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Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: joe5mc on July 13, 2015, 01:17:54 PM

Title: Frostgrave - Rules
Post by: joe5mc on July 13, 2015, 01:17:54 PM
Here is the official Errata and FAQ:

https://drive.google.com/file/d/0Bwx8Os21jzeXU2xuY1VORXFhd2c/view?usp=sharing


This is the main thread for any rules questions, clarifications, or for me to announce any errata.

So, to get the ball rolling, I have discovered two small mistakes (mine, it should be noted) in the spells section.

Summon Demon - should read '0-5 Imp' as opposed to '1-5' as it is possible to succeed in casting the spell by rolling equal to the casting roll.

Scatter Shot - read read 'The spellcaster may make one +0 shooting attack...'

Thankfully that's all I've got for the moment. Let me know if you have any questions.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dewbakuk on July 13, 2015, 02:15:25 PM
What about spelling errors  ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 13, 2015, 03:15:44 PM
There are no spelling errors - perhaps, occasionally, I might use an 'alternative spelling more common to the inhabitants around Frostgrave', but that is just to add flavour.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: mellis1644 on July 13, 2015, 03:44:35 PM
There are no spelling errors - perhaps, occasionally, I might use an 'alternative spelling more common to the inhabitants around Frostgrave', but that is just to add flavour.

So you're with Mark Twain i.e. "I have no respect for a man who can spell a word only one way.". Could not agree more. ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dewbakuk on July 13, 2015, 05:21:25 PM
There are no spelling errors - perhaps, occasionally, I might use an 'alternative spelling more common to the inhabitants around Frostgrave', but that is just to add flavour.

 :D
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Pax on July 14, 2015, 04:42:38 PM
Don't want to start a whole new thread on this, but will there be a pdf version of the rules?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 15, 2015, 07:41:57 AM
Yup, a PDF will be available. Should show up on various sites on the 20th.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: levied troop on July 15, 2015, 07:47:44 AM
Started reading the rules and planning the motley collection of scum, sorry war band.  Which is going to be quite addictive I fear  :)

Re Constructs - the spell Animate Construct refers to the building of a Construct first, but I don't see a rule for building.  Is it assumed that a Construct is simply a Soldier in the war band slot or have I missed a "Build Construct" section?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 15, 2015, 07:58:07 AM
'Building the construct' is just a handy way of saying you need to pick which kind of construct you are trying to animate before you cast the spell.

This is probably something that could be expanded in the future, although if you've got the Hunt for the Golem campaign, there are a couple of potential magical upgrades!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 15, 2015, 08:02:14 AM
When rules refer to a 'spell caster' does that include the apprentice?

Implications if so:

Two castings of each 'out of game' spell,
Two animal companions,
Two controlled (undead/animal/construct/demon),
Etc
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 15, 2015, 09:47:02 AM
Yup, it is in the Note on Definitions section in the Spell Chapter.  'Spellcaster' means either the wizard or the apprentice. There are a few places where things are referred to as 'wizard only' or 'may only be cast by a wizard' - to show that an apprentice may NOT cast those spells.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 15, 2015, 10:10:18 AM
Cool.  Having two chances to cast, and in some cases the possibility of double the results, is going to make me re-evaluate the Out of Game spells then!

Next a ridiculously nitpicky one, but one I can't help but ponder over.

Say my bear animal companion has received a miss next game injury.  Between games can I turn him wild and summon a new companion to get around that?

And if so, can I attempt the spell first and then only set the old bear free when I know a new one is there to replace him, or do I have to take the gamble of ending up with no bear and free the old one before I cast the spell?

I guess a similar thing counts for the control X spells.  Can one voluntarily relinquish control of a subject in order to attempt to control a new one?  And if so, do you have to relinquish before or after attempting to cast?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 15, 2015, 11:51:10 AM
You can always dismiss a member of your warband between games, be that a soldier, animal, construct, demon, whatever. However, in a case where you can only have one of something, you must dismiss it first, before trying to acquire another.  It's a risk!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Ddogwood on July 15, 2015, 04:52:27 PM
A couple of questions for clarification (forgive me if these are in the book and I just missed them):

Do attack spells, such as Elemental Bolt or Grenade, count as magic for the purposes of harming creatures that are immune to non-magical weapons?

Likewise, when a spellcaster casts an attack spell such as Elemental Bolt, does his/her Shooting stat modify the Shooting roll?

The casting number for a spell cannot be lowered below 5; is the casting penalty for casting a spell outside of one's own school applied before or after this?  That is, is the minimum casting  number for an opposed school spell 5 or 11?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 15, 2015, 09:21:37 PM
Yes, all spells count as magical attacks unless the spell states otherwise (such as Bone Dart).

No, a wizard's shoot skill is for attacks with bows and crossbows only. It does not apply to spells. All other modifiers to shooting do apply, if the spells says it makes a 'shooting attack'.  (I can see an argument for playing this the other way, but it potentially makes elementalists too deadly!)

Any wizard can take the casting number for any spell down to 5, but one has to wonder if it would really be worth it for a spell in your opposed school!

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: emperorpenguin on July 16, 2015, 11:48:19 AM
Damage from 'Out of Game' spells is ignored. I would presume that this prevents you from Empowering such spells, as otherwise there's no risk. (eg Empower an 'Animate Construct' to automatically create a Large Construct)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Jiron on July 16, 2015, 10:19:18 PM
If the friendly model shoots into combat, the random roll is made after the shot. What if one of the models (the enemy one) is under effect of Glow? Will that affect the shooting roll or should the randomness be upgraded adequatelly. Thank you.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 16, 2015, 10:21:28 PM
Damage from 'Out of Game' spells is ignored. I would presume that this prevents you from Empowering such spells, as otherwise there's no risk. (eg Empower an 'Animate Construct' to automatically create a Large Construct)

Pg 75, re: Out of Game spells 'These spells may not be empowered.'
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: emperorpenguin on July 17, 2015, 12:56:14 AM
Pg 75, re: Out of Game spells 'These spells may not be empowered.'

Thanks, I'd missed that
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Ray Earle on July 17, 2015, 08:58:30 AM
Had a quick flick through the rulebook last night (just before being distracted by the figures again..) and looking at the bestiary couldn't find rules for the notes in the descriptions, demon, undead, animal etc..

I'm assuming 'large' is somewhere in the shooting rules?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 17, 2015, 09:10:13 AM
When making a new wizard and his starting warband, can you roll for Animal Companion/Animate Construct before buying soldiers?  As success in those spells takes a soldier slot this could impact on your decisions quite heavily.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Smith on July 17, 2015, 04:24:09 PM
Had a quick flick through the rulebook last night (just before being distracted by the figures again..) and looking at the bestiary couldn't find rules for the notes in the descriptions, demon, undead, animal etc..

There are no special rules associated with those traits per se, they're more tags that are relevant for certain spells (e.g. Bind Demon, Control Undead etc.). Kind of like Age of Sigmar is doing, but we beat them to it!  ;)

I'm assuming 'large' is somewhere in the shooting rules?

Yup - page 40.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Andrew Rae on July 17, 2015, 04:41:01 PM
Regarding the Wizard and Apprentice phases and activating soldiers, can you activate the soldiers individually or only with a group action?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Smith on July 17, 2015, 04:48:17 PM
Regarding the Wizard and Apprentice phases and activating soldiers, can you activate the soldiers individually or only with a group action?

I'm not sure I follow...


It might help to note that it's not a group action, it's a group activation - they are activated at the same time, but may take entirely different actions - there's an example on pages 30 and 32 that might be helpful.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Andrew Rae on July 17, 2015, 05:25:12 PM
I'm not sure I follow...

  • In the Wizard phase, you activate your wizard and (if you wish) up to 3 soldiers that start the phase within 3" of the wizard. They all act, then you move on to...
  • The Apprentice phase, wherein you activate your apprentice and (again, optional) up to 3 soldiers within 3" of the apprentice at the start of the phase that have not already been activated that turn.
  • Once that's done, it's the Soldier phase, where any soldiers who have not yet been activated are used.

It might help to note that it's not a group action, it's a group activation - they are activated at the same time, but may take entirely different actions - there's an example on pages 30 and 32 that might be helpful.

Sorry for the action/activation mix up. What I'm asking is...

Situation: Wizard phase with Wizard and 3 Soldiers within 3".

Can I activate the Wizard and do his two actions, then activate soldier A and do his two actions, then soldier B, then soldier C? Or do I have to do a Group Activation where movement is always the first action and each figure is moved prior to any remaining actions?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Ray Earle on July 17, 2015, 10:29:53 PM
Thanks @smith.

In the description for major demon it says something along the lines of 'large entity from another plane of existence, may take many forms, sometimes with its own magical powers', I just assumed that referred to my one. Maybe not then..  :'(

Surely 'large' things should get a bonus to damage?  ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Smith on July 17, 2015, 11:46:00 PM
Major Demons are something I know Joe is working up in more detail – given the sheer variety possible, covering them in depth in the rulebook wasn't really viable.

While I wouldn't recommend it for player-summoned demons (or even in games where there's a decent Summoner, for that matter), a Major Demon can be tweaked and upgraded as players agree – give it spells of its own (lasting spell effects are easiest to incorporate into the creature activation system, but others could also be used – the Nickstarter mini-campaign and the forthcoming Thaw of the Lich Lord both include creatures that don't follow the usual activation system, for example; if using an umpire, just go to town and have the Major Demon run as a warband of one!), tweak its stats etc.

Most 'Large' creatures have higher Fight stats to reflect their increased damage potential, but if you want to layer on even more pain, add in 'Huge Weapon' (attacks count as being from a two-handed weapon) or the Ice Toad's 'Powerful Jaws' (triple damage!).

I'm half-tempted to drop into a game a Major Demon with the Beauty spell in effect, and a variation on Teleport (any random movement the creature has to make is a teleport of d20 inches... or something like that). With fighting the thing so risky, it'd make for a tricky game of trying to lure the creature just enough to avoid its random teleportation, but staying far enough ahead to avoid being caught (or, better yet, handing it off to an enemy model!).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 18, 2015, 11:00:29 AM
Sorry, Phil, I removed your message about Group Activation to avoid confusion. This is probably an area of the game I probably could have written more clearly. Let me try again.

During the wizard phase, you can activate your wizard and up to 3 soldiers who are within 3 inches of him when the phase begins (so where the wizard starts the phase). It does not matter what order these figures activate in. You could activate the three soldiers and then the wizard. So, picking a figure, the player completes both actions for that figure then moves onto the next.

The above is standard activation it is NOT Group Activation. Group Activiation is a special move which allows you to activate the same figures, but instead of activating them one at a time, you make all of their first actions together. This has to be movement. Then each can take a second action, one at a time, in whatever order the palyer chooses.

In point of fact, Group Activiation doesn't do anything that can't be done with normal activiation. It is just in the rules to make it easier for a player to move figures like a little unit if he wants, so that it is easier to keep their relative positiosn organized.

Hope that clears it up?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 18, 2015, 11:01:36 AM
Randomly teleporting Major Demon, I like that!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Andrew Rae on July 18, 2015, 11:14:20 AM
Hope that clears it up?

It does, thanks. :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on July 18, 2015, 03:42:56 PM
It strikes me that one potential use for group activations would be to gang up on the enemy in combat. Move two or three models into contact with the same enemy model, then when they fight as their second action they could all get the bonus for friendly models in the same combat.

Would this be a legitimate tactic?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Jiron on July 18, 2015, 05:35:42 PM
My question got lost in other, more serious questions so I will try again:

If the friendly model shoots into combat, the random roll is made after the shot. What if one of the models (the enemy one) is under effect of Glow? Will that affect the shooting roll or should the randomness be upgraded adequatelly.

The other question si Leap. Is it legit to leap a guy with treasure out of the table? In magic movement, there is a mention that if the model would cannot be forced to move from table "involuntarily". However, can I leap out friendly model to get him out faster? If I'd be a wizard hiring guys to carry stuff, I would prepare them that, I am able to do this so, they would leave table "voluntarily". :-)

Thanks for clarification.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 18, 2015, 11:31:06 PM
Hi gents, I have a quick question.

The leap spell moves the target model 10" and makes it so that it may not take any further actions this turn. Now, is this only friendly models or is it anyone? I know it would seem obvious, but every other spell that affects an enemy like that has a resist. Reveal Death, its 4 harder to cast, is resisted by will, and does not move the enemy but prevents activation. Or Petrify, 4 harder to cast, cannot take any actions in its activation, but it is resisted by a will roll vs cast and does not move them.

I hope you see why I'm asking, because at a cast difficulty of 4 less to stop further activation AND move the model 10", it seems vastly overpowered in comparison to other spells!

Secondly, it says you can make them leap 10" vertically. If you did it to an enemy and make them leap into the air 10", do they take falling as they return back down, or do they land safely?

Cheers! (great to have forum access to the author to get clarifications, you've done a cracking job on this Joe!)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 19, 2015, 10:35:34 AM
Hi there Joe,

I'm looking for a few rules clarifications for my gaming group:


Decay - attacks "a target's weapon". Is this intended to mean that you choose a single weapon that the target is carrying?

Elenental Shield - presumably this cant stop Empowerment damage?

Elemental Hammer - can this be cast on a bow or arrow?

Embed Enchantment - presumably can be cast on an enchanted arrow (albeit it's still a one use item!)?

Teleport - When this spell says "may take no other action" does that mean you can use the other half of your action before the spell either? Ie is casting this a "long action" of sorts?

Spell Eater (and Dispel) - Can this target "global spells" such as Call Storm or Power/Draining Word and if so, what does the caster need line of sight to if anything? Also, what happens if you dispel a construct created with Animate Construct, or an animal summoned with Animal Companion? Can you Dispel a spell that has been made permanent with Embed Enchantment (assume not since its now a magic item)?

Steal Health - What happens if the target only has 1 or 2 hp?

Strike Dead - What happens when you cast this at 1hp? Does the spell go off or not?

Mind Control - What happens if the soldier that gets Mind Controlled has already activated this turn? Can he activate again for his new controller? Also, wha happens to both Soldier and Treasure if a Mind Controlled solider makes it off the board with a treasure counter?

Leap - Can this be cast on one of your models if it's already take its action?

Summon Demon and Imp - Nothing in these spells seems to indicate that the Imp summoned by the Imp spell would vanish if a Summoner summoned a Bound Imp or vice versa. That is correct right?

Circle of Protection - Is the Circle centred on the caster? Or centred on the point that the caster touches?

Blinding Light - Is the "otherwise the spells lasts until the end of the game" clause supposed to mean something or is it just clarfiying the fact that the spells continues unless saved at the start of any turn?

Familiar - Is the familiar itself there for any purpose other than aesthetic? Presumably it cant be attacked and has no stats?

Poison Dart - Is this a magical or nonmagical attack?


Many Thanks
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 19, 2015, 11:29:07 AM
Chaos Child - I had forgotten about that possibility - yes, that is a completely legitimate tactic.

Jiron - when shooting into combat - roll randomly for which model is the actual target first. Then apply all modifiers, including for Glow.

Lotan - Leap can only be cast on a model in your warband or one under your control. It can be used to leap someone off the board, such as to secure treasure.

Calmdown - Good list! I don't have the book in front of me at the moment, so I'm hesitant to answer all of the questions in case I have forgotten something. I'm actually flying back to England from Historicon today, so give me a day or two to get back to you with the anwers.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 19, 2015, 12:09:12 PM
Cracking, thanks!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 19, 2015, 02:49:35 PM
I'd hate to see your list of questions when you actually have a rulebook! lol
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on July 19, 2015, 11:16:37 PM
Just waiting for couple of books and other stuff to arrive, but am watching this space!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on July 20, 2015, 03:29:13 PM
OK, having skated through some of the rules, I must say that I think that armour seems to be very ineffective in Frostgrave?

I have not read the combat rules, yet, but a bonus of max +3 for mail + shield does not seem much?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 20, 2015, 04:23:44 PM
OK, having skated through some of the rules, I must say that I think that armour seems to be very ineffective in Frostgrave?

I have not read the combat rules, yet, but a bonus of max +3 for mail + shield does not seem much?

The lowliest of thugs has 10 armour, then you add mail/leather/shields etc, it take some to 13. This means that the person has to beat your roll, AND roll at least a 14 (with modifiers) to do a single point of damage. So it is pretty good, it's not like you only get 3 armour.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 20, 2015, 05:49:28 PM
Perhaps also worth noting that figures with higher armour tend to have higher health and the two work in tandem. Although their stats only seem slightly better, the Knight has a lot more staying power than the thug.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 20, 2015, 06:19:24 PM
Okay, I'm still a bit jet-lagged, but let me try and answer those spell questions:

Decay - attacks "a target's weapon". Is this intended to mean that you choose a single weapon that the target is carrying?

Correct. So you could decay an archer's bow and he would still have his dagger. If you decay a thugs hand weapon, he is now unarmed. In fact, this is the main reason the 'unarmed' rules are in the game!

Elenental Shield - presumably this cant stop Empowerment damage?

No it can't. Nor will it stop damage from failing to cast spells. So, it should probably read "3 points of damage from any external source".

Elemental Hammer - can this be cast on a bow or arrow?

Yes. The spell should be cast on the arrow though (as the bow itself does not damage). This does mean if the next shot with the bow misses, or does no damage the spell is wasted.


Embed Enchantment - presumably can be cast on an enchanted arrow (albeit it's still a one use item!)?

Yes (and yes).

Teleport - When this spell says "may take no other action" does that mean you can use the other half of your action before the spell either? Ie is casting this a "long action" of sorts?

Should read 'may take no further actions'. So a wizard could move and then cast teleport (or theoretically, reload a crossbow as this takes the place of movement), but that's about it.

Spell Eater (and Dispel) - Can this target "global spells" such as Call Storm or Power/Draining Word and if so, what does the caster need line of sight to if anything? Also, what happens if you dispel a construct created with Animate Construct, or an animal summoned with Animal Companion? Can you Dispel a spell that has been made permanent with Embed Enchantment (assume not since its now a magic item)?

Spellcasters are assumed to have line of sight to any spell which is affected the entire battlefield, so they can attempt to Dispell or Spelleat (?) these spells from anywhere on the board. Neither spell has any effect on Animate Construct or Animal Companion, the spell that caused their existence or appearance is done and gone. Same with Embed Enchantment.

Steal Health - What happens if the target only has 1 or 2 hp?

It dies. More seriously the spellcaster still gains 3 health.
 

Strike Dead - What happens when you cast this at 1hp? Does the spell go off or not?

You roll to cast the spell, resolve what happens, and then the spellcaster dies.

Mind Control - What happens if the soldier that gets Mind Controlled has already activated this turn? Can he activate again for his new controller? Also, wha happens to both Soldier and Treasure if a Mind Controlled solider makes it off the board with a treasure counter?

No. A Soldier can only activate once per turn, even if he switches sides during the turn. If a Mind Controlled soldier exits the board with treasure the treasure goes to the mind-controlling player. The soldier will return to his original warband after the game. Note this is the only instance where it is legal to use mind control to force a soldier to leave the table.

Leap - Can this be cast on one of your models if it's already take its action?

Yes. It should read target may take no further actions this turn.

Summon Demon and Imp - Nothing in these spells seems to indicate that the Imp summoned by the Imp spell would vanish if a Summoner summoned a Bound Imp or vice versa. That is correct right?

Correct. The two spells have nothing to do with one another.

Circle of Protection - Is the Circle centred on the caster? Or centred on the point that the caster touches?

It is centred on him. Although it will stay where it is, even if he moves.

Blinding Light - Is the "otherwise the spells lasts until the end of the game" clause supposed to mean something or is it just clarfiying the fact that the spells continues unless saved at the start of any turn?

It is just a reminder that the spell is not permanent - although this should be assumed for all spells unless otherwise stated.

Familiar - Is the familiar itself there for any purpose other than aesthetic? Presumably it cant be attacked and has no stats?

No. It's really just a stat boost that can also be used to add visual interest to a miniature.

Poison Dart - Is this a magical or nonmagical attack?

Magical. Although many things that are immune to non-magical attacks are also immune to poison.

Hope that clears a few things up!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 20, 2015, 06:23:48 PM
Sorry to re-post, but I think my question got missed in the group activation debate, and hopefully it's a quick easy one!

When making a new wizard and his starting warband, can you roll for Animal Companion/Animate Construct before buying soldiers?  As success in those spells takes a soldier slot this could impact on your decisions quite heavily.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 20, 2015, 08:56:24 PM
No. Animal Companion is cast right before a game, after the rest of the warband is constructed.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on July 20, 2015, 09:47:28 PM
The lowliest of thugs has 10 armour, then you add mail/leather/shields etc, it take some to 13. This means that the person has to beat your roll, AND roll at least a 14 (with modifiers) to do a single point of damage. So it is pretty good, it's not like you only get 3 armour.


Yes, I can see that, now, after reading through the rest of the rules.

One thing I'm not sure that I understand is how to sacrifice a scroll to cause a failed spell to succeed (p60) - does it require a second roll?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 20, 2015, 10:31:29 PM
If the spellcaster doesn't know the spell he sacrifices the scroll to autocast on the cast value.

If he knows the spell and fails to cast it, he can sacrifice the scroll to make it cast. It doesn't require another roll, and counts as casting on the minimum number needed to pass. Thhe scroll is then removed.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on July 20, 2015, 10:48:08 PM
If the spellcaster doesn't know the spell he sacrifices the scroll to autocast on the cast value.

If he knows the spell and fails to cast it, he can sacrifice the scroll to make it cast. It doesn't require another roll, and counts as casting on the minimum number needed to pass. Thhe scroll is then removed.

Ah, OK, thanks. The wording confused me.

I now have to finish another batch of 16 skellies for an Undead army, and then I should have time to start tinkering with a Frostgrave warband...
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on July 20, 2015, 11:53:13 PM
A few creature related questions that came up during our game tonight.

1: When do controlled creatures (e.g. animal companion or raised zombie) activate? P30 says all creatures activate in the creature phase but P45 suggests that this is just uncontrolled creatures.

2: Whenever they normally activate, canthey activate in the Wizard or Apprentice phases if they're close enough?

3: We couldn't find anything saying that controlled creatures couldn't pick up treasure, not even animals. It's specifically stated for warhounds and the animal companion spell but not for wandering creatures that have been controlled.

