: 90% Three success: 55%

 

What changes is that untrained characters do not the the high "triple success" effects.

 

What's currently happening (according to the OP), is that his group feels like they start maxed out, and there's nowhere to go and nothing makes anyone unique.  Essentially, everyone is succeeding in massive doses no matter what their specialty.  Removing automatically starting with "yellows" in a bunch of skills, definitely changes the odds of the purple dice significantly.

 

A GM can certainly expect to use a lot fewer "necessary" purple dice, and there is likely to be a lot more "assist" maneuver going on.

jh

http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook

Reply #13 | Published on 25 August 2012 - 01:25:15
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As determined in the prior post, a WFRP3 scribe, untrained, in neutral stance has a better chance of hitting than most WFRP2 /combat-oriented/ characters.

 

jh

http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook

Reply #14 | Published on 25 August 2012 - 16:00:39

Why are you not including any defense dice in your example? Defense, active def and misfortune from aggression. Even more misfortune from being outnumbered. This adds up, when my PCs start a fight it's not uncommon that they have 5+ black dice in the pool. Your examples just show that PCs have an easy time when the GM play nice. Don't play nice, it makes WFRP a bit dull.

Sure it was harder in 2e when looking at base chances, but I'm not sure  it's true when looking at the whole picture. 

 

Reply #15 | Published on 26 August 2012 - 03:09:23

 Gruntl, I don't want to turn this into a discussion, but you know I am of lately a bit sensitive to it sorry 

Notice that Emirikol has not included fortune dice neither. My experience is that fortune dice coming from talents, fortune in characteristics, especializations, assist manoeuvres… far compensate misfortunes. Sure NPC have a dice pool, defence and active defences, and with this you can in a first round gather a huge amount of misfortune dice, but not a second round (as per raw the dice pool is shared in between monsters). In out of combat situations it gets even whorse, but this we already discussed in another thread (by the way, thanks again for all the tips there).

The Book of the Asur: a High Elves fan supplement for WFRP 3rd ed.

Secrets of the Anvil: a Runecrafting fan supplement for WFRP 3rd ed.

Libro Monstra: A fan made creature guide

Denizens of the Old World: A fan made resurce of NPCs

The Dark Side: a fan supplement for Witches, Warlocks & Magisters in WFRP 3rd ed.

My book of house rules

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