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WFRP 4th Edition - How the game has evolved.
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<blockquote data-quote="TheSword" data-source="post: 9023127" data-attributes="member: 6879661"><p>The third thing I really like that isn’t in earlier editions is the meta currency of Fortune and Resolve. WFRP has a reputation for being very swingy with extremely awful things poised to happen to you character at any moment. The thing is, you have to be a bit unlucky for that stuff to actually happen. Fortune and Resolve act to balance that danger as PCs. You can regain both and spend them at will to affect the game.</p><p></p><p>Fortune allows you to reroll one test and take the second result even if worse… or nudge a result by one SL (which might mean you win an opposed test). You get all your fortune back at the start of the game session or at a specified regularity (we play 2 hour games so we refresh every other game)</p><p></p><p>Resolve let’s you ignore psychology until the end of your next turn (fear, terror, frenzy, hatred etc)… or remove one level of one condition from you immediately. Considering that conditions include burning, blind, poisoned, fatigued, prone and even unconscious it’s a very useful thing to be able to remove. You get resolve back when you act according to your characters motivation which might be something like promote the faith of sigmar or fight chaos… or make money.</p><p></p><p>You might be wondering where Fate is? Well Fate and Resilience sit behind Fortune and Resolve as spendable currency that you don’t get back. You top your Fortune points up to your Fate total so spending a point of Fate is like spending Fortune and never getting it back. You can use it to save your life and avoid death - but be out of the encounter. Or you can use it to completely ignore one source of damage - an explosion, a terrible wound etc.</p><p></p><p>Resilience is like Fate but instead you can replace any one dice roll with a result of your choice… or prevent a mutation happening. Choosing a number is really good my players have used it twice… once to get a crit and an amazing hit on a daemonette and one time to pass a very unlikely pray test to gain a miracle from Sigmar that made a big impact on his characters arc.</p><p></p><p>Ultimately these meta currency are really useful and allow players to take more risks and also survive the vagaries of luck that comes with critical hits, bleeding eyes and severed wrists. I think they’re great and I just wish more of my NPCs had them.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9023127, member: 6879661"] The third thing I really like that isn’t in earlier editions is the meta currency of Fortune and Resolve. WFRP has a reputation for being very swingy with extremely awful things poised to happen to you character at any moment. The thing is, you have to be a bit unlucky for that stuff to actually happen. Fortune and Resolve act to balance that danger as PCs. You can regain both and spend them at will to affect the game. Fortune allows you to reroll one test and take the second result even if worse… or nudge a result by one SL (which might mean you win an opposed test). You get all your fortune back at the start of the game session or at a specified regularity (we play 2 hour games so we refresh every other game) Resolve let’s you ignore psychology until the end of your next turn (fear, terror, frenzy, hatred etc)… or remove one level of one condition from you immediately. Considering that conditions include burning, blind, poisoned, fatigued, prone and even unconscious it’s a very useful thing to be able to remove. You get resolve back when you act according to your characters motivation which might be something like promote the faith of sigmar or fight chaos… or make money. You might be wondering where Fate is? Well Fate and Resilience sit behind Fortune and Resolve as spendable currency that you don’t get back. You top your Fortune points up to your Fate total so spending a point of Fate is like spending Fortune and never getting it back. You can use it to save your life and avoid death - but be out of the encounter. Or you can use it to completely ignore one source of damage - an explosion, a terrible wound etc. Resilience is like Fate but instead you can replace any one dice roll with a result of your choice… or prevent a mutation happening. Choosing a number is really good my players have used it twice… once to get a crit and an amazing hit on a daemonette and one time to pass a very unlikely pray test to gain a miracle from Sigmar that made a big impact on his characters arc. Ultimately these meta currency are really useful and allow players to take more risks and also survive the vagaries of luck that comes with critical hits, bleeding eyes and severed wrists. I think they’re great and I just wish more of my NPCs had them. [/QUOTE]
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