4: Can zombies be raised directly into combat, if the spellcaster is close enough? Summon Demon specifically says no, but Raise Zombie doesn't.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tomogui on July 21, 2015, 12:30:21 AM
Ooh, I've got one!

Spell Eater:

This spell cancels the effects of any one spell currently in play, and the spellcaster immediately takes 1 point of damage.

Who takes the damage? The caster of the cancelled spell, or the caster of Spell Eater? It's not really clear.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 21, 2015, 09:01:21 AM
Spelleater - the caster of the Spelleater spell takes the 1 point of damage.

Creatures -

A creature under the control of a wizard is treated as a soldier for the purpose of activation, so it can be activated with the wizard or apprentice or will go in the soldier phase.

Hmm...you are correct, I wasn't clear about controlled monsters. I would say creatures can pick up treasure - accept those labeled animal or that are immaterial.

A zombie can be raised straight into combat, provided he is in base contact with the wizard that cast the spell. (and remember, a spellcaster can not cast a spell while in combat).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 22, 2015, 07:12:25 AM
One that came up in our first (excellent) game.

Figure A is unlucky enough to be outnumbered and in combat with figures B and C.

A fight action is activated between A and B, and A wins.  Can A use the 1" push for winning on himself to pop free of C as well?

We played no as it seemed a bit cheeky to escape a mob by just beating the weakest member of it, but the rules didn't seem to say you couldn't.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 22, 2015, 08:43:27 AM
You played it correctly. He can push the one he beat in combat back, but is still held in place by the other one.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Erekosse on July 22, 2015, 02:09:51 PM
Hi,I have a few questions:

The first 3 spells MUST come from your school,the next 3 MUST come from de aligned school but the last two CAN come from the neutral ones...that means that I can have another spell from my own school or the aligned ones with those spells?

If I cast Raise undead can I cast control undead to another type of undead(ghoul for example) and keep both creatures?

Imp,summon demon,control undead,bind......do they count for the maximun warband limit?

Can I cast steal health if Im at full health,just for make 3 health damage?


And finally I can't see the point of loosing 1 health for casting spelleater,Dispel is the same spell,easier and with no damage for the caster.


(Yes,Im going to take the Necromancer)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 22, 2015, 02:33:30 PM
Hey Erekosse,

The last two spells MUST come from neutral ones. You can only ever start with 3 spells from your school, 1 each from the three aligned schools, and 2 from any two different netural schols.

Yes, you can cast Raise Zombie and then cast Control Undead on another undead, and use both of them during the game. The Control Undead will cease at the end of the game.

Unless a spell specifically says 'takes the place of a warband member' then the creature is in addition to your normal warband.

Steal Health, the two halves of the spell are independent. If successfully cast, the targets takes 3 points of damage, or whatever he has left, and the caster regains 3 health (or 1 or 2 if that's all he is currently down).

Spelleater - The school of Necromancy developed a different (and more painful) technique to get rid of unwanted spells. They could learn Dispell, but as it is a Thamaturge spell (the school directly opposed to Necromancy, the base casting number would be 18!)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 22, 2015, 09:58:26 PM
I realy realy loves to play the game, its fantastic and I enjoy every second.
I realy realy loves the system and how it works.
I realy realy hates how the rules are written. ;D
Thats 2 for and 1 against. My love for the game wins!!!!

There is a lot of possibilities for multiple explanation, something is totaly missing. Power Gamers and Rule Lawyer Haven. But you can play the game without problems just if you employ common sense. I have to say that even Cadwallon written in frenglish language has been more explicit in written rules. So far in playing we have found following "problems" which need explanatory or to be written more explicit according to me. Some thing should rise up as we are no native speakers and can therefore it could be lost in translation. But remember not every potentiall buyer is native speaker and what you consider clear they have to think about it.

Please be kind on me - I realy like Frostgrave and the job you done!

Two Weapon Combat
Page 19 If A Wizard is Armed with both a sword and the dagger, he recieves +1 Fight, which should be written ias a split stat for starting wizard
Page 24 Miniatures Carrying a hand weapon and dagger are always considering to strike principally  with hand weapon. They do recieve a +1F for fighting with two weapons and this is already incorporate into their stats.

Is there difference between spellcasters and henchmans in the two weapon fighting?
If Decay spell target any weapon of the Treasure Hunter will he get -1F? He does not have split stat
If Miniature with two weapons get magical dagger are daggers magical effects effective in combat? He is striking with his mundane Hand Weapon (as per rules) does he add a bonus from the dagger like +2 to dmg ?

Movement
Two different rules to hinder movement with diffent effect.
Page 44 Collecting Treasure says that movement is halved if carries the treasure
Page 33 Obstructions and Rough terrain says that every inch or partial inch a figure move through is countes as 2 inches.

So there are two different way how to calculate the movement. Obstruction and Rough Terrrain si sometimes very hard to calculate and it limits the movement very much.

Please consider this as this could be fault in understanding english. But all my friends came to same conclusion.
If any wall is five and a half inch height, you need to do movement 12, to climb on to the top. It does not matter if your base movement is 6 or 7; your actual movement in rough terrain or during climb is three inches. Rules as written says, that even to move addition 2mm miniature need to spent 2 points of movement. With 7 movement afterr miniature moved three inches in rough terrain, its left with only one point of movement and therefore can not move any more.Sorry thief. Also if you do movement and movement action the result is same. With movement 6 or 7 you do movement three inches during first action and one inch during second action. Thats because according to rules there is not full round movement but two movement actionsm where second move action should be only half of the Movement value. I assume that both actions are evaluated separately (Precedent taken from group activations) Am I right?
Now running away with treasure means that you are moving half your movement. It means move 3 (3,5) in first action and move 1,5(1,75) in second action for movement 6 (7). Realy 1.75?? Now you want to climb or go through rough terrain with treasure? Your movement is 1+1. I realy hope I don‘t understand the rules well, because this is really silly.

Can Dog climb vertical surfaces? There is no objection in the rules (OK I know its silly question, but you know all those rule lawyers)

Moving Off the Board:
Is miniature under effect of friendly spell (such as leap spell) considered as leaving board willingly. If I will be the running thief, I will be ver happy and very willing to leave the ruins by any means including friendly leap spell.

Falling
What will happen if I move miniature by LEAP SPELL 10 inches in the sky? Does  he get 15DMG. Just got info that i tis only for for friendly models from my brother, that he saw that on internet (EDIT: here actualy). Why is that so? Its fantastic and funny tool. It can be FAQed into something like tahat "LEAP movement must end on solid terrain" I like to push oponents 10 inches back! If I have to face bone art, why not to move oponent wizard behind terrain or so, so he will be unable to cast it on me next time. Thats realy only tools elementalist have to do some real problem to oponent. OMG?!!

Combat
If miniature grants its flanking bonus to fight, it still do attack in its activation, right?

What happen if miniature decide not to attack. Will both miniatures stay locked untill oponents activation?

Bestiary
You know Vampire is the bloodsucker but wraiths drains life force. What kind of Archetypes are those  ;-)


Shooting
Page40: Unless the target is completely concealed from the view its considered to be in line of sight
Measured from where? (well  probably from the shooter, but from the eye level, or base or ribbons, or feathers on top of the bow?)

Are Ribbons on Red Riding Hood‘s hood , or feather on top of the staff  enough to draw LOS?

Every piece of intervening terrain or figure between the shooter gives +1 modifier

If I translate it to Czech it says that „every piece of terrain between shooter and target“. So what If I am on the tip of the tower and there is molehill (rough terrain) between me and target?

Also shooting is the only roll in the game where activated model must beat not equal target number.

Spells
Decay: What happen when  mundane weapoin is decayed after the battle. Does the guy needs to buy a new weapon, or he stays without weapon untill he will ne replaced? For how much he can buy a new mundane weapon? If weapon was decayed, then, as per rules, you can not give that poor guy magical weapon because he does not carry the mundane one, right?

Enchant Armor: As per rules, spellcaster is unable to cast enchant armor upon himself, because he does not carry Armor. Right?

Leap and Teleport wording has been already explained ;-)

Elemental Ball vs Grenade vs Plannar Tear
Elemental Ball and Grenade have almost same effects.  But for elemental ball you need to draw LOS even to additional target (not with grenade).  Now  as i tis shooting effect the additional targets has to roll fight including cover  and intervening terrain. From the caster, or from the point of impact? Why there is difference between Grenade and Elementall Ball. There is 10% differenci in casting number and 10% difference in Shooting attack. But for elementall ball there is additional disadvantage.
Area effect for Plannar Tear is 2 inches, for grenade and Elementall bal lis 1,5?!

Embed Enchantment
You can find some +2F magical items in the game, but you are unable to made them, right (those spellcasters of old were good).

Construct vs Animal vs Demon
Demon does not take place of the soldier in the warband even casted out of game by summoning circle. Construct and Animal do.

There are two wall effects  in game each with different size.

Bone Dart seems to overpowered for CN8 and +5 shooting, its for 20% cheaper then Elemental Bolt but there is only 15% difference in damage. Is there any meta or exerience behind it? Could you please elaborate. Because Bone Dart is brutaly effective when caster gets +1shoot and gets +1 for casting

Does +1 to shoot from magical item also increase effectivity of the shooting attack spells?


Thank you very much
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tomogui on July 23, 2015, 04:34:26 AM
A couple of super simple questions:

1) I couldn't see anything preventing a model from Shooting while engaged in combat (i.e. in base contact with an enemy model). Can my Archer simply shoot his melee opponent in the face instead of fighting hand-to-hand? It'd be much safer, since there's no chance of getting hit back!

2) While engaged in combat with enemy model A, can my Archer shoot at enemy model B who is 15" away?

3) I realise that models cannot take movement actions when engaged in combat, but could my Crossbowman (1) reload (instead of taking a movement action) and then (2) shoot, all while engaged with an enemy model?


Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 23, 2015, 10:34:12 AM
Okay,

Tomogui, let me answer yours first before I dive into the Dalcor list.

1) Once a model is In Combat, the only action it can take is to fight (unless something expressly says it can be done while in combat). He cannot shoot, move, or cast a spell. This should have been clearly stated in the book, but it is definitely the intent.  Models with bows and crossbows are dangerous enough!

2) No.

3) No.

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 23, 2015, 10:45:09 AM
A quick one from a club mate.

Can the elementalist's wall spell be climbed?

Rules as is nothing says not so I was inclined to say yes, but he was imagining it as a fire wall whereas I was imagining it as an earth wall and we were curious as to author's intent.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 23, 2015, 11:48:22 AM
All right, Dalcor, here I go!

I will try to be clear. I realize English isn't your first language, but its the only one I know! (I took Biblical Hebrew in college, but it is mostly forgotten and probably not that helpful at the moment anyway).

Thanks for all of the enthusiasm you have shown for the game so far.

Two Weapon Combat

Soldiers that carry two weapons, such as the Treasure Hunter already have the +1 incorporated into their stat. Wizards and apprentices do not. If they equip with two weapons, they write it as a split stat - this is so the player can easily remember what the wizard's actual fight stat is.  

Anyone fighting with two weapons who loses one (such as from Decay) will have their Fight drop by one. The Treasure Hunter will just get a -1 until he replaces the weapon. The wizard or apprentice will just lose the split stat.

If armed with a regular hand weapon and a magic dagger - it works like this.  The figure will get any Fight bonus of the dagger. This is a magical effect that makes the wielder a better fighter. However, the figure will not get the damage bonus as it is stated that strikes are actually made with the hand weapon. So, if you have a magic dagger that only has a damage bonus, it only makes sense to give it to a thief, or be used as the only weapon by a spellcaster.

Movement

I'll be honest. When I play. We just half all movement for carrying treasure and for rough terrain. If a player is carrying treasure through rough terrain, we use quarter movement.  You are technically correct with how the rules are written, but it's a bit more confusing that it needs to be. So, a thug carrying treasure, doing nothing but move, will move 4.5 inches in a turn. If he goes through rough ground, his movement is down to 2.25 inches. (Makes that Mud spell start looking like a good idea!).

The climbing dog question! All terrain in Frostgrave is climbable unless specifically stated in a scenario. If we think of the terrain as just representational, it's not a problem. There will be lots of rocks and stuff lying around that can be used as stairs and such.  So, yes, a dog can climb - unless you and your opponent agree otherwise about terrain before hand.  Actually, as many trips to the Lake District have shown me, dogs are great climbers, and, in most cases, can go up very steep surfaces much faster than a human can.

Movement Off the Board -

I think I've answered this before, but I want to make a definitive statement on this one -

The only time a miniature who was not part of your starting warband, but is currently under your control, can be moved off the board is if he is carrying treasure. In this case, the controlling wizard gets the treasure, but the soldier will return to his starting warband after the game. Any other use of a movement spell or mind control can move the soldier to the edge of the board, but not any father.  Basically, using spells to move an opponent's soldiers off the board is not allowed, unless it is to secure treasure or is specifically stated as allowed in the rules or a scenario.

Falling

Leap is way too powerful if it can be cast on an opposing figure - not just for the reason you mentioned (yes, he would take 15 damage), but just because it has no Will Roll.  If you want to house rule it and allow an opponent to make a will roll, go for it.  Officially, leap can only be cast on a model you control.

Combat

Miniatures in combat do not have to attack. However, they can't do much else, so will just sit there until they are attacked or something happens to free them.

If a miniature is in combat with two opponents. Each of those opponents may spend an action to attack. Each one will gain the bonus of support from the other figure.

Bestiary

The Vampire/Wraith is just a typo. A Vampire is a vampire is a vampire.

Shooting

Draw line of sight from the eyes of the shooting model. To take a shot, he must see a part of his target that would actually be hurt if hit. So, no feathers, tips of staffs, bits of cloak, etc.

+1 shooting modifier applies to any terrain that sits between the shooter or target, that partially obscures line of sight. So, if you are in the tower looking down on the target, nothing on the ground is likely to be in the line of sight.

Spells

Decay: It costs 5gc to replace any mundane weapon that is destroyed. You could give him a magical weapon if it is of the type he normally carries. So you could give your thug a magical hand weapon.

Enchant Armour: Correct, if a figure isn't wearing armour, and spellcasters don't, then you can't enchant it.

Elemental Ball/Grenade/Planar Tear - These are all just different spells. The biggest difference is that they are different schools, so different wizards have a harder or easier time casting them.  Elemental Ball & Grenade are both shooting attacks. For purposes of cover, draw line of sight from the caster for the actual target of the spell, anyone else in the blast area should draw line of sight from the target. Planar tear is a different type of magic that actually warps space, it doesn't care what kind of cover you've got.

Embed Enchantment: Correct. for the moment, modern wizards just don't know how to make stuff like that.

Construct vs. Animal vs. Demon: there is good reason for this. The Construct and the Animal become a permanent addition to the warband. The Demon leaves at the end of each game as stated under Bind Demon.

Bone Dart: First off, the Shooting Stat does not effect spells. So, that part won't actually get any better. The big difference is that Bone Dart is NOT a magical attack. This doesn't matter much when just fighting against other warbands, but can matter A LOT when fighting monsters that are immune to non-magical weapons.  So, Bone Dart is better for a starting wizard, Elemental Ball and Bolt are better for an experienced one.

That said, this spell has generated a lot of comment (probably because so many people are playing Necromancers) so, I've got my eye on it. If everyone decides it is to powerful, it might have to be taken down a notch or two.


Hope that clears a few things up. If not, just ask again!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 23, 2015, 11:49:33 AM
Yes, a wall counts as a terrain piece. It can be climbed. It can also be crumbled. That said, a fire wall is a pretty cool idea. I'll have to think of a way of working that in!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 23, 2015, 12:22:58 PM
Thanks Joe. I put on the list all the thing that could be confusing and are virtualy not mentioned in the ruleset.  am a little bit worried where I see that there is a lot ot missing things in book, thats very very sad. I want complete rules. Also I agree that employing common sense and players agreement will solve most of the matter.

BUT

If I am buing the ruleset I want the rules to be complete and clear. Leap missing word friedly, Leap an Teleport missing words  Further speaks either about bad betatesting or bad editing. I am sorry, I like the game and I honor you work, but I feel it that way.
I dont want to buy guidelines how the rules should looks loke and definetely I dont know to try to elaborate what probably autor intended with that rule as there is not precise wording.

Of course we played the movement as you suggest. Then I wonder if you discovery the wrongness during betatest, why it stick in the released rules?

Fireball type spells - Grenade/Elemental Ball/Planar Tear
For example Elemental Ball has different wording then Grenade. The question is, why it is so?
I feel that the spells are almost the same
With Elemental Ball you need to target figure, it explode but you need to have Line of Sight to all targets in the area of effect and then you need to do +5 shooting attack - with cover from me? But damage is going from the point of impact, so I believe he has to have cover against the point of impact, no?


With Grenade, there is no need to draw LOS to target in the area of effect, but still doing shooting attacks, where there will be the cover from me or from point of impact which does not need to be person but any point.

Than there is CN where Grenade seems stronger (as it has less conditions of attack) but lower CN.
In my point of view, and please consider it more like curiosity then criticism, I feel that streamlining and consistency in the rules will be easier for player and autor as well. Those are almost same spells. With Are of effect 1.5.

Planar tear is a diferent version of Fireball, it has almost the same wording except no shooting but low direct damage. cool. But the area affect is 2. Now if I want to use blast templates - I need to do several blast tempates. In my point of view - players like such gadgets.

Summoning Demons - ahh - right you are. But then Enchanter de facto does not need to recast the spell, so why even learning that, same with witch. Playing diabolist I will prefer to have permanent devil as well... Just like queen Abrogail of Cheliax. Anyway thats a matter of personal taste ;-)

I am sorry but such small remark should be in bold Shooting Stat does not effect spell . Then the Bone Dart make sense of course. But I am sorry Joe, but this has to be explicitly stated in the book.

Anyway thanks again for your comments and patiance, and I am sorry if I disappointed you a bit
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tomogui on July 23, 2015, 02:34:48 PM
Joe, thanks very much for your openness and willingness to answer all these queries! It's really great. And I love the game!

With respect, I think the 'Shooting while in combat' issue I raised a few posts ago is pretty major: at the moment, the rules as written do allow models free reign to shoot while in combat (at the same time specifically forbidding spellcasting in combat, which made me think that shooting was therefore allowed).

It might be worth doing a rules FAQ at some time to clarify the bigger rules issues.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 23, 2015, 02:44:18 PM
Dalcor,

I respect your opinion, and I can only say I have tried my best to make the rules as clear as I can. Designing a rules set is a long and complicated process. Playtesting for the game, beginning with me and my friends, and then expanding to a much bigger group, went on for nearly 8 months. During that time a lot of rules were changed, especially on the spells. Some things that seemed perfectly clear to that group of people, obviously are not to everyone else.

So, that is why this form, and this thread in particular exists. So I can try and help anyone who finds the rules unclear and so that everyone can help me identify those issues and clear them up.

Finally, I encourage you to remember, that I had to turn over the rules to the publisher 6 moths ago. In that time I have played a lot more games. My opinion on some matters has changed. If I were writing the game now, there are things I would change.

Grenade and Fireball just simply are not the same spell. Yes, the general effect is the same, trying to blow people up, but the magic is different. There are situations where one spell is better than the other. Planar Tear is a completely different spell. It's main purpose is to damage demons, it just happens to also have a small damaging effect to other people nearby.

If a Construct or Animal Companion dies or is destroyed, the spellcaster will have to cast the spell again to get another one. So, it is worth knowing the spell. Animate Construct is also useful because the wizard can try to get bigger and better constructs.



  
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 23, 2015, 02:52:53 PM
Joe, thanks very much for your openness and willingness to answer all these queries! It's really great. And I love the game!

With respect, I think the 'Shooting while in combat' issue I raised a few posts ago is pretty major: at the moment, the rules as written do allow models free reign to shoot while in combat (at the same time specifically forbidding spellcasting in combat, which made me think that shooting was therefore allowed).

It might be worth doing a rules FAQ at some time to clarify the bigger rules issues.

I agree, that should have been stated explicitly in the rules and should be in an errata. I fear this is an example of everyone in the playtest, including myself, just assumed that was the rule and never bothered to specifically check.

I will be working up an official errata, but at the moment, it is hard just to keep up with all of the Frostgrave messages, comments, questions, and game reports!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 23, 2015, 03:00:49 PM
Thank you Joe. At the begining of the post I said rhat I realy loves the game in all aspects, but I believe that some of the questions, and even the sillyest one has to Be answered just to clear some possibilities to exploit the ruleset or to be tool for power gamers or rule lawyers. I think you realy did an amazing job because at the end its always and only about how you enjoy playing it and in that it excell
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Awesomeshotdude on July 23, 2015, 03:02:54 PM
For what it is worth regarding the shooting in combat (as in shooting out of combat, not into), my reading of it was that you could only fight, not shoot. This is because when models move into contact, they are "In Combat". The rules then say that when "In Combat" models may choose to attack with their fight value. It mentions nothing about attacking with their shoot value...I thought it was pretty clear...
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dakota Mike on July 23, 2015, 05:19:26 PM
Unsolicited suggestion. 

For clarity and ease of finding information, this thread should probably be restricted to purely questions and official answers only.  Non-author commentary and analysis should be made in separate posts so as not to clog things up.  For example, an in-depth discussion of how someone thinks a particular spell should be changed could be made in its own post.  Also, this isn't really the place to critique the author's writing.  But I'm neither a Mod nor the author, so what I think doesn't really matter! ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: blacksmith on July 23, 2015, 11:54:11 PM
Are summoned creatures entering the Silent Tower affected somehow?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tberry7403 on July 24, 2015, 12:14:56 AM
I would assume "normal" summoned creatures would be unaffected.

Undead/demons/vampires etc I'm not to sure of. Depends on whether or not they require "magic" to exist.

Would "Demon Bind" or similar stop working?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 24, 2015, 04:20:46 AM
Joe, you are a legend good sir.

I was just wondering if I could ask you what the intent of Timewalk was when you wrote it. We are just having issues seeing its use at the moment and although we love the idea of a chronomancer, its top tier spell seems a bit...well, I don't know.

The spell is an 18 to cast self only spell that allows you to act AGAIN in a turn. While that seems on a glance to be great, it doesn't actually give you much mechanically. You get you two actions in the turn, one must be a move, the other any action. So you cast the spell. Lets say you pass, not having to empower (no mean feat with an 18+ spell). That ends your activation. (If you don't you suffer a bonus 2 fail dmg, ouch!)

