Jürgen Hubert
First Post
Henry said:OK re-reading the casting section, I apparently misread the section on casting a spell being an extended action; I see that if you can't cast it, it's shot and you have to start again from scratch next round. Sounds to me like 2 dice is the optimum to use, because your chance of rolling all "1"s is 1 in a 100, and your chance of doubles is pretty low, only causing a minor effect if it happens (or if you're really unlucky, you blow the local area to hell).![]()
Of course, this (a) means that your odds of casting the more powerful spells are fairly low and (b) your chances of gaining insanity points are non-insignificant - especially considering all the re-rolls you have to do to cast your spells!
Smart WFRP wizards should be like Discworld wizards - it's not the knowledge how to cast a spell, but when not to cast a spell that is the important part.