Posted in +1 Thread of Tabletop Roleplaying
#BoughtTheStarterSetYet?
Okay, a few things to unpack there.
I'll start with the Nun, because that's easy, and is more commentary than discussion: the Nun piccy was a very late addition. I'd just reached the point where I had some creative decision making (still long before I took over as the producer, which happened after the core book), and I commissioned that image to replace something quite different. Very glad I did. It's ridiculous in a way that amuses me.
Next: Advantage stacking. Once you get used to the game and use all the rules, it is rare. It happens, and sometimes happens hard, but that's when the fight is going against one party, and they should retreat, regroup, or similar. More commonly, Advantage is stripped by missile fire, magic, by sustaining a Condition, an unlucky dice roll, or by one of several other methods. Indeed, the maths alone make high swings of Advantage statistically very unlikely (but it can happen), assuming you use all the rules. Managing Advantage (including gaining it without risk) makes the combat much more tactical than simple CHARGE and hit lots, but that aspect of the rules is not made explicit and can take a while to grasp. For example, it can be better not to attack Characters with high Advantage, as they will easily beat you, and gain more – back off, go defensive, circle, use a Skill to gain Advantage yourself, call help to flank your opponent or similar. These are all tactics the GM should be deploying, too – nobody marches to their death unless frenzied or idiotic, after all. However, none of this is immediately obvious (for all groups quickly get there). Because of this, I added the Limiting Advantage rule on page 164 (another late addition when I had more active content control). I don't use it, and have never had to, but it's a fine addition for those learning the ropes, and it helped enormously in the playtests as people learned how Advantage worked, and how best to use it in play (the first option, tying it to Initiative Bonus, is my preferred option, if you want to use the rule).
Next: Rat Catchers can be pretty decent, eh? Exactly as designed. The issue you're having here, I presume from what you've written, isn't the Rat Catchers, it's the Beastmen. The Bestiary in the book presents basic stats, much like those rolled by a beginning Character – they are supposed to be added to as required to create the antagonist you need for your game. This is covered on page 310. The creatures are 'generic, typical starter examples' – they are designed to be expanded to create 'realistic' versions of what the PCs may encounter.
So, a Basic Beastman, the Gor on page 331, is the equivalent of a basic PC without moving through any Careers. Traits should be added to that template as required to make what is needed, either using the Optional Traits presented, or using the Generic Traits on page 310. As every combat in WFRP is potentially deadly, it's rare to have a simple 'generic' NPC. They all carry some extra details when presented in the published adventures. Even the simplest Characters, such as the basic Beastmen and Mutants offered in the free Night of Blood adventure, have tweaks and extra details. The NPCs are supposed to be expanded using the toolbox the core book provides, rather than simply using the neat stats as presented in the book.
Or, tl;dr: NPCs, like PCs, need development.
Lastly, combat. Combat, especially to begin, is dangerous, nasty, and can kill (although maiming is more common with the core rules – followed by death). It is supposed to be fraught, dramatic, with changes in momentum not infrequent. Enter combat, and it could all go wrong very quickly. You have various rules to balance this – Armour (it avoids Crits – page 299, and is essential if you're not looking to be carved up) Fortune points (to reroll missed Tests), Resolve points (to ditch unwanted Conditions), Fate points (to avoid death), and Resilience points (to definitely succeed) – but all are in limited supply, so deploying them carefully is required.
But, yes, you Charge even a simple Goblin, and it can kill you. But, because you have many tools at your disposal, it's not hugely likely.