Now your wizard gets to activate again in the soldier phase, but he uses the same rules again. He must use a move action, then he can use any other. So essentially he needs to roll and 18+ to be able to move twice in a turn, as he loses his initial none move action to cast the spell. This essentially goes move----timewalk----move-----action. His move will probably be 6, so after all that, when it is broken down, needing an 18+ to gain an additional 6" move that is affected by all the usual movement modifiers.

So that's our problem, why spend all those resources for a 6" move when he can take leap or teleport as his tertiary spell that allows him to essentially take a 10" leap/infinite teleport? I know he still get that action to cast a spell while the leap/tele doesnt, but at such a huge difference in casting level and risk to self, it kind of rules out the spell as a reasonable option. The only way I can see it being useful is if you take it early and level it down to a reasonable number.

Was it intended to be so difficult? Are we missing a combo that it is supposed to work with? (It would be great in combo with time store but it specifically prohibits that combo  :'(


Secondly, we just needed a clarification on what could be abused, we actually had to house rule it there and then.

The scroll mechanic was found to be rutal for speels you are not great with, and even better when you let an apprentice use it. Take a sigillist for example. He takes write scroll. Now as his tertiary spell he takes Strike Dead from necromancy. Inbetween games he can attempt to cast write scroll to produce potentially 2 scrolls of Strike Dead.

Lets say he casts it and for the next game he has a scroll of SD. In the scroll rules it states 2 uses for them. If you don't know the spell you cast it automatically at the spells base number. So if he didn't know SD his cast would be 18, not too shabby, but not impossible to overcome with a will test. The second use is for when he does know the spell. He attempts to cast the spell, and if he fails, he can make it automatically pass at the MINIMUM number needed for the spell to pass. That is where the issue arises.

The apprentice spots a ranger, uses his strike dead spell, he is guaranteed to fail as it casts on an 18 normally, but as it is his tertiary school and he is an apprentice he needs a minmum of 18+4(tertiary school)+2(Apprentice)= 24. So using a scroll to cast a spell he could not usually cast without empowering it with a lot of health, he casts it automatically for the cost of 1 health. The issue then stems from the opposed Will test that comes from that. The target has to beat a whopping 24!!! Even with empowering without a decent Will resist roll this will kill even a wizard with no issue, and a zero risk! It seems strange wecause the worse the caster is at casting it the better the scrolls effects for this spell and any spell that requires an opposed will test, though the other ones cast number is not as high as this, so the impact is less obvious.

Was this the intent or is it an unfortunate oversight?

Cheers for the help!

We house ruled it so it is cast at the casting number on the spell, not the number needed.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 24, 2015, 06:26:01 AM
Secondly, we just needed a clarification on what could be abused, we actually had to house rule it there and then.

The scroll mechanic was found to be rutal for speels you are not great with, and even better when you let an apprentice use it. Take a sigillist for example. He takes write scroll. Now as his tertiary spell he takes Strike Dead from necromancy. Inbetween games he can attempt to cast write scroll to produce potentially 2 scrolls of Strike Dead.

Lets say he casts it and for the next game he has a scroll of SD. In the scroll rules it states 2 uses for them. If you don't know the spell you cast it automatically at the spells base number. So if he didn't know SD his cast would be 18, not too shabby, but not impossible to overcome with a will test. The second use is for when he does know the spell. He attempts to cast the spell, and if he fails, he can make it automatically pass at the MINIMUM number needed for the spell to pass. That is where the issue arises.

The apprentice spots a ranger, uses his strike dead spell, he is guaranteed to fail as it casts on an 18 normally, but as it is his tertiary school and he is an apprentice he needs a minmum of 18+4(tertiary school)+2(Apprentice)= 24. So using a scroll to cast a spell he could not usually cast without empowering it with a lot of health, he casts it automatically for the cost of 1 health. The issue then stems from the opposed Will test that comes from that. The target has to beat a whopping 24!!! Even with empowering without a decent Will resist roll this will kill even a wizard with no issue, and a zero risk! It seems strange wecause the worse the caster is at casting it the better the scrolls effects for this spell and any spell that requires an opposed will test, though the other ones cast number is not as high as this, so the impact is less obvious.

Was this the intent or is it an unfortunate oversight?

Cheers for the help!

We house ruled it so it is cast at the casting number on the spell, not the number needed.

Hi Lotan,

I think this is a misinterpretation of the specific rule. Obviously, Joe will need to provide a definitive ruling for it, but if we follow the terminology stringently, I consider it to work like this:

As stated in the rule, you "treat the casting number as the minimum needed by that spellcaster for success" - "casting number" referring to the spell's total difficulty calculated from the base casting number and any applicable school penalties. it does not read casting roll, which is the actual dice result after applying modifiers/penalties for magic items or injuries (e.g. "Smashed Jaw").

By my interpretation, this implies that using a scroll for "failsafing" a known spell lowers the required casting number (i.e. difficulty) by such an amount that it is met or beat by the achieved casting roll result.

This would mean that a high-difficulty spell, once failed by a low casting roll, would still be cast by expending the scroll, albeit at a low casting roll. This also implies that it is easier to resist, since you perform Will rolls against the casting roll, NOT the casting number, unless clearly specified (e.g. scrolls for unknown spells).

I consider this interpretation to be sensible enough for various reasons:

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 24, 2015, 06:57:08 AM

As stated in the rule, you "treat the casting number as the minimum needed by that spellcaster for success" - "casting number" referring to the spell's total difficulty calculated from the base casting number and any applicable school penalties. it does not read casting roll, which is the actual dice result after applying modifiers/penalties for magic items or injuries (e.g. "Smashed Jaw").

By my interpretation, this implies that using a scroll for "failsafing" a known spell lowers the required casting number (i.e. difficulty) by such an amount that it is met or beat by the achieved casting roll result.

This would mean that a high-difficulty spell, once failed by a low casting roll, would still be cast by expending the scroll, albeit at a low casting roll. This also implies that it is easier to resist, since you perform Will rolls against the casting roll, NOT the casting number, unless clearly specified (e.g. scrolls for unknown spells).

Yeah I think the difficulty comes from the terminology. For me, it says in the section for casting known spell scrolls that "If a casting number is called for, use the spell's base casting number". That sentence alone is not needed, I can't think of any reason the casting number would be needed, if someone wants it inform me then please do, because I can't see it! (case of wood for the trees, maybe).

That sentence reads to me as if it should say if "If a casting roll is called for, use the spell's base casting number". This is because the casting roll is the one required for opposed Will checks, and I can't think of any reason you would ever need to know the cast number, as in the number on the spell, in a game.

This would then make sense for spells that need opposed will rolls. Because it leaves two options with the sentence. Either it is written with incorrect terminology, or it IS correct, leaving no other option but spells that can be opposed via a will roll can never be cast via a scroll, as there will never be a casting roll to compare to, making the sentence redundant.

I believe it should read "If a casting roll is called for, use the spell's base casting number". I may be wrong, but again, looking at the sentence for scrolls for spells you know: "Treat the casting number as the minimum needed by that spellcaster for success..."

Again, why would you ever need to know the casting number, as it is cast automatically the casting number is irrelevant to the game. The only number actually needed once a spell has been cast is the casting roll. In every spell where its effects can be broken, the number needed is the casting roll, not the casting number. That is why I believe the incorrect words were put in, and left with an oversight because I think most people would read it as the casting roll.

If I am completely wrong I hold my hands up, but if it is intended to be the way it is written it raises a lot more questions that'll need clarifying!  :P
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: nozza_uk on July 24, 2015, 12:46:43 PM
I asked these questions on TMP and was directed over here.

1) The rules state that an activated figure has two actions – one of which must be movement. If I spend my first action in combat and win the fight. Assuming the other fella survived, I have a choice of remaining in combat or pushing back the other fella. If I decide to stay in combat, what happens to my second action? If I understand correctly, I can't have a second non movement action ie fight, but the movement rules state that while a figure is in combat, it may not make a move action. So do I lose my second action?
2) Just want to check we played this correctly. I have a wizard casting elemental bolt. You roll for the wizard to successfully cast the spell. If successful, you then roll as per a normal shooting roll? Think this is a yes judging by some of the other replies I've seen.
3) Is there any additional benefit (other than succeeding) for rolling a 20 when casting a spell?
4) Elemental Ball specifically mentions "roll each attack separately". So if you use the grenade spell, is it one roll for everyone effected by the spell or do you roll individual rolls?
5) My Wizard has a movement rate of 6. So for the first action he can move 6 inches and 3 for the second action (move is halved for moving in the second action).
Now if he carries a treasure token (move is halved), it's 3 inches for the first action. Then it becomes 1.5 for the second action, is it halved again for moving in the second action or do you only halve the second movement once?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 24, 2015, 12:53:40 PM
I asked these questions on TMP and was directed over here.

1) The rules state that an activated figure has two actions – one of which must be movement. If I spend my first action in combat and win the fight. Assuming the other fella survived, I have a choice of remaining in combat or pushing back the other fella. If I decide to stay in combat, what happens to my second action? If I understand correctly, I can't have a second non movement action ie fight, but the movement rules state that while a figure is in combat, it may not make a move action. So do I lose my second action?
2) Just want to check we played this correctly. I have a wizard casting elemental bolt. You roll for the wizard to successfully cast the spell. If successful, you then roll as per a normal shooting roll? Think this is a yes judging by some of the other replies I've seen.
3) Is there any additional benefit (other than succeeding) for rolling a 20 when casting a spell?
4) Elemental Ball specifically mentions "roll each attack separately". So if you use the grenade spell, is it one roll for everyone effected by the spell or do you roll individual rolls?
5) My Wizard has a movement rate of 6. So for the first action he can move 6 inches and 3 for the second action (move is halved for moving in the second action).
Now if he carries a treasure token (move is halved), it's 3 inches for the first action. Then it becomes 1.5 for the second action, is it halved again for moving in the second action or do you only halve the second movement once?

Most of these I can answer from earlier posts in the thread.

1) If you have no valid use for your second action (as in your described case) then yes, you lose it.
2) Correct.  Note the wizard's shoot stat is NOT included in the shoot roll.
3) No.
4) Joe'll have to come in on that one, but I'd assume you roll separately in both cases and the note was just forgotten to be added on the grenade spell description.
5) Half twice for carrying treasure and second move action, so 1.5" second move for a wizard carrying treasure.  Half again to 0.75" if over rough terrain!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 24, 2015, 12:55:39 PM
1) Correct. The second action is lost.
2) Yes. With the clarification that you do NOT add your Shooting Stat. The only bonus comes from whatever the spell itself calls for.
3) No. I have considered writing a 'Critical Spell Casting Table', but it in a lot of case rolling a 20 is already pretty good if the spell does damage or has to be resisted by a Will roll.
4) Roll separately for everyone in the blast radius.
5) Halve both. So, a starting wizard running flat out with treasure moves 4.5 inches.

Dang, JamWarrior got in there. Well, he's right anyway.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 24, 2015, 01:03:09 PM
Sorry!  Should have checked to see if you were online before I jumped in and tried to be helpful to make up for all the questions I've thrown at you!

And to make this post relevant, another question:

Can the teleport spell be used to leave the board if you can see the edge of the table from where you are?  Nothing says you can't so I wouldn't have doubted it until I saw that the teleport ring specifically prohibits it.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 24, 2015, 01:09:23 PM
No. You can teleport anywhere within line-of-sight. Off the board isn't considered to be line of sight. You can go right up to the edge, so all you have to do is step off next turn, but that does give your enemy one last chance...

While this may not immediately make sense, it is perhaps worth remembering that the edge of the table is an arbitrary 'safety line'. Getting over that lines means 'you got away'. Since teleport is a limited to line of sight, you would never be able to use it to just completely disappear.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: nozza_uk on July 24, 2015, 01:41:04 PM
Thanks for confirming the double movement with treasure. We were halving too many times then. Explains why it took ages to get off the table!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: MacavityandMycroft on July 24, 2015, 03:38:47 PM
Couple of quick questions I don't think have come up yet.

Do Demons/Construct/Animals have Weapons and Armour as far as being able to be enchanted?  Do Soldiers need to have armour of some type listed to be Enchanted?

Can people carrying Treasure be Transposed and Pushed normally (I assume so, but you're here, so...)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 24, 2015, 04:11:30 PM
Demons/Constructs/Animals do NOT have weapons or armour, and thus Enchant Armour and Enchant Weapon cannot be used on them.  (Although, just to be clear, they do not count as unarmed). There will be some ways to 'enhance' these guys in the future.

Soldiers must have armour for it to be enchanted. So thugs, thieves, barbarians, and apothecaries are out of luck on that score.

Yes, people carrying treasure can be pushed, transposed, leaped in the normal way with no 'penalties' to movement. 
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: h0unskull on July 24, 2015, 05:04:33 PM
Greatly enjoying the book and stumbeld across a question, apologies if the question was posted before.

Is the chosing of a "base" permanently done or is there a way to swith which I have overread in the rules?

Thanks!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 24, 2015, 05:46:17 PM
Hey Joe, would you be able to give my questions a look on page 5, I think you might have missed them.  :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Runekyndig on July 24, 2015, 09:02:34 PM
To questions, or a question and an assumption:

1) Spells that referees to the spellcaster can be the wizard or the apprentice. But for the "Wizards Eye", does that mean that both the wizard and the apprentice can use the same eye or can they cast a "Wizards Eye" each?
Quote
This spell may be cast on any terrain feature within 12” that has a flat side, such as most ruins. Place a token next to the terrain feature to represent the Wizard Eye. For the rest of the game, the spellcaster may choose to draw line of sight from the Wizard Eye instead of from his figure when casting spells. The Wizard Eye has 180-degree field of vision. A spellcaster
may only maintain one Wizard Eye at a time.


2) If I have animated a construct and it survives the battle am I right to assume that I keep it for the next battle?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 24, 2015, 09:26:23 PM
1. Is there meant to be an order in the the out-of-game sequence?  For example, if I've got 6 soldiers in my warband (with money), and I want to cast animal companion, when do I do it in relation to hiring soldiers?  Can I attempt to cast, then hire, or do I have to do any hiring first then cast just before I play a game (so potentially have 2 gaps in my warband)?

2. Decay says the weapon is useless "for the rest of the game" - does that mean the model gets the weapon back once the game is finished?

3. (I think I know the answer to this, but want to check) Do out-of-game spells successfully cast give XP?

4. Do models killed by Explosive Rune count as kills for the wizard that cast it?

I had another question, but I've completely forgotten it.  ;)


Something I've read, and I'm sure it wasn't the intent.  If you cast Reveal Secret you can place it touching the side edge edge 6" from your deployment side (so it's not within 6"), then set up a cheap soldier (or zombie) touching it, and in the first turn use the first action to pick it up and second action to sidestep off the board.  Is this something that needs a clarification, or was that the intent?

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 25, 2015, 08:40:59 AM
Runekynding - A spellcaster can only use a wizard eye that he or she cast, so the wizard and apprentice cannot 'share' one. They each must have their own.

Yup a construct stays in the warband until killed or dismissed.

Darkson71 -

1. Out of Games spells are cast directly before or after a game. So, they need to be the last thing you do before the start of a game, or the first thing after. The order you do this in is up to you.

2. I answered this wrong earlier in this thread - so I will go back and correct it. It's lost for the rest of the game, but after the game, it is assumed that the soldier grabs another similar weapon off the armour rack back home.

3. No. Experience is only earned during a game unless expressly stated otherwise.

4. Reveal Secret - the treasure has to be atleast 6 inches from your deployment area. Not the edge of the board. It's suppose to be an easy treasure, but not quite that easy!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 25, 2015, 08:44:57 AM
Lotan - I will answer this, but I want to formulate my response carefully and haven't had the time yet. Short answer - basically Westphalia Chris is correct.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 25, 2015, 11:57:36 AM
Re: reveal secret, are you saying the extra treasure should be more than 6" from your deployment zone?  The spell description says the complete opposite if so as it says to place it within 6" of your deployment zone.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tp_1983 on July 25, 2015, 02:41:47 PM
Crikey, you must be busy with Frostgrave. Just to add to your work load:

1) Can animal companions/zombies/etc be activated in the wizards or apprentices phase,if they are with in 3"? (IE do they count as 'soldiers'?

2) If a wizard has one animal companion, can he cast control animal on a second animal? 
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 03:06:03 PM
In point of fact, Group Activiation doesn't do anything that can't be done with normal activiation. It is just in the rules to make it easier for a player to move figures like a little unit if he wants, so that it is easier to keep their relative positiosn organized.
Group activation makes multiple combat more brutal (and likely) than standard activation.

For example, wizard and two thugs near an templar.  With standard activation (even if using the wizards phase), thug A moves in, and either fights at a disadvantage, or forgoes their 2nd action. Thug 2 moves in and fights at +2 or forgoes their action. Wizard moves in, fights at +4 or forgoes action.

With group activation they all move in together, and any of them can fight at +4 (first time round), and if they kill the templar, anyone that hasn't used their 2nd activation can now do so.


Unless you mean that with Standard activation you can move Thug A (1st activation), then move Thug B (1st activation), move the wizard (1st activation) then go back and do their second activations? If that's the case, it's not clear, as we thought you had to finish a models activations before going to the next.



Or I'm just really, really confused....
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 25, 2015, 04:53:17 PM
Hi Guys

(Rewritten this post so as not to confuse the issue)

RE:Scrolls

I don't think there's any doubt that the wording in the book is either bad or simply incorrect so the questions on scrolls simply boil down to this one question:

When a scroll "auto casts" a spell, and it uses the spell's "base casting number" for the "auto cast", is that number the unmodified casting number written on the spell or is that casting number the modified casting number that the spellcaster using the spell needs or would have needed (including apprentice modifiers, xp modifiers, and school alignment modifiers?

EG
I am a Soothsayer who has Mind Control improved to 5
I try to cast it and roll a 2
I use my Scroll of Mind Control to make the Mind Control cast on a 12.

EG2
I am an Enchanter who does not know Strike Dead
Strike Dead's base casting number for me would usually be 24
I use a Scroll of Strike Dead. It casts as a 20.

EG3 (identical to EG2 except I know the spell)
I am an Enchanter who does know Strike Dead
Strike Dead's base casting number for me would usually be 24
I use a Scroll of Strike Dead. It casts as a 20.


This is how we're interpreting it - using the base, unmodified casting number as written on the spell - otherwise using scrolls from Neutral or Opposed schools, or using a scroll with your apprentice, would mean that the scroll spells actually cast "better" (ie on higher numbers), and being better at the spell via xp would mean you are actually "worse" at using it from a scroll (ie it casts on lower numbers)


Group activation makes multiple combat more brutal (and likely) than standard activation.

For example, wizard and two thugs near an templar.  With standard activation (even if using the wizards phase), thug A moves in, and either fights at a disadvantage, or forgoes their 2nd action. Thug 2 moves in and fights at +2 or forgoes their action. Wizard moves in, fights at +4 or forgoes action.

With group activation they all move in together, and any of them can fight at +4 (first time round), and if they kill the templar, anyone that hasn't used their 2nd activation can now do so.


You're right as far as far as I'm aware.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 05:37:57 PM
Hi Guys

(Rewritten this post so as not to confuse the issue)

RE:Scrolls

I don't think there's any doubt that the wording in the book is either bad or simply incorrect so the questions on scrolls simply boil down to this one question:

When a scroll "auto casts" a spell, and it uses the spell's "base casting number" for the "auto cast", is that number the unmodified casting number written on the spell or is that casting number the modified casting number that the spellcaster using the spell needs or would have needed (including apprentice modifiers, xp modifiers, and school alignment modifiers?

EG
I am a Soothsayer who has Mind Control improved to 5
I try to cast it and roll a 2
I use my Scroll of Mind Control to make the Mind Control cast on a 12.

If he does know the spell, he cannot use the scroll to autocast it (see below, RAW).

Quote
EG2
I am an Enchanter who does not know Strike Dead
Strike Dead's base casting number for me would usually be 24
I use a Scroll of Strike Dead. It casts as a 20.

Which is worse than a properly-performed spellcast, as it should be if you do not know the spell and only use the "shorthand" version in the scroll.

Quote
EG3 (identical to EG2 except I know the spell)
I am an Enchanter who does know Strike Dead
Strike Dead's base casting number for me would usually be 24
I use a Scroll of Strike Dead. It casts as a 20.

As above, you cannot use the scroll to autocast if you already know the spell.

Quote
This is how we're interpreting it - using the base, unmodified casting number as written on the spell - otherwise using scrolls from Neutral or Opposed schools, or using a scroll with your apprentice, would mean that the scroll spells actually cast "better" (ie on higher numbers), and being better at the spell via xp would mean you are actually "worse" at using it from a scroll (ie it casts on lower numbers)

By description, a scroll should always cast worse than a caster who learned the spell "properly" - it is a "shorthand" version of the spell in question and know fully fleshed out. It is the same reasoning that prevents you from learning a spell from a scroll, which requires a proper grimoire.

Do note, though, that by RAW, you cannot use a scroll to "autocast" a spell that you know - the first option for scrolls states, as you wrote, you can use it to "autocast" a spell "the spellcaster does not otherwise know". In that case, the benefit is obvious, in that you can cast spells you do not know, but with a fixed level of success, and easier to resist for offensive spells.

The second option is for spellcasters who do know a spell and use the scroll as a fallback option in case a spellcasting attempt fails. In that case, the benefit to the caster would be twofold - one, he doesn't suffer damage from the failed attempt, AND the spell works, albeit on "low power". As I wrote before, carrying around a scroll for a known spell involves one or more tradeoffs, e.g.


Considering all this, the second option may come in really useful early in a campaign (to add protection to a low-level wizard or apprentice), but only if you come across the required spell scroll or opt for "Write Scroll" as an early spell. You could use it as a campaign tactic from the start, but I am not convinced it is extremely effective.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: wulfgar22 on July 25, 2015, 05:59:10 PM
But going back to the examples given, what are the Casting Numbers you use if needed?

I figured with spells you don't know you just use the Base Casting Number on the card so EG2 would be 18 as that is the Base Casting Number for the Strike Dead, right?

But I can't get my head around what happens if you know the spell. If you need a Casting Number you use the 'minimum needed by the spellcaster for success' but does that mean in EG1 that you use 5 as this is the 'minimum needed by that spellcaster for success'? And in EG3 it would be 22 as this is the minimum needed by that spellcaster (an Enchanter casting a Necromancer spell Strike Dead with a Base Casting Number of 18 at -4)? That would make it easier to resist spells cast from scrolls by high level spellcasters who have improved a spell numerous times than a low level spellcaster who hasn't.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 06:42:08 PM
But going back to the examples given, what are the Casting Numbers you use if needed?

I figured with spells you don't know you just use the Base Casting Number on the card so EG2 would be 18 as that is the Base Casting Number for the Strike Dead, right?

But I can't get my head around what happens if you know the spell. If you need a Casting Number you use the 'minimum needed by the spellcaster for success' but does that mean in EG1 that you use 5 as this is the 'minimum needed by that spellcaster for success'? And in EG3 it would be 22 as this is the minimum needed by that spellcaster (an Enchanter casting a Necromancer spell Strike Dead with a Base Casting Number of 18 at -4)? If so then there is a discrepancy between EG2 and EG3 with the spellcaster who knows the spell (albeit from an different school) having to use a higher casting number than the spellcaster who doesn't know the spell at all.

You will need to differentiate between the casting number and the casting roll, as I wrote two pages earlier. I admit that it is not perfectly clearly-worded in the scrolls section, but if you keep in mind how spells are cast, it is quite easy to figure out.

The "base casting number" is the number found in the spell list.

The "casting number" for a spell known by a given spellcaster is the base casting number after "school penalties" and "experience bonuses" have been applied. This is the number a spellcaster needs to meet or beat with his casting roll result for a spell to work.

The "casting roll" is the result a spellcaster produces when attempting to cast a known spell. If it meets or beats the spell's casting number, the attempt is successful. This is the number referred to when a target figure attempts to resist a spell.

So, to go for that Enchanter example.

An Enchanter knows the "Strike Dead Spell", whose base casting number is 18. For an Enchanter, without any further XP bonuses applied, this means the casting number is 22 (18+4 for a neutral school spell, in this case Necromancy).

This means that a "new wizard" without any magic items cannot cast "Strike Dead" since his maximum achievable result for the casting roll is 20. He'll need to lower the spell's casting number (NOT the base casting number, which remains unchanged at 18) by at least two before he can cast it. Thus, it might not be prudent to choose high-power spells, especially from neutral schools, at the wizard creation stage.

Now, if the Enchanter finds or creates a scroll for this spell, he could in theory attempt to cast it, fail automatically, and use the scroll the "salvage" the attempt. This then means that the spell succeeded by the achieved casting roll. For the above example, the required casting number would be 22, but if the spellcaster only achieved a 17 for his casting roll, the spell WILL be cast by expending the scroll, at a casting roll of 17. Essentially, you are spending 100gc every time you use a scroll thusly, AND you would still have to roll high to make it worthwhile, otherwise the spell would be too easy to resist.

In this case, it might help to imagine the spell being an "aide-memoire" that allows the spell-caster to pull off a spell he cannot quite control YET.

In contrast, a spellcaster who doesn't know the spell can use a scroll of the spell to autocast it; in this case, the "casting roll" will be equal to the base casting number of the spell, and will never be higher. I admit this is not clearly worded in the rules, but it is the only interpretation that makes sense, because the only use of the "effective" casting number (i.e. base casting number +/- penalties) is to provide a target threshold for the casting roll to meet or beat; any resistance rolls are made against the casting roll, NOT the casting number. This is probably just a typo/error - if it read "if a casting roll is called for, simply use the spell's base casting number", it would be clearer.

Let me summarize the two options again:

Using a scroll for an unknown spell
Advantages:
Disadvantages:

Using a scroll for a known spell
Advantages
Disadvantages

I hope that clears up things somewhat. In my opinion, the "scrolls for known spells" option is best seen as a way to reduce the risk of casting newly-learnt spells or difficult spells from other schools, and is mainly applicable to spells with high base casting numbers.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 06:49:00 PM
Edit - ignore, ninja'd.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 06:54:46 PM
BUt that's not what the rules say (hence why I think the confusion is arising):Using the example from Calmdown above, the Enchanter than knows Strike Dead the casting number is 24 (I'm assuming he was talking about an apprentice), so the RAW seem to say that the casting number is 24.

I think this is a misinterpretation of an admittedly ambiguously-worded rule. The "minimum casting number needed for the spellcaster for success" is a number that is equal to or lower than the casting roll made by the spellcaster in his attempt. It is not the general number for properly casting a spell, but the number that would be needed in this situation. If it spelt "minimum casting roll", you would be right, but by referring to a "minimum casting number", it is implied that in this specific situation and instant of time, the casting number is reduced by such an amount that the achieved casting roll would produce a success. Thus, the worst is averted, but at the cost of a poorly-done spell AND a spent scroll.

Again, it is necessary to differenciate between casting number and casting roll.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: wulfgar22 on July 25, 2015, 07:05:38 PM
Right! I think I've got it now! So it should really read...

For a spellcaster "carrying a scroll containing a spell that he does know...treat the casting roll (i.e. the roll the spellcaster just made and that failed to cast the spell) as the number needed to successfully cast the spell (and, therefore, as the number needed to beat to resist the spell)".

So, as you say, the higher you roll the harder it is to resist the spell.

Brilliant. Thanks for clearing that up.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 25, 2015, 07:06:35 PM
I think at this point we're all best waiting for Joe to make his promised post on scrolls after carefully formulating his words.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 07:09:28 PM
So why mention the casting number at all in the second usage?  This is what I'm having difficulty in understanding. If the scroll is used in the second way the casting number (whatever it is) isn't used in any way, the only thing that mattered is what I actually rolled before attempting to cast the spell.

What am I missing?

So the apprentice Enchanter above tries to cast Strike Dead.  I roll a 1.  The casting number is 24, but the casting roll is 1.  Ok, I get that bit, so the enemies will roll is made against 1.  I expect I'm missing something obvious, but I can't see why the rules mention the casting number at all for usage 2?  o_o


[Edit] Ninja'd again!  ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: wulfgar22 on July 25, 2015, 07:12:41 PM
I think that is exactly the problem...it should read 'treat the casting roll (the spellcaster just made and failed with) as the minimum needed'.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 07:18:33 PM
Right! I think I've got it now! So it should really read...

For a spellcaster "carrying a scroll containing a spell that he does know...treat the casting roll (i.e. the roll the spellcaster just made and that failed to cast the spell) as the number needed to successfully cast the spell (and, therefore, as the number needed to beat to resist the spell)".

So, as you say, the higher you roll the harder it is to resist the spell.

Brilliant. Thanks for clearing that up.

I am afraid that wording does not cover what I was trying to say. If it was worded as you write (i.e. "casting number" is replaced by "casting roll"), it would mean that a spellcaster with a scroll for a known spell could expend it to cast a failed spell at the base casting number (so easier than normal for him), which would be essentially the same option as for a spellcaster who does not know the spell and "autocasts" it from a scroll.

Once more in step-by-step:

Unknown spell using scroll (NOT available to spellcasters who know the spell):
1. Expend scroll
2. Spell is cast automatically
3. Casting roll result equals spell's base casting number (for resistance purposes)

Known spell with failsafe scroll
1. Attempt spellcast by performing a casting roll
2. Fail spellcast due to a low casting roll result
3. Expend scroll to make spell work nonetheless
4. No damage is taken; the spell is considered successful despite the insufficient casting roll
5. Any resistance rolls are made against the casting roll result

Quote from: Darkson71
So the apprentice Enchanter above tries to cast Strike Dead.  I roll a 1.  The casting number is 24, but the casting roll is 1.  Ok, I get that bit, so the enemies will roll is made against 1.  I expect I'm missing something obvious, but I can't see why the rules mention the casting number at all for usage 2?   o_o

It is a bit of a complicated way to say "the spell works despite the casting roll being too low to meet or beat the casting number". It could have been more clearly-worded, I admit; but if you consider the basic rule mechanic for spells (base casting number->casting number->casting roll->success or failure), it is very much the only option, PROVIDED that "casting number" was NOT used erroneously and it SHOULD have read "casting roll".

Quote from: wulfgar22
I think that is exactly the problem...it should read 'treat the casting roll (the spellcaster just made and failed with) as the minimum needed'.

But that is a totally different outcome from the one described. I guess Joe will really have to make a ruling. :D
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: wulfgar22 on July 25, 2015, 07:34:28 PM
When I say it should read...I mean on page 60 top paragraph after the bit about if his roll fails he may then decide to sacrifice the scroll. That's me not being clear. But I do 'get it' now...I think.

What I meant was, if you replace on p.60

"if his roll fails, he may then decide to sacrifice the power in the scroll to cause the spell to succeed. Treat the casting number as the minimum needed by that spellcaster for success'

with

"if his roll fails, he may then decide to sacrifice the power in the scroll to cause the spell to succeed. Treat the casting roll (i.e. the roll the spellcaster just made and failed to cast the spell with) as the minimum needed by that spellcaster for success (on this occasion, and, therefore, as the number needed to beat to resist the spell)'.

Blimey. Either way, I get what you mean and hopefully Joe can come up with a nice and easy way to word it that will make it clear for numpties like me.
 
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 25, 2015, 07:37:31 PM
Thanks for the clarification. We thought it must be different than we thought as it made spells cast by apprentices with a scroll better than a wizard. I do agree though, the second scroll usage could have been worded as follows if I have interpreted your explanation correctly:

Replace sentence on page 60:
"Treat the casting number as the minimum needed by that spellcaster for success, and remove the scroll from the wizards sheet."

With:
"The casting roll becomes the required casting number for this spell for this action only, then remove the scroll from the wizards sheet."
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 07:38:59 PM
Seems a lot of questions repeating, I will try to make a summary tomorrow, somehow

Anyway
A) Is it possible to cast INTO combat with non engaged spellcaster? (for example LEAP out thief combating a bear)?
B) Is it possilble to move columns/treasure in The Complex Temple Scenario with TELEKINESIS


By the way, today I play with my L5 Thaumaturge vs L1 Witch Complex Temple Scenario, I agreed due to difficulty in level we agreed that my oponent can place two objectives 9 inch from her table edge and agreed that rest will be in the middle of the table 6 inh away from each other. Artifical balance and sucesfull one-. Even with my three doggie I was unable to move fast enoug to stow witch to move away 4 treasures (may be we played it bad, but either way it does not matter) with combination Telekinesis + Mud.

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 25, 2015, 07:43:46 PM
I understand the mechanic you're explaining Chris (though I am relatively certain that almost no one reading the book will infer this from it; its incredibly confusing, and probably only makes sense to anyone who playtested the game and had it explained to them how this works, which I assume you have).

But logically, why would using the power of a scroll to cast a spell that you do know result in lower casting numbers than using the power of a scroll to cast a spell that you do not know? Surely the spell should always cast at a minimum of the base casting number. At least, the caster who knows the spell should have the option to autocast it like someone who doesn't, OR use it in "spell salvage mode". It doesn't make any sense for it to be worse.

It doesn't really follow - that's what makes me doubt the working, because this game is highly narrative and so something that makes no narrative sense seems unintentional.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 07:58:37 PM
Out of Game spells - how many times can you cast them?  Write Scroll specifically says "once after every game", whereas none of the others seems to specify.

I'm going to assume once each but....

Also, Embed Enchantment says "causes any Enchant Armour or Enchant Weapon spell that is still active at the end of the game, to become permanent" - does that mean if I have 3 different Enchant spells still in play at the end of the game I only need to cast it once to affect all 3?
And does Enchant Armour/Weapon stay in affect if a model leaves the table (so I can cast Embed)?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 08:04:51 PM
I understand the mechanic you're explaining Chris (though I am relatively certain that almost no one reading the book will infer this from it; its incredibly confusing, and probably only makes sense to anyone who playtested the game and had it explained to them how this works, which I assume you have).

Although I am involved with the game to an extent, I was not part of the playtesting group. The above interpretation was made after multiple readings of the passage and inferrence from the rule mechanic, under the assumption that it is NOT a typo/error.

Quote
But logically, why would using the power of a scroll to cast a spell that you do know result in lower casting numbers than using the power of a scroll to cast a spell that you do not know? Surely the spell should always cast at a minimum of the base casting number. At least, the caster who knows the spell should have the option to autocast it like someone who doesn't, OR use it in "spell salvage mode". It doesn't make any sense for it to be worse.

It doesn't really follow - that's what makes me doubt the working, because this game is highly narrative and so something that makes no narrative sense seems unintentional.

See, that is where our interpretation of the narrative differs. As I read it, using a scroll for an unknown spell is just reading off the words and doing the movements without any proper understanding; thus, the spellcaster does not actually KNOW the spell. For known spells, by my reading of the rule linked to the fluff, the scroll would be whipped out to salvage the failed attempt at the last moment, a measure of desperation, if you catch my drift.

The other variant of using the scroll to be able to cast a spell without risk, albeit at higher cost, is IMHO not different enough from the "unknown spell" variant to warrant inclusion; I consider this to be problematic with regard to high-level spells which could come into play too early considering the narrative structure of a campaign, and could lead to some unpleasant rules exploits, mechanic-wise, that would be even more unbalancing than the issues you pointed out in your previous contributions.

Being able to cast a high-power spell without risk AND while ignoring your school penalties, which are an integral part of the spell relationships and central to the fluff aspect, IMHO, is not within the purpose and spirit of the rules. It would entice people even more to go for "killer combos" with a Sigilist secondary that is not conductive to a proper developing campaign.

Personally, I think that "it works, but it went poorly" is more in character than "once per game, it will always work".

Do mind, though, that I can follow your interpretation. I am nonetheless convinced that the "works poorly" option is more balancing and therefore preferable in the long run, and adds a level of complexity to the equipment process.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 25, 2015, 08:07:29 PM
Out of Game spells - how many times can you cast them?  Write Scroll specifically says "once after every game", whereas none of the others seems to specify.

I'm going to assume once each but....

The rules description for out of game spells says each may be cast once.

Also, Embed Enchantment says "causes any Enchant Armour or Enchant Weapon spell that is still active at the end of the game, to become permanent" - does that mean if I have 3 different Enchant spells still in play at the end of the game I only need to cast it once to affect all 3?

Any does not mean all.  The spell is clearly intended for a single case of enchantment per cast.

And does Enchant Armour/Weapon stay in affect if a model leaves the table (so I can cast Embed)?

Nothing says it doesn't.  The enchantments say they last until end of the game so until the end of the game they last.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 08:39:57 PM
The rules description for out of game spells says each may be cast once.
Where (Not disagreeing, just I've missed it.)

Quote
Any does not mean all.  The spell is clearly intended for a single case of enchantment per cast.
"Any coin in pot is yours" - there are 3 coins in the pot, do you get 1 or all?  If the intention is it to only be able to fix one Enchantment then "Any" is the wrong word to use.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 08:48:18 PM
Seems a typo (Armor is missing)
Page 62: Magic weapons amd armour can only be carried by soldiers who already carry a weapon of that type
I believe shoud read:
Page 62: Magic weapons amd armour can only be carried by soldiers who already carry a weapon and armor of that type

It means that it REPLACE same type of the weapon and take one inventory slot, right? No wizards running with mundane and magical staff...
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 08:53:19 PM
Where (Not disagreeing, just I've missed it.)

It's in the spell category description for Out of Game spells, pp.74-75.

Quote
"Any coin in pot is yours" - there are 3 coins in the pot, do you get 1 or all?  If the intention is it to only be able to fix one Enchantment then "Any" is the wrong word to use.

In this case, "any" is used interchangeably with "one instance of any type of enchantment", eliminating the need to spell out "any enchantment of armour or weapon currently in place". "Any one" or "a single Enchant X spell" would be more precise. The problem is that lexically, "any" can per se mean "any one" or "any and all", which can be derived from inflection or stress in spoken English, whereas in written English, it requires additional specification.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 09:14:16 PM
Seems a lot of questions repeating, I will try to make a summary tomorrow, somehow

Anyway
A) Is it possible to cast INTO combat with non engaged spellcaster? (for example LEAP out thief combating a bear)?

If the spell specifically states that you can use it on figures engaged in combat (e.g. Transpose), you can use it. If you are using any "magic shooting attacks", these suffer the same difficulty as normal shooting into combat.

Quote
B) Is it possilble to move columns/treasure in The Complex Temple Scenario with TELEKINESIS

That is an interesting one. The scenario explicitly states that you place columns INSTEAD OF treasure (or treasure tokens, to be precise). The treasure token only comes into play once the column has been defeated, so you cannot use the spell on an unrevealed treasure token.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 09:16:26 PM
Seems a typo (Armor is missing)
Page 62: Magic weapons amd armour can only be carried by soldiers who already carry a weapon of that type
I believe shoud read:
Page 62: Magic weapons amd armour can only be carried by soldiers who already carry a weapon and armor of that type

It means that it REPLACE same type of the weapon and take one inventory slot, right? No wizards running with mundane and magical staff...
Quote
P19
“Wizards have five slots, Apprentices have four and Soldiers have one. For Soldiers this is in addition to whatever equipment they recieve as standard.
All Wizards start with thier choice of either a staff or hand weapon, and this should be written in one item slot in their entry on the Wizard Sheet.”
P20
“Apprentices can only carry four items and remember each weapon counts as an item.”
Hand Weapon (Like a Sword) is one item, Dagger is another item.
The wizard isn’t requirted to keep carrying a normal Staff as well as a magic version however. That’s only Soldiers.
So it looks like that if you make a Enchanted Sword a Thug can carry it in addition to their regular sword, whereas for a wizard it would use a second slot.

That does beg the question as to whether a wizard can leave their mundane weapon in their vault to free up a slot.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 09:17:28 PM
"Any one" would be more precise.
A better re-wording.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 25, 2015, 09:21:13 PM
That is an interesting one. The scenario explicitly states that you place columns INSTEAD OF treasure (or treasure tokens, to be precise). The treasure token only comes into play once the column has been defeated, so you cannot use the spell on an unrevealed treasure token.

This one lead me to ask what happens if you cast crumble on a column, and as an extension to that question, what happens if/can you use crumble on a column in the Complex Temple to remove the chance of someone getting treasure from it?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 09:24:32 PM
OK here are UNOFFICIAL Errata and FAQ from Page 1 to Page 6. Thats last time Joe replied to this post.
Please note I am not connected to Osprey, nor these Errate should be considered OFFICIAL ones. I will try to update (especialy the long scroll cause) as soon as I found Joe or Phill agrees to that. Also please excuse my english ;-)

https://drive.google.com/file/d/0B2_A_uc_n_u7UEZ6QlhsbUxrOTg/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7UEZ6QlhsbUxrOTg/view?usp=sharing)




Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 09:25:30 PM
So it looks like that if you make a Enchanted Sword a Thug can carry it in addition to their regular sword, whereas for a wizard it would use a second slot.

I think that this is not correct. By my interpretation, a magic item DOES take up a slot AND replaces the "mundane" version to account for the added value the magic version has. For that purpose, spellcasters and warriors would be treated alike; I would assume that if you move the magic item to another figure between games, the warrior who yielded the weapon receives a mundane replacement for free since it is his standard equipment and you paid for it upon recruitment.

Quote
That does beg the question as to whether a wizard can leave their mundane weapon in their vault to free up a slot.

Since you may leave any item in the vaults, I see no reason why this should not apply to mundane weapons as well, especially in that you had to pay for it (remember, warriors receive replacements for free).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 09:27:54 PM
So it looks like that if you make a Enchanted Sword a Thug can carry it in addition to their regular sword, whereas for a wizard it would use a second slot.

That does beg the question as to whether a wizard can leave their mundane weapon in their vault to free up a slot.
Well as you can get you mundane weapon destroyed by decay before for free, I do believe that wizard just toss away its mundane staff when he found a new shiny one. And free his slot - therefore full replacement for Wizard if he choose so.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 09:29:30 PM
This one lead me to ask what happens if you cast crumble on a column, and as an extension to that question, what happens if/can you use crumble on a column in the Complex Temple to remove the chance of someone getting treasure from it?


Another tricky one. It must be noted, though, that Crumble does not "remove" items of scenery but rather makes them "transversable" by creating a "hole" large enough for figures to pass through. Also, it could be interesting to discuss whether a Complex Temple column is a piece of scenery or rather a unique type of construct, in which Crumble could not be used on it at all.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 09:30:41 PM
I think that this is not correct. By my interpretation, a magic item DOES take up a slot AND replaces the "mundane" version
Where do you get the "replace" bit from?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 09:34:39 PM
@Dalcor - the site doesn't auto-translate, so no idea which boxes to click and don't want to risk signing up for something by mistake.  ;)
Can you not use Google Docs or Dropbox?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 09:40:25 PM
@Dalcor - the site doesn't auto-translate, so no idea which boxes to click and don't want to risk signing up for something by mistake.  ;)
Can you not use Google Docs or Dropbox?
Updated in the original post, hope it will work...
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 09:41:12 PM
I think that this is not correct. By my interpretation, a magic item DOES take up a slot AND replaces the "mundane" version
Where do you get the "replace" bit from?

It is a logical inferrence. It doesn't make any sense for a warrior to carry a mundane AND a magic weapon of the same type at the same time, since you cannot use two weapons of the same type (or any two weapons at the same time except for a hand weapon backed up by a dagger), and I cannot conceive of any situation where a mundane weapon would be preferrable to a magic version.

By that reasoning, using up the Inventory Slot is the trade-off for the magic weapon's benefit(s).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 25, 2015, 09:41:35 PM
Another tricky one. It must be noted, though, that Crumble does not "remove" items of scenery but rather makes them "transversable" by creating a "hole" large enough for figures to pass through. Also, it could be interesting to discuss whether a Complex Temple column is a piece of scenery or rather a unique type of construct, in which Crumble could not be used on it at all.

Yeah, we just looked at the columns we had, and if you could walk through them they would be floating! :)

Totally agree with the not using it the pillars in the scenario as they're pretty important, that's how we decided to play it.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 25, 2015, 09:46:16 PM
Add or replace weapons for soldiers doesn't really matter.  You can't fight with two swords.  The two weapon bonus is only for sword and dagger.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 09:59:00 PM
It does matter for the purposes of the item slots.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 10:10:02 PM
If the spell specifically states that you can use it on figures engaged in combat (e.g. Transpose), you can use it. If you are using any "magic shooting attacks", these suffer the same difficulty as normal shooting into combat.
Can you please elaborate why is that so? If I am right there is no rule that forbbids you to cast into combat. By the way I am not sure now, but I believe Jow wrote on Facebook, or may be here, that LEAP can be used the way I wrote

EDIT: I can not find now this about leap on Facebook as well, so I could be wrong.
But if you can cast into combat why not leap as well
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 25, 2015, 10:31:39 PM
It does matter for the purposes of the item slots.

No it doesn't.  Soldiers get one slot for one magic item.  Dropping their mundane weapon doesn't free anything up.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 10:52:31 PM
It doesn't make any sense for a warrior to carry a mundane AND a magic weapon of the same type at the same time, since you cannot use two weapons of the same type (or any two weapons at the same time except for a hand weapon backed up by a dagger), and I cannot conceive of any situation where a mundane weapon would be preferrable to a magic version.
I have a magic weapon of +x damage and find the I'd be better with a +1 Fight weapon.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tp_1983 on July 25, 2015, 10:55:31 PM
I may be wrong but I thought magic weapons kept all bonus of their mundane version, so in this case magic weapon would have +x damage and +1 fight
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 11:00:03 PM
Edited for clarity.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 25, 2015, 11:00:38 PM
I think he means a soldier who is carrying +1 damage magic weapon would be better off switching to his mundane weapon if it gets enchanted to +1 fight mid game.  Which is very niche but I believe fair enough by the rules.

That said the Enchant Weapon spell doesn't say it can't be cast on a magic weapon so you'd just do that.  The extra mundane weapon's presence or absence is still moot.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 11:03:08 PM
Can you please elaborate why is that so? If I am right there is no rule that forbbids you to cast into combat. By the way I am not sure now, but I believe Jow wrote on Facebook, or may be here, that LEAP can be used the way I wrote

EDIT: I can not find now this about leap on Facebook as well, so I could be wrong.
But if you can cast into combat why not leap as well

You may use Transpose to move a figure into combat because it is explicitly allowed in the spell entry. By extension, you may move the friendly target figure out of combat - otherwise, the spell wouldn't work.

You may NOT use Leap to move a figure into combat because it is explicitly forbidden in the spell entry. By extension, if you were allowed to use Leap to move a friendly figure out of combat, it would most likely be stated.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 11:04:03 PM
That said the Enchant Weapon spell doesn't say it can't be cast on a magic weapon so you'd just do that.  The extra mundane weapon's presence or absence is still moot.
In that case, Embed an Enchantment on to an already magic weapon?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 11:05:59 PM
No it doesn't.  Soldiers get one slot for one magic item.  Dropping their mundane weapon doesn't free anything up.
well check the question from the begining, of course you have right. Magic Weapon or Armor takes one (and only) henchmen slot. But I dont believe the henchmen does have two mail armor top of each other. So for the rules clarification and visualization we could assume that he toss away same mundane item. And same with wizard, where the rule for items are different. Otherwise there is no rule what happen with mundane items if I choose not to have them. And I dont believe that I have to buy Decay spell just to cancell my mundane equip.

So I presume that: Magic Item replace mundane item of the same type, taking one item slot doing so.

In that case, Embed an Enchantment on to an already magic weapon?
Hmm thats interesting, you can't make +2F item by two times Enchantment/{Embed Enchantment combo, therefore I presume you cant enchan already magical items - because it was made by some enchant item in the past, when the wizards was much more better.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 25, 2015, 11:06:36 PM
You may use Transpose to move a figure into combat because it is explicitly allowed in the spell entry. By extension, you may move the friendly target figure out of combat - otherwise, the spell wouldn't work.

You may NOT use Leap to move a figure into combat because it is explicitly forbidden in the spell entry. By extension, if you were allowed to use Leap to move a friendly figure out of combat, it would most likely be stated.
Thats what I said... :o
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 25, 2015, 11:07:53 PM
In that case, Embed an Enchantment on to an already magic weapon?

RAW can't see a reason not to...

I haven't got the book with me, what options for purchased/found magic weapons are there?  How much of a can of worms has this opened? (Until the inevitable imminent errata when Joe comes back to this thread and his blood pressure recovers from our rules lawyer ways pulling his simple common sense rules apart, we only do it out of love and academic curiosity we promise!)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 11:11:59 PM
I think he means a soldier who is carrying +1 damage magic weapon would be better off switching to his mundane weapon if it gets enchanted to +1 fight mid game.  Which is very niche but I believe fair enough by the rules.

That said the Enchant Weapon spell doesn't say it can't be cast on a magic weapon so you'd just do that.  The extra mundane weapon's presence or absence is still moot.

Note though that Enchant Weapon explicitly states that it cannot be used more than once on an individual weapon. Effectively, magic weapons have already been "enchanted", so I would be most surprised if it was supposed to work that way; fluff-wise, since the original enchantment was by definition more powerful than the in-game spell (creating a permanent magic weapon!), it would be logical not to allow magic weapons to receive a further enchantment.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 11:16:06 PM
Best options:

Hand Weapon: +3 Fight or +1 Fight, +2 dam

2H-Weapon: +2 Fight or +1 Fight, +2 dam (with an additional +2 dam for 2H)

Dagger: +2 Fight or +1 Fight, +2 dam (with -1 Dam for dagger)

Staff: +2 Fight or +1 Fight, +2 dam (with -1 dam)

Bow, crossbow: +2 Shoot or +1 Shoot, +2 dam (+crossbow dam)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 25, 2015, 11:16:56 PM
it would be logical not to allow magic weapons to receive a further enchantment.
Which is what I assumed, hence there is a reason to keep the mundane.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 11:18:03 PM
You may use Transpose to move a figure into combat because it is explicitly allowed in the spell entry. By extension, you may move the friendly target figure out of combat - otherwise, the spell wouldn't work.

You may NOT use Leap to move a figure into combat because it is explicitly forbidden in the spell entry. By extension, if you were allowed to use Leap to move a friendly figure out of combat, it would most likely be stated.
Thats what I said... :o

I'm sorry, in that case I misunderstood you and merely specified the Leap vs Transpose question. Maybe this is clearer and more applicable:

There IS a general rule (Shooting into Combat) that GENERALLY allows shooting attacks of any kind to be directed against figures in combat, including magical shooting attacks. Thus, you can use ANY magic shooting attack against a combat, except when explicitly forbidden in the spell description.

There is NO general rule that GENERALLY allows using other types of spells against figures in combat. In contrast, in some individual spells, there is a specific mention that allows the spell in question to be used against a figure in combat.

Thus, you can use SOME spells targeting figures in a combat, but not all spells.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 25, 2015, 11:22:33 PM
Best options:

Hand Weapon: +3 Fight or +1 Fight, +2 dam

2H-Weapon: +2 Fight or +1 Fight, +2 dam (with an additional +2 dam for 2H)

Dagger: +2 Fight or +1 Fight, +2 dam (with -1 Dam for dagger)

Staff: +2 Fight or +1 Fight, +2 dam (with -1 dam)

Bow, crossbow: +2 Shoot or +1 Shoot, +2 dam (+crossbow dam)

This is assuming that you can use Enchant Weapon on a Magic Weapon, right?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 26, 2015, 12:40:22 AM
Like any rules thread, the answers break down when you answer half of them mechcnically and half of them via fluff justification :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 26, 2015, 01:03:56 AM
Thats what I said... :o


I'm sorry, in that case I misunderstood you and merely specified the Leap vs Transpose question. Maybe this is clearer and more applicable:

There IS a general rule (Shooting into Combat) that GENERALLY allows shooting attacks of any kind to be directed against figures in combat, including magical shooting attacks. Thus, you can use ANY magic shooting attack against a combat, except when explicitly forbidden in the spell description.

There is NO general rule that GENERALLY allows using other types of spells against figures in combat. In contrast, in some individual spells, there is a specific mention that allows the spell in question to be used against a figure in combat.

Thus, you can use SOME spells targeting figures in a combat, but not all spells.

Whilst this is logical, Blinding Light also reads "...otherwise this spell lasts until the end of the game" and no other spells do, so by the same inference you could assume that every other "ongoing" spell does not. Therefore I dont agree that this is necessarily correct.

Casting Strength or Shield onto a model that is in combat seems perfectly fine to me. It isnt prohibited anywhere.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 26, 2015, 07:58:10 AM
Like any rules thread, the answers break down when you answer half of them mechcnically and half of them via fluff justification :)

Dude, you started it by postulating a narrative necessity some pages ago! lol

Quote
Whilst this is logical, Blinding Light also reads "...otherwise this spell lasts until the end of the game" and no other spells do, so by the same inference you could assume that every other "ongoing" spell does not. Therefore I dont agree that this is necessarily correct.

Note that Blinding Light states that "the effects" last until the end of the game, not "this spell". Equivalent notices can be found in the descriptive texts for the following:


Any of the above spells lasts until the end of the game or until cancelled by Dispel, Spell-Eater or the magic void in the Tower scenario.

Mind Control and Slow remain in play until the end of the game or until a success Willpower roll is made.

The following spells have specific lapse criteria stated:


Unless the respective criterium is met or the spell is cancelled, they remain in play.

Dispel, Spell Eater and Reveal Invisible can be used to cancel an ongoing spell effect.

Time Store does not explicitly state that a stored action remains "for the rest of the game", but implies so by "in a future turn".

Personally, I would have preferred to have a fourth spell descriptor (i.e. School/Base Casting No./Type/Duration), that clearly designates a spell as Singular (i.e. the offensive/shooty/damaging spells effective once unless resisted or cancelled by an item), Temporary (i.e. those that have a specified lapse criterium or remain in play unless cancelled) or Permanent (unless cancelled, remain in play until the end of the game).

EDIT: Bulleted and bold-faced for improved legibility.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 08:06:51 AM
Hey guys, I've got to admit, I'm loosing track of the actual questions!

So, as relates to weapons.  A magical weapon/armour 'does' take the item slot on a soldier. It doesn't matter where this magic weapon came from. (it's more about how much a wizard trusts a soldier to carry magical stuff than it is the actual carrying capacity!). The magic weapon replaces the mundane version. He does not carry both.

You cannot Enchant a magical weapon as it is considered already enchanted. (Thus you can't embed it either)

You cannot use Leap on a figure in combat. The spell calls for the figure to make a 'move' and a figures cannot move while In Combat.

Boosting spells such as shield or strength can be cast on figure while in combat.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 26, 2015, 09:03:17 AM
Two points mainly from all those pages:

1) Is the Reveal Secret spell written incorrectly to end up opposite to its intent?  It says to place a treasure within 6" of your deployment zone.  You seemed to say the treasure goes at least 6" from your deployment zone.

2) A wizard who knows a spell fails his casting roll and uses a scroll to empower his cast to success.  Exactly how is his casting roll (for will resistance purposes etc) calculated?  Bearing in mind his target cast roll being potentially affected positively by level ups and negatively by not being his home school of magic.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 26, 2015, 09:42:25 AM
Joe, would it help to archived this topic and let someome curate the main post and edit it with questions and answers (also easier to pit them into a document at some point, or other reference, too)? Then all you'd have to look at is the original post and we'd all have a nice list of your answers. Im happy to put the work in to keep the topic curated.

On combat and spells:

Since Leap can be cast into combat even though you can't move a model because it's in combat, I assume that that means that it is indeed fine to cast into combat.

Does beg a followup question though - does that go for all movement spells? Can I transpose a guy out of combat, or Push a guy out of combat (after rolling to see who I hit; or does the spell just fail after hitting?)

Cheers
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 26, 2015, 10:05:33 AM
Joe, would it help to archived this topic and let someome curate the main post and edit it with questions and answers (also easier to pit them into a document at some point, or other reference, too)? Then all you'd have to look at is the original post and we'd all have a nice list of your answers. Im happy to put the work in to keep the topic curated.

On combat and spells:

Since Leap can be cast into combat even though you can't move a model because it's in combat, I assume that that means that it is indeed fine to cast into combat.

Maybe you missed Joe's reply above? He specifically stated that it cannot be cast on a figure already in combat, and the spell description states you cannot use it to move a figure into combat.

Quote
Does beg a followup question though - does that go for all movement spells? Can I transpose a guy out of combat, or Push a guy out of combat (after rolling to see who I hit; or does the spell just fail after hitting?)

As stated in its description, Transpose can be cast on friendly and enemy figures in combat (although any enemy figure gets a resistance attempt). By that reasoning, though, you could remove a friendly figure from a combat by transposing it with an enemy figure, provided the latter fails its Willpower roll.

Push isn't clear, though - it depends on whether you can target combats with non-shooting spells unless explicitly forbidden. That would be an instance, though, where I would be in favour of allowing it, although I am unsure if it should entail a resistance Willpower roll.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 26, 2015, 10:23:48 AM
Maybe you missed Joe's reply above? He specifically stated that it cannot be cast on a figure already in combat, and the spell description states you cannot use it to move a figure into combat.

He said "the spell calls for a figure to move, and you cannot move a figure in combat". Presumably if spells cant be cast onto models in combat in the first place, then that is what he would have said rather than talking about the movement.

Sorry to be semantic Joe if that's not what you meant! Can you clarify this once and for all? Also the scrolls question if you could clarify would be great also.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 10:39:08 AM
You cannot cast Leap on someone in combat.

You can cast Push on a figure in combat.

I fear that I should probably be the keeper of any FAQ/Errata as people will always look to me for these answers. I can only ask that people be patient with me!

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tp_1983 on July 26, 2015, 10:40:16 AM
Can I make a suggestion here? It seems this thread was started to make it easier for Joe to answer the rules questions that came up. However there has been so much discussion that it has become very hard for Joe to find the questions and for us to find his answers.

Why doesn't this thread allow only for questions to be posted by the general populace and answers to be posted by Joe? At some point this will still need to be condensed into an errata but in the mean time it will make it a lot easier to see what questions have been posed and if these have been answered.

I myself asked two questions, only yesterday evening but they appear to have become buried under several pages of discussion since then, so I shall repeat them here:

1) Can animal companions/zombies/etc be activated in the wizards or apprentices phase,if they are with in 3"? (IE do they count as 'soldiers'?

2) If a wizard has one animal companion, can he cast control animal on a second animal?  
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 10:43:01 AM
1) Yes, if the animal/zombie/demon whatever is under your control they are treated as soldiers for the purpose of activation, including activating them in the wizard or apprentice phase, or using group activation.

2) Yes.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tomogui on July 26, 2015, 10:46:53 AM
Not a question: just wanted to say thanks for answering all these questions so promptly and being such a good sport about it, Joe!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 10:52:19 AM
Okay, the scroll question.

A wizard who carries a scroll for a spell he does not know can autocast the spell. If a casting roll is required (for resisting purposes and such) use the base casting number for the spell as listed in the book.

A wizard who carries a scroll for a spell he knows may NOT use it in the above way. Instead the wizard rolls to cast the spell in the normal way. If the spell roll is less than the casting number, he may use the scroll and the spell succeeds. In this case, treat the casting roll as the number rolled by the wizard in his attempt to cast the spell.

Or to put it another way, the scroll temporarily lowers the casting number of the spell down to the level that was rolled by the wizard.

The practical upshot of this is that scrolls are a great back up for most spells, but generally aren't so great for spells that can be resisted...
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 10:53:25 AM
The thanks are appreciated!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 26, 2015, 10:57:06 AM
You are going truly above and beyond in your availability and willingness to answer all our questions Joe, much appreciated, many thanks.

Edit: question about Illusionary soldiers was here, then I removed it as it was answered elsewhere, now putting it back so things make sense as it was answered here as well!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 11:01:14 AM
Ha! just answered this in the other thread.

You must tell your opponent the identity of the Illusionary Soldier.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 26, 2015, 11:13:56 AM
I must stop trying to cause confusion by editing rather than making new posts...

Anyway, I think the Reveal Secret question below is the last one on the list before you're free of rules queries for now!

Is the Reveal Secret spell written incorrectly to end up opposite to its intent?  It says to place a treasure within 6" of your deployment zone.  You seemed to say earlier the treasure goes at least 6" from your deployment zone.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 26, 2015, 11:15:08 AM
Q: Is it possible to cast spell to combat by wizard not engaged in combat? Not Leap any spell. There is no single rule in book to say otherwise

By the way here is repost of QnA from this thread for Pages 1 to 6, hope it will helps

https://drive.google.com/file/d/0B2_A_uc_n_u7bmJaR1lleW5nNDg/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7bmJaR1lleW5nNDg/view?usp=sharing)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 26, 2015, 11:24:39 AM
Edit - moved all questions to one post.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 26, 2015, 11:40:47 AM
Ha! just answered this in the other thread.

You must tell your opponent the identity of the Illusionary Soldier.

Oh wow. That's unexpected.

As a follow up then; when you hit an illusionary soldier, is it only removed if it would take damage once you factor in its armour value or is it removed simply if it "gets hit"? IE, do you need to hit for 14 base damage to remove an Illusionary Knight, or will a hit of something low like a (winning roll of a) 5 remove it?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 26, 2015, 12:40:12 PM
(Sorry, I would have moved these all to one post, but didn't realise I was unable to delete my own posts on this forum.)

4. Do models killed by Explosive Rune count as kills for the wizard that cast it?

5. Illusionary Soldier - I fully expect the answer to be yes (it's what I'd rule), but I think it probably needs to be officially clarified.

I successfully cast Illusionary Soldier and choose an apothecary.  RAW it doesn't stop you from using the illusionary Apos healing potion, but I assume that is just on oversight?

6 .Another one (which came up in the game).

Model A beats model B in combat, and decides to push back himself. RAW seem to allow model B to immediately force combat as A is "moving within 1" " and B "is no longer in combat".  Was this the intention?

7. A wizard has learnt Write Scroll to 5 - can they write a scroll of "Write Scroll" to give them the best chance to create one (to sell)?  Same with Create Grimoire?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 02:59:24 PM
7. Yes. You've got to really love scrolls though.

6. No. You cannot force combat in that instance.

5. Oversight. It would be an illusionary health potion. Might have a placebo effect but that's it.  So, no. An Illusionary Apothecary does not have a usable healing potion.

4. Yes.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 03:00:19 PM
Any hit on an illusionary soldier that does not cause damage (does not beat its armour) has no effect.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 26, 2015, 03:01:35 PM
Dalcor, I'm afraid I don't understand your question.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 26, 2015, 03:09:27 PM
8. More on Illusionary Soldier - can you cast buff spells on them?  For example, Fleet of Foot or Enchant Weapon?  Thinking of summoning a Templar, Fleet of Footing them then (trying) to get them into combat with the enemy wizard - sure, they can't hurt him but it stops him casting spells at me.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on July 26, 2015, 04:06:08 PM
Quote
Q: Is it possible to cast spell to combat by wizard not engaged in combat? Not Leap any spell. There is no single rule in book to say otherwise
Dalcor, I'm afraid I don't understand your question.

I think this is what he is after (and what we discussed a couple of pages ago):


My interpretation was that it is generally allowed for Shooting spells by the last part of the "Shooting into Combat" section, but since there isn't a general rule allowing it for other types of "personal effect spells", the affirmation would need to be spelled out (pardon the pun) in the individual spell description.

Alternatively, it might be the case that unless it is explicitly forbidden (e.g. Leap), you could use it with some (e.g. Push, see your answer above) spells that target figures.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dakota Mike on July 26, 2015, 05:00:27 PM
OK here are UNOFFICIAL Errata and FAQ from Page 1 to Page 6. Thats last time Joe replied to this post.
Please note I am not connected to Osprey, nor these Errate should be considered OFFICIAL ones. I will try to update (especialy the long scroll cause) as soon as I found Joe or Phill agrees to that. Also please excuse my english ;-)

https://drive.google.com/file/d/0B2_A_uc_n_u7UEZ6QlhsbUxrOTg/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7UEZ6QlhsbUxrOTg/view?usp=sharing)


Awesome work, must have been a task to get all that together!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 26, 2015, 06:29:59 PM
Guys

Re: spells and shooting into combat

Past a certain point of discussion it clearly needs to be clarified by Joe and us discussing it isn't adding anything besides thread noise; maybe we should let him answer now as to the definitive "what cannot be cast into combat".


5. Oversight. It would be an illusionary health potion. Might have a placebo effect but that's it.  So, no. An Illusionary Apothecary does not have a usable healing potion.



Joe, what are the rules for giving someone else a potion, and for the apothecary giving someone else his potion, if those things are doable? There aren't any rules in the book for it and presumably the apothecary isn't just meant to drink his own potion?

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 26, 2015, 07:46:25 PM
Awesome work, must have been a task to get all that together!
3 hours of work yesterday. Unfortunately there are about 6 additional pages with two or three major rulings to be updated. Scrolls, Illusive Soldier, casting spells into combat. I am collecting only Joes answers. i am not sure if I manage update today.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on July 27, 2015, 07:16:08 AM
Re: reveal secret, are you saying the extra treasure should be at least 6" from your deployment zone?  The spell description says the complete opposite if so as it says to place it within 6" of your deployment zone.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Kitfox on July 27, 2015, 11:10:08 AM
I'm still not clear on the effect of the Timewalk Chronomancy spell, it seem to me that the only thing it actually does is give you a single extra move which seems a bit underwhelming for a spell with a casting total of 18 that causes +2 damage when you fail.  My understanding of the spell is this:

1: You make a normal move and then cast the spell (let's assume you succeed) that's your two actions complete.
2: You take another turn in the soldier phase (a move and another action)

This means that if you discount the action it cost you to cast the spell itself all you have actually gained is a single move action at great risk to your health.  I could see the point if you could combine with Time store, but this is specifically forbidden.  Is this correct, as it seems like there are plenty of easier ways to get that extra move using other disciplines?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 27, 2015, 01:43:52 PM
Kitfox - one must be very careful when playing around with time magic - and this includes rules writers. You are reading it correctly. I leave it to the Chronomancers to determine how to best employ the spell.

JamWarrior - Reveal Secret - play this spell exactly as written. Place the new treasure anywhere between the edge of your deployment zone and 6 inches into the board. The point of the spell is to get an easy treasure, it's one of the bonuses of the Soothsayer. I would only say, that a soldier should not start a game in contact with treasure. He should always be forced to make at least one more before reaching treasure. My earlier comments regarding this spell were me attempting to re-write what is in the book - this is a danger for all writers everywhere and I should avoid it unless absolutely necessary.

Calmdown - The rules for an apothecary (and only an apothecary) to give someone else a potion. If an Apothecary is in base contact with another figure, he can spend an action to use his healing potion on that figure. That figure immediately regains 5 health.  Other figures may not exchange items during a game unless specifically stated in the rules.

Darkson71 - yes you can cast buff spells on an Illusionary Soldier assuming the spell would work on an soldier of his type. However, no spell can overcome his specific limitations (i.e. nothing can allow him to deal damage or carry treasure).

I'm going to mull over the spells into combat question and see if there is a better way to answer it than to just provide a list.

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 27, 2015, 02:08:24 PM

I'm going to mull over the spells into combat question and see if there is a better way to answer it than to just provide a list.


Out of interest, is there a specific reason why you don't want to allow spells into combat (that's how we're playing right now since the rules dont prohibit it) - there doesnt seem to be any issue or bad interactions with it whatsoever, nothing seems overpowered or problematic, and shooty spells already randomise targets when cast into combat anyway as per the shooting rules. It all seems quite clear and easy until someone brought up the question because it *wasnt* specifically covered in the rules.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dewbakuk on July 27, 2015, 02:31:18 PM
Calmdown - that's pretty much how I feel for 99% of the questions on this thread.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: AlwaysNervousJervis on July 27, 2015, 02:50:02 PM
New question

Dispel states it cancels the ongoing effect of one spell. For spells that stack, ie curse, call storm...does it cancel 1 or all stacks present?

In addition, if someone is effect by 2 forget spells, would dispel clear both since its the same spell or one?

Thanks
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 27, 2015, 03:42:16 PM
Dispel cancels any one casting of a given spell. So, it would only cancel one curse on a target. If you wanted to dispel Forget Spell you would have to pick which one you want the spellcaster to remember.

Calmdown - No. most of the spells can be used on someone In Combat and I think the game is more interesting for it.  I am just aware that while I have been doing my best to answer questions quickly, sometimes, I should really take a bit more time to think about the answers. I have been caught of guard by the sheer number of questions and at times it can feel overwhelming.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Monkey on July 27, 2015, 04:41:26 PM
Can I just say, I'm loving Frostgrave  :-* (despite not having played a game yet  :-[). I think the whole team has done a great job, and Joe in particular, and I can't wait for the November expansion and hopefully more after that. I also think that it's fantastic that he is willing to address questions and take on board suggestions for the future (insert thumbs up/pint of beer smiley face here).

I do have one quick query which I haven't noticed anyone else ask (and the fact they haven't probably means it's me being daft rather than a problem with the rules) - Is line of sight 360 degrees for a model? It seems to be implied, but not stated outright, and I guess it's just because I'm used to 90 degree line of sights that I feel the need to ask.

Thanks very much  :)



Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 27, 2015, 06:23:50 PM
I'm going to mull over the spells into combat question and see if there is a better way to answer it than to just provide a list.
Sorry Joe I totally miss your previous ruling on Leap spells, saying that Leap is move and move is forbidden in combat. BUT !!!!
;-)

Page 34 Movement by Spell reads: such movement is not considered a movement action.

So I am beck with my favourite LEAP  :-*

Sorry
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on July 27, 2015, 06:40:48 PM
Sorry Joe I totally miss your previous ruling on Leap spells, saying that Leap is move and move is forbidden in combat. BUT !!!!
;-)

Page 34 Movement by Spell reads: such movement is not considered a movement action.

So I am beck with my favourite LEAP  :-*

Sorry

No, page 34 clarifies its meaning in the same sentence with "....and is not subject to the rules concerning multiple moves, obstructions, or forced combat"
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 27, 2015, 06:58:00 PM
No, page 34 clarifies its meaning in the same sentence with "....and is not subject to the rules concerning multiple moves, obstructions, or forced combat"
Well I can use either explanation if I want ;-)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 27, 2015, 07:01:46 PM
Here are Errata Version 1_02 up to page 12: https://drive.google.com/file/d/0B2_A_uc_n_u7UU9Kd2l1VXNTalU/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7UU9Kd2l1VXNTalU/view?usp=sharing)
I hope I included all answered and not answered post. If not please remind me.

This Question is not replied yet by joe5mc. I am not considering answers from other guys as relevant as only Joe can say what is intended and what he meant with some ruling. Its problem with abstract rules, someone wants them more real.


Q: What happen if you cast Crumble on column in Complex Temples Scenario?
A:TBA

MODIFIED WITH VERSION 1.02b
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 27, 2015, 07:43:32 PM
1
Q:“Magic weapons and armour can only be carried by soldiers who already carry a weapon or armour of that type”. It means that magical item replace mundane item of the same type and take a one item slot?
A:TBA
So, as relates to weapons.  A magical weapon/armour 'does' take the item slot on a soldier. It doesn't matter where this magic weapon came from. (it's more about how much a wizard trusts a soldier to carry magical stuff than it is the actual carrying capacity!). The magic weapon replaces the mundane version. He does not carry both.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 27, 2015, 07:50:42 PM
Thank you, I have modified previous post
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 27, 2015, 08:46:42 PM
Again, this one is clear with common sense, but should probably be errata'd to make it clear:

Quote
Anyone wishing to attack the spellcaster must first pass a Will roll versus the casting roll. Failing this Will roll does not cause the would-be attacker to lose an action.

It's been argued (by a club-mate as loophole, not as an intention to use) that RAW the attacker not losing an action means the attacker can elect to attempt to attack the wizard again (and again and...) until they pass the Will roll.

Just add after "lose an action" the following "but they may not attempt to attack the spellcaster again in this activation".
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 27, 2015, 08:52:57 PM
Rule-Lawyers... well everybody meets at least one playing the RPG...
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 27, 2015, 09:01:13 PM
Yeah, club-mate is about as far from a rules lawyer as you can get.  ::)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dakota Mike on July 28, 2015, 03:30:29 AM
Here are Errata Version 1_02 up to page 12: https://drive.google.com/file/d/0B2_A_uc_n_u7UU9Kd2l1VXNTalU/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7UU9Kd2l1VXNTalU/view?usp=sharing)
I hope I included all answered and not answered post. If not please remind me.

This Question is not replied yet by joe5mc. I am not considering answers from other guys as relevant as only Joe can say what is intended and what he meant with some ruling. Its problem with abstract rules, someone wants them more real.


Q: What happen if you cast Crumble on column in Complex Temples Scenario?
A:TBA

MODIFIED WITH VERSION 1.02b


Whew, that must have been some work!  Thanks for doing this!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 28, 2015, 12:41:28 PM
Okay, I had a comprehensive review of the spells and rules for casting, and, frankly, I don't think there is much ambiguity on which spells can be cast on figures In Combat.

A spell may be cast on a figure In Combat as long as the spell doesn't expressly prohibit it and it doesn't violate any of the basic rules of spellcasting (obviously you can't cast an Out of Game spell or a Self Only spell).

I perhaps brought this problem upon myself because of Leap (a simple spell that has come to haunt me!). 

The rules pretty clearly say that magical movement (and Leap is named expressly) do not count as movement actions. Therefore I see no reason that Leap cannot be cast on someone in combat. This is more consistent for the rules, and Leaping out of combat is just cool. So, it's perfectly legit in the rules as written. (Dalcor wins!)

----

Casting crumble on the column in the Complex Temple Scenario does nothing except make a doorway through the column if that is desired or tumbles a figure standing on top of it. Either way the column survives.

Line of sight for all models is 360 degrees.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: axabrax on July 28, 2015, 03:26:41 PM
Thanks much for doing this! Hopefully the questions will start to slow down a bit so I can catch up! Still just trying to digest the main rules  ;)

Here are Errata Version 1_02 up to page 12: https://drive.google.com/file/d/0B2_A_uc_n_u7UU9Kd2l1VXNTalU/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7UU9Kd2l1VXNTalU/view?usp=sharing)
I hope I included all answered and not answered post. If not please remind me.

This Question is not replied yet by joe5mc. I am not considering answers from other guys as relevant as only Joe can say what is intended and what he meant with some ruling. Its problem with abstract rules, someone wants them more real.


Q: What happen if you cast Crumble on column in Complex Temples Scenario?
A:TBA

MODIFIED WITH VERSION 1.02b

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 28, 2015, 03:34:11 PM
Does the apprentice have to shadow the wizard in terms of weapons taken?
Eg - if the wizard has a hand weapon and dagger, does the apprentice have to have the same, or can they take a staff instead?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 28, 2015, 04:37:28 PM
Apprentices do not have to carry the same weapons as their wizards.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Pompey2010 on July 28, 2015, 08:28:15 PM
I swear to God if wargamers were to write down the rules for tossing a coin within 48 hours there would be 8 pages of clarification required and a FAQ. 

We have managed to play dozens of games with multiple players and not raised any real questions, we must be doing something wrong?  Thanks for a great game Joe!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on July 28, 2015, 08:52:06 PM
I swear to God if wargamers were to write down the rules for tossing a coin within 48 hours there would be 8 pages of clarification required and a FAQ. 

We have managed to play dozens of games with multiple players and not raised any real questions, we must be doing something wrong?  Thanks for a great game Joe!

Cool story ,bro!  8)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on July 28, 2015, 09:31:46 PM
Okay, I had a comprehensive review of the spells and rules for casting, and, frankly, I don't think there is much ambiguity on which spells can be cast on figures In Combat.

A spell may be cast on a figure In Combat as long as the spell doesn't expressly prohibit it and it doesn't violate any of the basic rules of spellcasting (obviously you can't cast an Out of Game spell or a Self Only spell).

I perhaps brought this problem upon myself because of Leap (a simple spell that has come to haunt me!). 

The rules pretty clearly say that magical movement (and Leap is named expressly) do not count as movement actions. Therefore I see no reason that Leap cannot be cast on someone in combat. This is more consistent for the rules, and Leaping out of combat is just cool. So, it's perfectly legit in the rules as written. (Dalcor wins!)
THANK YOU SOOOOOO MUCCHHHHHH!!!!!!!!!!!!!!!!!!!!
 :-* :-* :-* :-* :-*

I love the game to much lol
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tberry7403 on July 28, 2015, 09:44:35 PM
I swear to God if wargamers were to write down the rules for tossing a coin within 48 hours there would be 8 pages of clarification required and a FAQ.  

We have managed to play dozens of games with multiple players and not raised any real questions, we must be doing something wrong?  Thanks for a great game Joe!

It could just be some people have been so tramatized  by Rules Lawyers that they automatically look for anything that could be twisted beyond the original intent of the rule and seek a "preemptive ruling" to forestall them.  :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: masikain on July 29, 2015, 07:09:43 AM
Are skeletons and armored skeletons supposed to have just one wound?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 29, 2015, 10:00:34 AM
Yup! Skeletons are fragile creatures. Plus it means you don't actually have to keep track of their Health as they fall apart as soon as they take any damage.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 29, 2015, 12:27:11 PM
Just to let everyone know, tomorrow I'm off for two weeks in Italy with my family. I promise to try and imagine all the ruins as covered by snow, but that might be hard in 30 - 40 degree heat.

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tys123 on July 29, 2015, 12:40:45 PM
A quick question about Fog.
Does it have to be deployed at ground level or can it be put up in the air.

I'm thinking if someone has cast Wizards Eye at the top of a high building to give them a great view of the battlefield you might want to stick some fog in front of it. Same with archers that have occupied the high ground.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 29, 2015, 01:10:59 PM
I don't see why not.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Major_Gilbear on July 29, 2015, 01:26:59 PM
Hi Joe, thanks for answering all these questions!

Unfortunately, I do have another double question to ask myself:

A model can engage in combat any model that moves within 1". After a successful round of combat, the winner can push the loser away 1". If the loser is then activated and moves, can the enemy model who pushed him away re-engage him again (since that are 1" apart, and he's making a Move action)?

Also, extending from this, if the model who was pushed away (or another model who is within 1") is moved by a spell or such, can they be re-enaged by their enemy again? Or does their movement have to be their own voluntary movement to count for purposes of engaging in combat.

I appreciate that these are perhaps corner-cases, but being able to interfere/engage with enemy models' actions if they are nearby is potentially quite powerful, and so I want to be sure I get it right!

(PS, I hope you enjoy your holiday tomorrow!  8) )
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on July 29, 2015, 01:44:42 PM
A model can engage in combat any model that moves within 1". After a successful round of combat, the winner can push the loser away 1". If the loser is then activated and moves, can the enemy model who pushed him away re-engage him again (since that are 1" apart, and he's making a Move action)?

Only if the model moves towards the other model (or to put another way - lessens the distance between the two models. The rule is there so that if a model wins combat, and then is able to move, it can move away from the model without being re-engaged In Combat.

Movement by Spell does not count as movement for the purposes of Forced Combat (see page 34). Only if the figure ends it's movement within 1" of an enemy figure may that figure Force Combat.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Major_Gilbear on July 29, 2015, 01:48:50 PM
Only if the model moves towards the other model (or to put another way - lessens the distance between the two models. The rule is there so that if a model wins combat, and then is able to move, it can move away from the model without being re-engaged In Combat.

Movement by Spell does not count as movement for the purposes of Forced Combat (see page 34). Only if the figure ends it's movement within 1" of an enemy figure may that figure Force Combat.

Fantastic - thank you. :)

I did think that was the point of the push away from combat, but some game rulesets do work on the basis that within = exactly within, so I thought it best to check!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on July 30, 2015, 12:00:40 PM
We should get a list of a 100+ questions ready for when Joe returns from his holiday. ;)  lol
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on August 01, 2015, 05:58:33 AM
We should get a list of a 100+ questions ready for when Joe returns from his holiday. ;)  lol

I think Joe booked a last minute holiday to get away from us all!  lol
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 02, 2015, 02:03:36 PM
Can you Leap less than the full 10"?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on August 02, 2015, 09:05:40 PM
Can you Leap less than the full 10"?

Let me put it this way:

What do you think?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Figouze on August 02, 2015, 09:37:23 PM
I also have some questions.  ;)


1/ As a necromancer, as using the "bones of the earth", the only way to escape is to fight with the skeleton hand.
So, if the skeleton win the combat, does it damage the target or just avoid the target to move ?

2/ Illusionary soldier = he can't grab treasure, he can't hit target and is destroyed when hit.
So, for example, I take a templar illusionary soldier,  what could it do in fact ?


Thank you !

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on August 02, 2015, 10:07:52 PM
2/ Illusionary soldier = he can't grab treasure, he can't hit target and is destroyed when hit.
So, for example, I take a templar illusionary soldier,  what could it do in fact ?
Get into combat with the enemy to force them to fight rather than going for treasure. Or provide a "friendly model in combat" bonus for someone else in the warband. I'm sure there are other uses too.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 02, 2015, 10:08:35 PM
Let me put it this way:

What do you think?

I honestly don't know.  Given the spell description it could be seen to be suggesting the full 10" every time.  Which I think would be more awesome as it conjures up images of mad uncontrolled catapulting rather than sedate controlled jumping.  Plus it would make it occasionally and hilariously useful as a disruption to cast on the enemy.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 03, 2015, 03:35:06 PM
So, for example, I take a templar illusionary soldier,  what could it do in fact ?
It could help you read through this thread where this exact spell has been discussed. ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dewbakuk on August 03, 2015, 04:19:10 PM
Or a thread dedicated to it ;)

http://leadadventureforum.com/index.php?topic=80899.0
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Figouze on August 03, 2015, 06:28:05 PM
Thank you !  ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on August 03, 2015, 09:43:55 PM
I honestly don't know.  Given the spell description it could be seen to be suggesting the full 10" every time.  Which I think would be more awesome as it conjures up images of mad uncontrolled catapulting rather than sedate controlled jumping.  Plus it would make it occasionally and hilariously useful as a disruption to cast on the enemy.

If it doesn't say 'up to 10" ', per definition I would rule the full distance.

The exact wording is 'an immediate 10" move'. Not 'an immediate move up to 10" ', nor 'an immediate move to anywhere within 10" '.

If the opposite is the meaning, I demand a free copy of the next edition with errata worked in  ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Alpharius on August 04, 2015, 03:11:45 PM
VERY glad to have this thread as a resource, and very glad to have the author active in it! :)

Thank you to all involved - and especially to joe5mc!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 05, 2015, 10:16:50 AM
Player casts Push, rolls a natural 20, so double "damage" meaning they push the opponent 30" (give or take a bit, based on armour).

Correct? We didn't think that could be right, but couldn't see anything in the rules to negate it.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Smith on August 05, 2015, 02:58:47 PM
Edited for stupidity! Sorry all!  ;D
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on August 05, 2015, 03:11:35 PM
I don't think that's right, I'm afraid - the critical hits rule says that double damage is dealt by the hand-to-hand or shooting attack, while Push states that 'instead of taking damage...'. As there is no damage being dealt, there is nothing to double. There is the possibility for falling damage, true, but as that's neither a hand-to-hand nor a shooting attack, it wouldn't be eligible for the critical hit double-damage bonus.

Push is an "attack". In the rules, there are two types of attack - hand to hand (always referred to as "attack") and "shooting attack". To my knowledge there is no "attack that is not h2h or shooting" in the game as you're suggesting this is.

So as it's written, Push is a hand to hand attack at +10. Unless Joe rules that it's an "untyped" attack or something, but I dont think there's a reason to confuse things. Also maybe it was meant to be a shooting attack. For this question, it doesn't matter.

The enemy is pushed 1" for "every point of damage he would have taken". If you're playing with Critical hits, he *would* have taken double damage and hence been hit for 30-ish depending on his class. Therefore the push would be 30".

Honestly, if anyone is mad enough to be playing with the critical hits rule in the first place I don't see any reason why you'd be bothered about doubling this too!


(Edited to sound less rude, typing between work stuff, sorry!)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Smith on August 05, 2015, 04:23:36 PM
I don't have an issue with Push as an attack - like you say, it's in the spell.

The enemy is pushed 1" for "every point of damage he would have taken". If you're playing with Critical hits, he *would* have taken double damage and hence been hit for 30-ish depending on his class. Therefore the push would be 30".

This, however, is fair enough - should have re-read in full before replying.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 05, 2015, 05:03:46 PM
Honestly, if anyone is mad enough to be playing with the critical hits rule in the first place I don't see any reason why you'd be bothered about doubling this too!
Off-topic, but why mad?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dewbakuk on August 05, 2015, 05:53:37 PM
We used it for our games as a nod to the old critical hit. Does auto kill any character though.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 05, 2015, 06:42:31 PM
I have a bound demon already in play.  I want to cast Summon Demon.  Is the situation:

(A) Tough luck, you can't summon a demon while you have one bound.

(B) If you succeed on the summon your old demon is going to go wild due to the one bound demon limit.

(C) Succeed or fail on the summon, the attempt is enough to set your old demon wild.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on August 05, 2015, 07:16:42 PM
I have a bound demon already in play.  I want to cast Summon Demon.  Is the situation:

(A) Tough luck, you can't summon a demon while you have one bound.

(B) If you succeed on the summon your old demon is going to go wild due to the one bound demon limit.

(C) Succeed or fail on the summon, the attempt is enough to set your old demon wild.

I suggest (B), since per the spell description, a "bound demon" is only "placed on the table" if the Summon Demon spell succeeds. Thus, if you fail the spell, you don't place a demon in the first place, and if you roll a one, you place a demon, but it is not bound, therefore not counting against the control limit.

For simplicity's sake, though, and to add a bit of risk/excitement, I would play it that you MUST switch control to the new demon, i.e. you cannot choose which demon to control, for better or worse. So whereas you might have previously controlled a Minor Demon, you might end up with an Imp afterwards and the Minor Demon running wild.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: mweaver on August 06, 2015, 05:26:21 AM
Of course, it could be great fun to roll randomly to see which demon you control and which runs wild.  Great fun if it is you doing it and not me, that is.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JohnDSD2 on August 06, 2015, 01:59:21 PM
Just need a quick clarification or two and sorry if this has come up before.

I assume that an Enchanter and/or his Apprentice, over time, will be able to fill every Soldier slot on the roster with a construct and be able to field a warband of just constucts?
At the end of a game a Construct that has been removed from play is destroyed? Or rolls as a soldier on the recovery chart? I assume the later.

Thanks.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tyrionhalfman on August 06, 2015, 03:51:03 PM
Quick question sorry if it's been asked already. During campaigns, between games can you upgrade a henchman by paying the difference in GC between the two types of soldier or do you have to lose your initial investment and pay the full price for the replacement?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 06, 2015, 03:54:58 PM
Quick question sorry if it's been asked already. During campaigns, between games can you upgrade a henchman by paying the difference in GC between the two types of soldier or do you have to lose your initial investment and pay the full price for the replacement?

Full price by the rulebook.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tyrionhalfman on August 06, 2015, 04:04:17 PM
Thought that might be the official case thanks JamWarrior. Is anyone doing anything different?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 06, 2015, 05:04:47 PM
I doubt it, as you're not upgrading a henchman, you're sacking one and hiring a better one.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: SBMiniaturesGuy on August 06, 2015, 08:14:09 PM
Will you be adding rules for Thrown Weapons? For example, a figure armed with a spear or dagger should be able to throw them to make an attack.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Awesomeshotdude on August 06, 2015, 10:59:03 PM
Will you be adding rules for Thrown Weapons? For example, a figure armed with a spear or dagger should be able to throw them to make an attack.

I asked this somewhere else (can't remember where now) quite a while ago, and Joe said yes, there will be some thrown weapons in the next supplement (which comes out in November), but he didn't specify what type of thrown weapons.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: sureshaker on August 08, 2015, 02:48:59 AM
Can you elaborate on the "Summon Deamon" spell"? Results and failure' please.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 08, 2015, 09:03:28 AM
Can you elaborate on the "Summon Deamon" spell"? Results and failure' please.

You'll need to be more specific in your question than that.  The spell seems pretty clear as currently written.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: sureshaker on August 08, 2015, 12:52:23 PM
Does one specify which Deamon to be summoned? If one fails the casting roll but does not roll a 1, what happens.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 08, 2015, 01:50:49 PM
You do not specify type of demon, you just roll and the degree of your success determines the result.

Failing on anything other than one just fails and does damage to the caster as normal for any spell.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: pulpgoblin on August 08, 2015, 05:14:59 PM
I have a couple of questions, I don't think they've been addressed yet (the one about walls came to me whilst reading clarifications in this thread):

1:  Its been established here that walls (from the Wall spell) can be climbed.  Do they have an appreciable thickness, such that they might also be used as bridges?

     (Both because that might be a lot of fun to play around with and because I'm looking at building a "wall of bones" terrain/spell effect for my necromancer...).

2:  Summoned/conjured/enchanted creatures that take treasure off board (most especially zombies, but pretty much any other that can carry treasure, too)
     - is it then possible to summon up another with a new casting of the relevant spell?

     This feels far too much like it might be "gaming the system" for my liking, but its bound to come up sooner or later.
     (And if it has already, my apologies, could someone point me to the answer/discussion).

Cheers.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on August 08, 2015, 08:45:57 PM
I have a couple of questions, I don't think they've been addressed yet (the one about walls came to me whilst reading clarifications in this thread):

1:  Its been established here that walls (from the Wall spell) can be climbed.  Do they have an appreciable thickness, such that they might also be used as bridges?

     (Both because that might be a lot of fun to play around with and because I'm looking at building a "wall of bones" terrain/spell effect for my necromancer...)

We're playing it as minimum thickness, ie as thin as it can be, so no you can't stand on it. But you can climb over it. I don't think that's been officially clarified, but I'd argue that with no thickness specified it is essentially thickness 0".

Quote
2:  Summoned/conjured/enchanted creatures that take treasure off board (most especially zombies, but pretty much any other that can carry treasure, too)
     - is it then possible to summon up another with a new casting of the relevant spell?

Summoning spells either can't be cast in game (such as Animate Construct) or are specifically allowed to be cast in games (such as Raise Zombie or Summon Demon) so there is absolutely no reason not to do this with the appropriate spells and it is certainly not gamey!

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Runekyndig on August 08, 2015, 09:46:45 PM
Quote
Once per game, the wearer of this ring may spend an action to teleport up to 8”, anywhere within line of sight, but not off the board. This teleportation may be used to enter or leave combat.
Can I use a "move" action to activate the ring and then teleport into battle and attack?

2) Heavy and light Cover (page 40)
Quote
  • Light Cover +2 The target is in contact with cover that obscures up to half of his body. This includes other figures.
  • Heavy Cover +4 The target is in contact with cover that almost completely obscures his body. This includes other figures.
As I understand it my wizard can hide behind a thug, get heavy cover from the thug, and the thug is never in any danger. That don't make sence[/list]
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on August 08, 2015, 10:20:41 PM
We have played a few games and a few questions have come up.

1) Ring of teleportation (page 66)
Quote
Once per game, the wearer of this ring may spend an action to teleport up to 8”, anywhere within line of sight, but not off the board. This teleportation may be used to enter or leave combat.

Can I use a "move" action to activate the ring and then teleport into battle and attack?

You must spend one action to use the ring, which allows you an 8" move into combat. Then, you may (or rather, must) spend the second action to fight the target figure. Latter part is wrong, see following discussion. Don't know how I messed it up.

This is quite clearly stated in the rules. If you are asking if you can activate the ring as part of a move action, i.e. move x", then teleport 8", then fight, the answer is no - you must use one action specifically to activate the ring.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on August 08, 2015, 11:39:14 PM
Can I use a "move" action to activate the ring and then teleport into battle and attack?

You must spend one action to use the ring, which allows you an 8" move into combat. Then, you may (or rather, must) spend the second action to fight the target figure.

This is quite clearly stated in the rules. If you are asking if you can activate the ring as part of a move action, i.e. move x", then teleport 8", then fight, the answer is no - you must use one action specifically to activate the ring.

My understanding of this is wildly different. You dont have two actions (in anything but name, anyway) - you have a move, and an action. The move can only move. The action can be either a move or an action such as cast spell, attack, drink potion, etc but you can *not* use your move to do that, only you action. Page 30, activation. Is your understanding of this different?

So if you use your action to teleport, all that you have left is a move - not an attack. The same goes for drinking potions for example (uses your action, leaving only a move).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on August 08, 2015, 11:44:33 PM
Can I use a "move" action to activate the ring and then teleport into battle and attack?

You must spend one action to use the ring, which allows you an 8" move into combat. Then, you may (or rather, must) spend the second action to fight the target figure.

This is quite clearly stated in the rules. If you are asking if you can activate the ring as part of a move action, i.e. move x", then teleport 8", then fight, the answer is no - you must use one action specifically to activate the ring.

Yeah this seems inherently wrong. The rules state you get two actions, one of them MUST be a move action. Using a magic item doesn't count as a move, so surely after teleporting the only available option is to move the mandatory movement action, you can't fight as that would be two actions taken, one of which wasn't a move action, but an action to activate the magic ring.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on August 09, 2015, 12:51:11 AM
Just to make clear:
There is no 'mandatory move action'.
A model doesn't have to move if you don't want it to, but then it can use only one action.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on August 09, 2015, 01:35:31 AM
Just to make clear:
There is no 'mandatory move action'.
A model doesn't have to move if you don't want it to, but then it can use only one action.

That's not quite correct. One of your actions *must* be to take a move action (barring special cases such as using your move action to reload instead). If you choose to move 0" that is up to you.

Yes that is semantic, but that's where you took the discussion :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on August 09, 2015, 02:00:15 AM
That's not quite correct. One of your actions *must* be to take a move action (barring special cases such as using your move action to reload instead). If you choose to move 0" that is up to you.

Yes that is semantic, but that's where you took the discussion :)

Which is, in effect, the same as to say that you don't have to take a move action. I think the wording in the rules is just clumsy, and we have already had some examples of ppl thinking that they had to move all their models every turn.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Awesomeshotdude on August 09, 2015, 02:14:33 AM
"A figure may also choose to perform only one action, which can also be of any type."
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on August 09, 2015, 02:24:51 AM
That's not quite correct. One of your actions *must* be to take a move action (barring special cases such as using your move action to reload instead). If you choose to move 0" that is up to you.


No he's actually right, It states that any time your figure takes 2 or more actions in an activation one of them MUST be a movement action. So you can take one action in a turn and there isn't technically a stage where you have to say "and for my move action I will stay put.", so no mandatory move action.

It doesn't stop the fact you are fighting and using a ring though.

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on August 09, 2015, 08:27:54 AM
My understanding of this is wildly different. You dont have two actions (in anything but name, anyway) - you have a move, and an action. The move can only move. The action can be either a move or an action such as cast spell, attack, drink potion, etc but you can *not* use your move to do that, only you action. Page 30, activation. Is your understanding of this different?

So if you use your action to teleport, all that you have left is a move - not an attack. The same goes for drinking potions for example (uses your action, leaving only a move).

You are right, of course. What I was actually trying to say was that you cannot activate the ring as part of another action, you must spend one action specifically on using the ring. So you could move, use the ring for the second action and use it to enter combat, but not fight. My statement of using the second action to fight is indeed wrong, unless Joe can clarify that the ring action may be taken in place of the mandatory (or forfeitable) move action.

It really depends on whether the ring is a special action or a special Move action.

So what you can do is:

Option A: take a move action and then use the magic teleport by the ring.
Option B: use the magic teleport action, then use a move action.

In both cases, you could initiate a combat, but not fight during this activation.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Ros on August 10, 2015, 08:41:51 PM
For the spell "Write Scroll", it states that "the scroll must be of a spell that the spellcaster knows." However it doesnt say whether or not the known spell for the scroll is chosen or
somehow randomized upon succesfully casting.

I didnt want to add this to change opinions, but this can lead to over powered combos like potentially creating 2 strike dead scrolls per game.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on August 10, 2015, 09:34:40 PM
AFAIK it is any spell you know that you want to create. And as for strike dead, with the clarification of scroll usage on known spells it is not at all powerful according to the rules. More annoying ones are scrolls for spells that don't have opposed rolls, such as dispel scrolls.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 12, 2015, 11:24:24 AM
Collecting the unanswered questions since Joe left for his holiday:

(1) Can you Leap less than the full 10"?

(2) As a necromancer, as using the "bones of the earth", the only way to escape is to fight with the skeleton hand.
So, if the skeleton win the combat, does it damage the target or just avoid the target to move ?

(3) Can you critical the attack roll for a Push spell and double the distance pushed?

(4) I have a bound demon already in play.  I want to cast Summon Demon.  Is the situation: (A) Tough luck, you can't summon a demon while you have one bound. (B) If you succeed on the summon your old demon is going to go wild due to the one bound demon limit. (C) Succeed or fail on the summon, the attempt is enough to set your old demon wild.

(5) Its been established here that walls (from the Wall spell) can be climbed.  Do they have an appreciable thickness, such that they might also be used as bridges?

(6)  Summoned/conjured/enchanted creatures that take treasure off board (most especially zombies, but pretty much any other that can carry treasure, too)
     - is it then possible to summon up another with a new casting of the relevant spell?

Not quite 100 but we did our best :P
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 12, 2015, 01:07:32 PM
Okay, I'm back - unfortunately, Italy was just too hot to imagine anything as cold or frosty - except the gelato! Still, I'm sure some of those ruins I saw with work their way into Frostgrave in some form.

Only 6 questions? You guys are holding out on me.

Official Rulings based on what is written in the book.

1) The Full 10" 
2) It does damage.
3) If you are using the Critical Hit rule, then yes, it will double the distance of a Push spell.
4) A - one at a time. 
5) No appreciable thickness
6) Not if the creature is part of your warband (which zombies are). If they were only temporarily under your control, such as demons, then yes.

Now, here is my thoughts, nearly a year since I wrote the game:

1) I don't think I've ever actually played it that way. Me and my opponents have always just check to see if it was no more than 10".
2) I've always suspected that this spell might be overpowered, but playtesting feedback said it wasn't. That said, there seems to be more than average love for Necromancers out there, so I'm starting to suspect this coloured some of the playtesting!
3) If you are using the critical hit rule, why would you NOT want to see figures flying across the board!
4) While, I love demons running amok, I think there is just too much potential to abuse this any other way. Summoners aren't meant to be demon factories.
5) In truth, I would probably allow this in a game I was playing. Or, alternatively, I might allow someone to cast the spell sideways to bridge any gap of 6 inches or less. Talk it over with your gaming group - there's a lot of fun that could be had here. You've made the bridge, but how long do you feel comfortable standing on it???

 
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: pulpgoblin on August 12, 2015, 01:16:34 PM
Cool, cheers.

Yeah, I was thinking about springing this idea (walls/bridges) when I finally get some games set up.  I'm not sure I'd go as far as using it sideways, but saying half inch thick and letting folks move/climb along the top sounds like it has a lot of useful (and inevitably unfortunate...) potential  :D
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 12, 2015, 02:48:45 PM
I like the sidewise but no thickness variant.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 12, 2015, 03:06:16 PM
1)[Leap] The Full 10"

The reason I asked was this opens up some interesting vaguely offensive uses of the spell, casting on an enemy when you don't care where he goes as long it's away from where he is standing right now.  Such as getting him out of combat or away from stood right by a treasure he hasn't picked up yet.

4) While, I love demons running amok, I think there is just too much potential to abuse this any other way. Summoners aren't meant to be demon factories.

Good call.  This came just too late for last night's game where I tried out a Summoner.  I'd imagined it would be chaotic fun to be unleashing wild demons across the board.  In fact it was a far too effective tactic to be machine-gunning imps across the battlefield (summon, charge, repeat) to tie up the enemy band in a mid-table melee scrum.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on August 13, 2015, 01:54:04 AM
The reason I asked was this opens up some interesting vaguely offensive uses of the spell, casting on an enemy when you don't care where he goes as long it's away from where he is standing right now.  Such as getting him out of combat or away from stood right by a treasure he hasn't picked up yet.


I think it has been clarified that Leap is a target friendly only spell in this thread somewhere!  :) Edit: Found the quote!


Lotan - Leap can only be cast on a model in your warband or one under your control. It can be used to leap someone off the board, such as to secure treasure.

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on August 13, 2015, 05:40:21 AM
I think it has been clarified that Leap is a target friendly only spell in this thread somewhere!  :) Edit: Found the quote!

But the confusion is understandable, as I don't think that restriction is mentioned anywhere in the printed rule book.

I think Osprey needs to compile a sheet of errata and clarifications and make it downloadable, rather sooner than later. Not necessarily everyone buying the rules will be attending this forum, and all players should have easy access to the knowledge compiled here.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Smith on August 13, 2015, 07:35:54 AM
I think Osprey needs to compile a sheet of errata and clarifications and make it downloadable, rather sooner than later.

That's the plan. Now Joe's back from holiday, we're on it.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: pulpgoblin on August 13, 2015, 12:23:41 PM
I think Osprey needs to compile a sheet of errata and clarifications and make it downloadable, rather sooner than later.

Only if they're going to start sending enforcers to all our houses/clubs to make sure we're all playing the same way  :D

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on August 13, 2015, 12:56:32 PM
2) I've always suspected that this spell might be overpowered, but playtesting feedback said it wasn't. That said, there seems to be more than average love for Necromancers out there, so I'm starting to suspect this coloured some of the playtesting!

I've been looking forward to getting to my Necromancer article so that I can proclaim this the dark horse best spell in the game. Now you've ruined it. Thanks :( Although Summon Imp isn't far off it, it at least has some weaknesses, BotE does not. Unless you play on a board that is like 90% not floor.

Basically anything that forces a fight roll is incredibly powerful in this game if that fight roll can do damage. Not sure I'd worry about it being overpowered at this point though. Anyone not trying to pack dispel at worst and dispel scrolls at best deserves everything they get :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ducat on August 13, 2015, 02:30:33 PM
Do/can both soothsayer casters use the same wizards eye, or is it exclusive to the spellcaster that cast it. (I suspect I may need two "eyes" to place, one for the wizard and one for the apprentice).



Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 13, 2015, 02:36:51 PM
A spellcaster can only use a wizard eye they themselves cast. So, a wizard has one, the apprentice must have his own.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Calmdown on August 13, 2015, 05:21:19 PM
A spellcaster can only use a wizard eye they themselves cast. So, a wizard has one, the apprentice must have his own.

On the subject of Wizard Eye, does the caster need LoS to the spot he is placing the eye, or does he just need LoS to the terrain that he is casting it on?

Example - I am looking directly at a wall, can I cast a Wizard Eye so that they eye is on the other side of the wall or does it need to be looking back towards me?

I thought the answer was number 1 but I can see that it is ambiguous.


Also, the biggy I've been waiting to ask:

How does Monstrous Form work? The whole spell is ambiguous. On a failed will check, does the would be attacker have to move away with that action instead? What constitutes away? Does he have to move at all as long as he doesnt go closer to the caster? Can he do something else with his action instead or must it be a move? Does it affects both of his actions for that turn or just the one in which he was intending to move? So many questions!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 14, 2015, 10:54:04 AM
Wizard Eye - you must have line of sight to the point on which the Wizard Eye will be placed.

Monstrous Form - To put it another way. If a figure fails its Will Roll it may not make a move that takes it closer to the spellcaster with Monstrous Form. There is no other effect, and the figure in question can take any other it is normally allowed to.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ducat on August 14, 2015, 10:59:35 AM
Scrolls on some summoning type spells....

With animate construct you take the no roll is required route and thus any version is easy to create as modifiers are applied to the roll and scroll negates need to roll. Correct?

With summon demon you will never get a demon from a scroll as you equal the cast roll and thus never beat it to actually get a demon type available. Correct?

If above is correct can you empower a scroll use (which then lets you create a score one point higher and thus getting an imp for example)

Cheers.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 14, 2015, 12:23:25 PM
When casting Animate Construct with a scroll there is no need to roll.

The Summon Demon spell has a typo. It should be '0-5 Imp', so when using a scroll you will always at least get an Imp (and wizards who don't know the spell will always get an imp).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Aneirin on August 16, 2015, 09:52:46 PM
I had a question, sorry if obvious.

Can a wizard cast possession on himself?

(Given that the summoning skill has no direct damage and you can get some xp from defeating people yuorself, rather than select attack spells from other schools I was thinking of having the wizard make himself a monster, possession, maybe foresight and strength if time and with some luck with the apprentice helping if he fails the casts, summon a demon have some dogs to provide assistance and have the wizard kill people with his bare hands to get some xp. Maybe give him leap or planeswalk as well so he can focus on the weaker ones)

I know it may not be wise...given that it will weaken his wisdom and make him more susceptible to spells and also make him susceptible to banishment and protection circle, but I like the idea, think it is a little different from what others in my group will be expecting (a load of demons) and I will probably be focusing on beefing up his will on level ups and hoping for magic weapons and armor. Maybe work on improving the more difficult to cast beef up spells such as strength of foresight to make sure the apprentice can soup up the crew more reliably. Maybe later on focus on summon demon as well.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 17, 2015, 10:44:37 AM
I personally doubt the wisdom of such a move, and think only the most ambitious or insane wizards would ever try it, but I don't see any reason that it isn't legal.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Aneirin on August 17, 2015, 01:01:26 PM
I personally doubt the wisdom of such a move, and think only the most ambitious or insane wizards would ever try it, but I don't see any reason that it isn't legal.

An insane ambitious demon summoner. Well that just makes me want to do it more!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: drfunk on August 17, 2015, 11:54:21 PM
For purposes of Mind Control and Bind Demon, if I Possess a soldier, do they still count as Soldiers for Mind Control or Demons given the spells interpretation? Or is it just a buff with fluff text?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on August 18, 2015, 01:44:42 AM
Question that came up in tonight's game. If a model is positioned touching a wall or other obstacle can it be engaged in combat from the other side of the wall? The two combatants' bases would not be in contact  (there's a wall in the way) but it seems reasonable that they could fight each other. If they can, does the wall give either model any kind of advantage?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Awesomeshotdude on August 18, 2015, 04:22:46 AM
Question that came up in tonight's game. If a model is positioned touching a wall or other obstacle can it be engaged in combat from the other side of the wall? The two combatants' bases would not be in contact  (there's a wall in the way) but it seems reasonable that they could fight each other. If they can, does the wall give either model any kind of advantage?

I had wondered about this as well and I'm interested in seeing Joe's answer to your question.

Defended positions, barriers such as walls, hedges etc are covered in 'The Hobbit' rules to my personal satisfaction, so I was thinking about using those, but haven't so far as I want to play Frostgrave for a long time before changing anything (if anything at all). It's only happened a couple of times in our games so far, but we've simply ruled that if the bases are within 1" (with the barrier in between them), then they are assumed to be "In Combat" (a kind of extrapolation of the Forcing Combat rule) and the defender gains either a Light or Heavy Cover Fight value bonus as per the Shooting modifier table.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 18, 2015, 05:54:42 AM
and the defender gains either a Light or Heavy Cover Fight value bonus as per the Shooting modifier table.
But in a combat both models are attackers and defenders simultaneously?

(I might be getting myself confused, and a club mate has borrowed my book, and I've had 3 hours sleep, so everything I've said above is probably wrong!)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Awesomeshotdude on August 18, 2015, 07:14:23 AM
But in a combat both models are attackers and defenders simultaneously?

You'll note that the example I have given is one of an adhoc house rule we created for the rare couple of instances where we have encountered the mentioned situation. When making an adhoc house rule, I'm free to label things as I see fit as they are outside the rules proper anyway...and in my example I have labeled the model who is first touching the obstacle as the defender.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Wyrmalla on August 18, 2015, 10:10:07 AM
A Summoned Demon activates as part of the Creature phase rather than as a soldier correct? Unless explicitly stated in a summoned creature's (counting Constructs and Zombie here too) spell they default to activating in the Creature phase, whereas creatures part of the Animal Companion spell, despite being creatures, activate as Soldiers as that's noted in the spell.

This causes a bit of concern to me as it somewhat debeaks Demons due to its enemies getting to act before it. I suppose they can still retaliate in combat, but they do seem a tad exposed because of this. I suppose as they're an additional model added to your warband that's fair, though as they're fairly difficult to summon at all that turns me off of that spell a tad. Unless of course there's a way to activate them before the Creature phase?

Edit:

Actually reading that rule I'm a bit confused about the rolls needed to summon. Say I roll a 13 as a Summoner. That means I succeed in casting the spell by 1 so summon an Imp. How do you then summon a Major Demon if you need to beat the casting roll by 13 and you're only using a 20 sided dice which even on its best roll could only beat the requirement by 7? Are you supposed to empower the spell by 5 points and just hope that you roll a 20? Empower it by even more and risk having your Wizard die outright to summon a creature which isn't much better than your average soldier?

I may be mixing up the casting mechanics somewhat here, but I'm just trying to work out why you'd take the Summon Demon spell over the regular Imp spell. Under the above mechanics you'll probably summon an Imp in both cases, however the lower casting amount makes the regular Imp spell perhaps more appealing (compounded by the fact that if you fail Summon Demon you're attacked by a creature). Of course you could roll high and summon a Minor Demon, however those are on the same level as regular soldiers, so they don't seem particularly appealing to me unless they're easy to summon.

So I'm not sure if I'm misreading the rules or not, but under my current understanding of them that particular spell seems a bit mediocre to me given what it outputs and the added negative results of failure beyond just taking straight damage. Well at least for a starting Wizard, which given that my group aren't playing campaigns yet we're more aimed at seeing what the maximum output of a level 1 Wizard is rather than a couple of levels down the line. Even then though the Major Demons don't seem like they're much better than soldiers, though perhaps with the spoken of tweaking in future that may change.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Aneirin on August 18, 2015, 11:50:41 AM
A Summoned Demon activates as part of the Creature phase rather than as a soldier correct? Unless explicitly stated in a summoned creature's (counting Constructs and Zombie here too) spell they default to activating in the Creature phase, whereas creatures part of the Animal Companion spell, despite being creatures, activate as Soldiers as that's noted in the spell.

This causes a bit of concern to me as it somewhat debeaks Demons due to its enemies getting to act before it. I suppose they can still retaliate in combat, but they do seem a tad exposed because of this. I suppose as they're an additional model added to your warband that's fair, though as they're fairly difficult to summon at all that turns me off of that spell a tad. Unless of course there's a way to activate them before the Creature phase?

Edit:

Actually reading that rule I'm a bit confused about the rolls needed to summon. Say I roll a 13 as a Summoner. That means I succeed in casting the spell by 1 so summon an Imp. How do you then summon a Major Demon if you need to beat the casting roll by 13 and you're only using a 20 sided dice which even on its best roll could only beat the requirement by 7? Are you supposed to empower the spell by 5 points and just hope that you roll a 20? Empower it by even more and risk having your Wizard die outright to summon a creature which isn't much better than your average soldier?

I may be mixing up the casting mechanics somewhat here, but I'm just trying to work out why you'd take the Summon Demon spell over the regular Imp spell. Under the above mechanics you'll probably summon an Imp in both cases, however the lower casting amount makes the regular Imp spell perhaps more appealing (compounded by the fact that if you fail Summon Demon you're attacked by a creature). Of course you could roll high and summon a Minor Demon, however those are on the same level as regular soldiers, so they don't seem particularly appealing to me unless they're easy to summon.

So I'm not sure if I'm misreading the rules or not, but under my current understanding of them that particular spell seems a bit mediocre to me given what it outputs and the added negative results of failure beyond just taking straight damage. Well at least for a starting Wizard, which given that my group aren't playing campaigns yet we're more aimed at seeing what the maximum output of a level 1 Wizard is rather than a couple of levels down the line. Even then though the Major Demons don't seem like they're much better than soldiers, though perhaps with the spoken of tweaking in future that may change.

For summon demon, you start off with a casting roll of 13. When you level up you can improve it, buy a candle as well. Though the lowest you can get it to is 5 at which point you summon a major demon on an 18 or more (and a minor demon on 12, 11 or 17 if you have a candle). Quite an investment but does get you an additional man/demon. Don't have the stats with me so and can't remember how tough each demon is.

The reason for taking it over summon imp is, that with an imp you will only ever get an imp. And an imp is not under your control, if your men are closer it will atack them and it will only go after the closest enemy making it a bit more predicatable. But starting off sumon imp is porbbaly better, sumon demon gets better with time.

Or you could always have your apprentice nearly kill himself to sumon a demon and hang back!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Wyrmalla on August 18, 2015, 11:59:37 AM
Heh, I was actually considering sticking down a Wizard's Eye and summoning the Imps through that, so they'd never be anywhere near me. The base Line of Sight rule supports that too as well. :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on August 18, 2015, 01:09:05 PM
A Summoned Demon activates as part of the Creature phase rather than as a soldier correct? Unless explicitly stated in a summoned creature's (counting Constructs and Zombie here too) spell they default to activating in the Creature phase, whereas creatures part of the Animal Companion spell, despite being creatures, activate as Soldiers as that's noted in the spell.

This causes a bit of concern to me as it somewhat debeaks Demons due to its enemies getting to act before it. I suppose they can still retaliate in combat, but they do seem a tad exposed because of this. I suppose as they're an additional model added to your warband that's fair, though as they're fairly difficult to summon at all that turns me off of that spell a tad. Unless of course there's a way to activate them before the Creature phase?
If a demon is under your control then it sctivates as if it were a soldier. That means soldier phase by default, and possibly wizard or apprentice phase if it's close enough.

This was confirmed by Joe on p4 of this thread.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 18, 2015, 01:23:30 PM
You also seem to be missing that you empower after you roll.

But indeed, Summon Demon is a grower.  Mostly imps with the odd minor demon at level 1.  However invested in over the levels I can se it being quite a beast.

You worry that demons aren't much better than soldiers, and they aren't, but soldiers can't just be resummoned over and over if they die.  They make great disposable shock troops as even if they lose a combat they still tied up the enemy.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 18, 2015, 01:25:45 PM
drfunk - it is perfectly legal to cast Mind Control on a demon. So Mind Controlling a possessed soldier is perfectly legal.

Chaos Child - This one is pretty hard to legislate. I would say if it seems like they should be In Combat than you should consider them so. Technically, since all terrain is scale-able, one figure or the other should be standing atop the intervening terrain and thus in contact, however, this is awkward, and I personally wouldn't bother. Neither figure would receive a penalty or bonus in this situation - both figures are just fighting for their lives, not defending a position, and the terrain is just as likely to be a hindrance as a help.

Wyrmalla - For the purposes of activation, any creature under a players control counts as a soldier.

For summon a demon - first up - there is a typo in the spell, so it should read 0-5 Imp. So if you roll a 12 with a starting Summoner you do get an imp. Also, it should be remembered that you choose to empower a spell AFTER the roll, so if you've already rolled a 20 you known you can bump it up to get that major demon.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: reaverok on August 18, 2015, 03:38:55 PM
I have some questions about creatures that are immune to non-magical weapons and what constitutes as a magical weapon or attack.

I know that attack spells count for the purposes of harming such creatures. Does this include the attack made by Bones of the Earth spell? 

When a solider empowered by a Strength or Possession spell makes and attack does that count as magical?

Are attacks from creatures created by magic, such as undead, constructs, demons, or summoned animals magical or non-magical?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Wyrmalla on August 18, 2015, 10:54:03 PM
Can you enter melee combat with a model which is currently climbing a wall? I assume yes if that model is only an inch of the ground, but can the attacker climb a wall then enter combat?

As for combat, can models disengage from it? I came up a situation tonight where one attacker was against multiple defenders. I wanted to move one particular model out of that combat, but was forced to keep them in it. My logic however is that if a model is currently fighting many opponents (though only focussed on one as per how the rule is written) then what's to stop those models from breaking off from that combat? This means that one attacker can wind up tying up many models should they be engaged by them and if those models can't kill that model you'll wind up losing their activations for that turn.

Does Scatter Shot require line of sight at all? There was mention tonight that the rules had changed to make it act like a shooting attack, however it still seemed to damage based on an area rather than the caster being able to see the enemy. It seemed a tad over-powered in that two casters could just spam that spell twice a turn over a two 12'' areas and wipe out an entire warband in short order quick enough based on the dice rolls.

Is Wizard's Eye effected by the spell Crumble? Wizard's Eye is cast on a piece of terrain, but if that area of terrain is destroyed does the eye hover in the air, or is it removed?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on August 18, 2015, 11:35:12 PM
Models in combat cannot take move actions (rulebook p33). If one enemy model is tying up several of yours I recommend you make the most of your support bonuses, kill him and then wander off. :D

Scatter Shot is a +0 shooting attack (see p1 of this thread). Shooting attacks require that the target is in range and line of sight (rulebook p38). Therefore Scatter Shot requires line of sight.

Also, it's worth remembering that the spellcaster's Shoot score doesn't affect magical shooting attacks, so Scatter Shot is always +0 against the targets' Fight scores, cover etc. You'll have to be damned lucky to do significant damage to multiple targets.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 19, 2015, 01:56:33 AM
Though a model in combat with lots of friends can win the combat (damage or not) then push themselves out of combat.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Drachenklinge on August 19, 2015, 07:09:34 AM
Played my first Frostgrave. We had a zombie and a dispel.  Can I displel a zombie? And if so, is it crumbling to dust at once or acting in the creature phase, still crumbling to dust after the game.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 19, 2015, 11:26:23 AM
Dispell has no effect on a zombie raised through a 'Raised Zombie' spell. It will cancel the control of a zombie if that zombie is under a 'Control Undead' spell.

Models are essentially 'stuck' in combat, but as has been said, you can attack with one model and if he wins he can push back the model to push it out of combat with the others, or preferably, just kill him outright. Generally, this probably is self-created, so its worth thinking about before committing the troops.

I've never actually thought about crumbling a wizard eye. Since the wizard has to cast it on a terrain piece, I would rule that crumble target on that spot would destroy the eye (and create a door as well).

Magical Attacks - any attack performed with a magical weapon, even ones temporarily enchanted, or a magical item that causes damage is a magical attack. Also any spell that causes an immediate attack roll against a target, unless otherwise stated. In the case of spells that create creatures, or bits of creatures such as Bones of the Earth, attacks by the creatures are not inherently magical. The only spell that I think might cause confusion is Explosive Rune, and I would rule the attacks generated by an explosive run to be magical.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Wyrmalla on August 19, 2015, 11:57:35 AM
Similarly to block a Wizard's Eye you could cast Wall or Fog in front of it right? How large is the eye? As in how large does a model have to be when standing in front of it to block it? Would a 25mm base do, or more like a 40mm? Can it be cast anywhere on a terrain piece or just at its base? When it says 180 degrees that includes up and down too right?

The scenario which I came across in my last game is that I cast a Wizard's eye on the top of a tower to see across intervening terrain. Similarly my opponent cast one on a much smaller piece of terrain which was raised, though in his case I was wondering to myself if there is a minimum surface area required for the eye (for instance 1'', which would also cover the size of model needed to block one). As the rule is written right now IIRC you could pretty much cast it on a stick as long as it has a "flat side".

Also, I assume Telekinesis and other spells which have a range can still be cast through Wizard's Eyes as long as they're in range? Thematically is the wizard teleporting their spell through the eye or something? I'd picture it as though they're throwing their spell in one end and its coming out the other.

Oh and I didn't see it answered: can models engage in melee combat whilst climbing? As long as they're within the 1'' I assume so, but is there any penalties due to them having to hang on with one hand? Similarly can an archer or crossbowman fire their bows whilst climbing? Perhaps they've slung a rope around themselves so they can just hang there, though I'd assume that there'd be some modifier for this. Sorry if this is covered in the rules however, I don't have the book at hand at this moment so this is off the top of my head. :)

Edit: oh and other for a clarification I'm wondering about the size of a Wizard's eye for the purpose of making a token for it. I was going to just take a 2 pence piece and paint a magical eye symbol on it, then stick some blu-tac on the back. :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Awesomeshotdude on August 19, 2015, 12:28:05 PM
Chaos Child - This one is pretty hard to legislate. I would say if it seems like they should be In Combat than you should consider them so. Technically, since all terrain is scale-able, one figure or the other should be standing atop the intervening terrain and thus in contact, however, this is awkward, and I personally wouldn't bother. Neither figure would receive a penalty or bonus in this situation - both figures are just fighting for their lives, not defending a position, and the terrain is just as likely to be a hindrance as a help.

Thanks for answering Chaos Child's question on this, Joe.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 19, 2015, 02:09:43 PM
A wizard eye can be placed at any height. Basically, if you can draw line of sight from the midpoint of the eye to the intended target without crossing the flat plain upon which the eye sits, then you can use the eye. Since you are really drawing the line from a point, the midpoint of the eye, it doesn't matter how big the representation of the eye is - make whatever you want. 

You can cast fog in front of it. Wall as well, if the wall can reach the heigh of the eye. There is no minimum surface area.

Yes, Telekinesis can be cast through Wizard Eye.

I leave what the use of a Wizard Eye actually looks like up to your imagination.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Drachenklinge on August 20, 2015, 06:01:57 AM
Thanks for the clearing, we did that wrong then and that little rule-break cost the life of two of my men cause he leaped the zombie in my direction  :'(
I am sure, he wouldn't have, if he still would have controlled it, funny though that is ^^

Another question regarding the icetoad ... monster, kill it!! ... when is it correct to tripple the damage?
Me dicing 1, adding 2 fight, my contrahent dicing 17, adding 2 fight. We may call that a win.
Is the damage to tripple the 19 then substracting the armour of 10, leaving 47; or 19 minus armour 10, tripple the 9, leaving 17.

My thug would be dead either way, but some profiles plus magic something may have survived such an onslought.

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 20, 2015, 08:05:55 AM
Basically, figure out the damage normally. Then triple it.  So in our case take the combat roll of 19, subtract armour 10, leaving 9 damage. Then triple it for 27 points of damage. That'll be enough to finish off most people.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Aneirin on August 20, 2015, 12:41:42 PM
Not sure if this question has come up before.

But for the purpose of xp does mind controlling/controlling undead/controlling construct/binding demons counts as defeating an enemy?

And in regards to special missions, such as the djinn in a bottle, if a summoner was able to bind it, would that count as defeating it for the purpose of experience

And likewise, if someone binds it and the other teams kills it, would they both get the experience? Or would this just count as defeating a member of the opposing teams warband? (and as such only worth xp if the main man does it)

Now that I think of it, it may not count as defeating as two mages could wrestle control back and forth of a demon/construct/soldier/undead for the whole game and be milking it for xp.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: rufus sparkfire on August 20, 2015, 05:02:11 PM
A few things I'd like to check:

If I cast Animate Construct from a scroll, can I automatically get a large construct if I want one?

A soldier who has had Enchant Weapon cast on him can't also have Enchant Armour cast on him, since that would mean he had two magic items. Is that right?

The Glow spell says that shooting attacks against the glowing model are at +3. That +3 is to the shooter's roll, not to the glowing model's defence roll, right? So it's an aggressive spell rather than a defensive one? That's what I assumed, but I saw someone post the opposite on one of the threads here.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dalcor on August 20, 2015, 08:52:47 PM
Another 7 pages from the last time I was here?! Well it will mean I will have some time to update unofficial QnA pdf.

Anyway one question I did not find

When I bought a Grimoire, do I need to spent 1 level up point to learn a spell from it?

I think that yes, but I want to be sure.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on August 20, 2015, 10:52:38 PM
The Glow spell says that shooting attacks against the glowing model are at +3. That +3 is to the shooter's roll, not to the glowing model's defence roll, right?

If it says that shooting attacks are at +3, then, yes.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 21, 2015, 08:54:04 AM
Dalcor - you must ALWAYS spend a level learning a new spell, no matter how the Grimoire is acquired.

Rufus - If you cast Animate Construct from a scroll then yes, you can automatically get a large one.

You can enchant the armour and the weapon on a soldier, as these are both temporary effects. If you embed either enchantment so it becomes permanent, then it counts as the soldiers 1 item.

The glow spell gives those shooting at the target of the spell a +3 on their shooting roll.

Aneirin - No, taking control of a creature is not the same as killing it. The experience always goes to those who do it in. Basically, who causes it to be removed from the table - so if you banish a demon, that would count.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: rufus sparkfire on August 21, 2015, 11:39:08 AM
Thanks for the answers!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tim in saskatoon on August 21, 2015, 11:16:04 PM
A couple quick questions...

Can zombies or demons carry treasure?

Do the soldiers being activated during a wizard or apprentice phase have to have LOS to the spellcaster in question? i.e. if there is a wall - whether magical or for real - between the spell caster and the soldier can it be activated in the spellcasters phase?

Do demons removed from the game using banish count as soldier removed from game for experience purposes?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ducat on August 22, 2015, 12:55:48 AM
Do demons removed from the game using banish count as soldier removed from game for experience purposes?

Aneirin - No, taking control of a creature is not the same as killing it. The experience always goes to those who do it in. Basically, who causes it to be removed from the table - so if you banish a demon, that would count.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on August 22, 2015, 01:13:21 AM
Can zombies or demons carry treasure?
Hmm...you are correct, I wasn't clear about controlled monsters. I would say creatures can pick up treasure - accept those labeled animal or that are immaterial.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tim in saskatoon on August 22, 2015, 01:44:04 AM
Thanks guys! I spent and hour going through all twenty pages here... and somehow I totally missed those!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Figouze on August 23, 2015, 04:09:06 PM


Question 1 :
Perhpas it was answered but ... If I use a elemental ball, it will be a +5 shoot action on an area but if I improve my wizard shoot skill from +0 to +1, it will be a +6 shoot attack ?

Question 2 :
What is the use of time walk for the chronomancer ? I move in my first action, cast time walk in my second action.
Then, I may activate a second time this turn. So I may move in my first action and then cast any spell...
In fact, it is just another move action, isn't it or I don't see the use ?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on August 23, 2015, 04:49:41 PM

Question 1 :
Perhpas it was answered but ... If I use a elemental ball, it will be a +5 shoot action on an area but if I improve my wizard shoot skill from +0 to +1, it will be a +6 shoot attack ?

Question 2 :
What is the use of time walk for the chronomancer ? I move in my first action, cast time walk in my second action.
Then, I may activate a second time this turn. So I may move in my first action and then cast any spell...
In fact, it is just another move action, isn't it or I don't see the use ?


1) No.  Shoot stat is not involved in shooty spells.

2) Yup, it's pretty much just a second move action as it currently stands.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Mr. Peabody on August 23, 2015, 05:32:04 PM
2) Yup, it's pretty much just a second move action as it currently stands.

And another potential 'group activation', for any soldiers in range of the caster, no?

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: pulpgoblin on August 23, 2015, 08:42:12 PM
And another potential 'group activation', for any soldiers in range of the caster, no?



The rules for group activation explicitly state that it can only be done in the wizard and apprentice phases.

The rules for Time Walk explicitly state your second wizard activation can only be taken in the soldier phase, so I suspect no group activation there.

This one seems to come up a lot - "its just an extra move action".  And I *still* haven't managed to find time to actually play - but, it should be possible to Group Activate your Wizard, along with 1-3 of your soldiers.  Then Group activate your Apprentice and 1-3 soldiers (I believe the rules indicate that a model may not be activated multiple times by group activating your Wizard then your Apprentice).

If the Wizard and Apprentice use their move action to get into good cover, then cast Time Walk on themselves (assuming both spells "go off") you've activated 2-6 of you dudes, and hidden your casters who will get to go again later in the turn, so whilst it is "just another move action", it can be used to delay your Wizard/Apprentice turns until later in the turn,  after seeing what the enemy is doing (which may in itself be enough to put your opponent(s) on the defensive) whilst getting your soldiers activated early.

And whilst you cant cast Time Walk whilst using Time Store, there appears to be no obstacle to the reverse - using Time Store to take your "just an extra move action" and storing it for later use, when it might be of more tactical utility (getting into a better position to support your Soldiers,getting into a position with LoS for a spell you *need* to cast *now* not next turn if your dudes live that long, getting too/getting a crucial treasure off the table, etc).  Of course that means you don't get to move when you cast Time Store in the Soldier Phase following Time Walk, but if you're already well hidden, you'll be ok :)  (Is everyone confused yet.  I *think* I kept it all straight...).

Or maybe I'm just crazy  o_o
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: TheBrokenCage on August 24, 2015, 01:30:25 PM
I've heard mixed theories on how the basic attack process works, please tell me which is correct.

Assume the following - Both models fighting are the same with 10 Armour, +2 fight, and +1 Dmg on their weapon.

A) I roll a natural 10, I add my Fight (2) and then my Dmg (1) to get a total of 13. This beats my opponent who rolled a natural 8, added his fight (2) and damage (1) for total of 11. Consequently I win, his armour absorbs 10 damage, so his model takes 3 points of damage.

B) I roll a natural 10, I add my fight (2) for a total of 12. My opponent rolls 9, add his fight (2) for a total of 11. Consequently I win the fight, so I add my +1 damage to my modified roll to get to 13. Opponents armour absorbs 10 so he takes 3 damage.

C) I roll a natural 8, I add my fight (2) for a total of 10. My opponent rolls 7, add his fight (2) for a total of 9. Consequently I win the fight. However, my modified roll of 10 is not enough to beat his armour so I do not add my +1 Damage, and the attack is nullified.

Thanks

www.jimmiwazere.wordpress.com (http://www.jimmiwazere.wordpress.com)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dewbakuk on August 24, 2015, 01:40:47 PM
I've heard mixed theories on how the basic attack process works, please tell me which is correct.

Assume the following - Both models fighting are the same with 10 Armour, +2 fight, and +1 Dmg on their weapon.

A) I roll a natural 10, I add my Fight (2) and then my Dmg (1) to get a total of 13. This beats my opponent who rolled a natural 8, added his fight (2) and damage (1) for total of 11. Consequently I win, his armour absorbs 10 damage, so his model takes 3 points of damage.

B) I roll a natural 10, I add my fight (2) for a total of 12. My opponent rolls 9, add his fight (2) for a total of 11. Consequently I win the fight, so I add my +1 damage to my modified roll to get to 13. Opponents armour absorbs 10 so he takes 3 damage.

C) I roll a natural 8, I add my fight (2) for a total of 10. My opponent rolls 7, add his fight (2) for a total of 9. Consequently I win the fight. However, my modified roll of 10 is not enough to beat his armour so I do not add my +1 Damage, and the attack is nullified.

Thanks

www.jimmiwazere.wordpress.com (http://www.jimmiwazere.wordpress.com)

It's B.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: TheBrokenCage on August 24, 2015, 02:23:39 PM
It's B.

See that's what I thought but there's a big discussion going on facebook about it with several different interpretations.

Could use an official response :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 24, 2015, 02:53:15 PM
It's B.

Make your attack roll and your fight and any other modifiers. Determine which figure has won. Take the winning attack roll including the, including modifiers, add or subtract any damage modifiers, then subtract the losers Armour. The total, if positive, equals the damage.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Chrisbburn on August 24, 2015, 03:16:25 PM
Am I missing something with the Imaiginary soldier spell. Too me you cant do much with it and as you have to inform your opponent of such a model wont they just ignore it completely?

I am being a bit short sighted to the uses of such a spell. when i first read it I though it would be a secret and then if your opponent attacked it you reveled it to be an illusion but the FAQ suggests differently.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dewbakuk on August 24, 2015, 03:20:05 PM
Do a search for illusionary soldier. There is a thread dedicated to it's use, some of which are very clever :)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lfseeney on August 25, 2015, 04:23:35 AM
Just making sure I have this correct.

Wizard phase

My Wizard and up to 3 with in 3" may activate.

I can chose to Group Activate.
The Group does Move Action, then each can do second action, in any order.
If I move three Figures into Close Combat, with the same Figure.
Then I would be Attacking with one Figure at +4 as there are two Figures assisting.

If I do a Group Activation, of three Thugs, They move forward then attack.
Did the Wizard/App. have to Move with them or just direct them.


Or I can Activate each Figure on its own.

If I do each Figure on it's own.
I can Move a Figure into Close Combat, then Attack.  Correct?
Then Move a second Figure into the Same Close Combat. Correct?
Would the Second Figure get an Assist, from the first, or as the first attacked already would it not?
What about the 3rd Figure?


Thanks all, trying to be sure we are reading this as intended.
Have to check as I have other rulesets creep into my mind sometimes.


Oh and a Wizard really would never want to raise shoot as it does not help with any spells correct?

Lee
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: tys123 on August 25, 2015, 08:26:34 AM
Regarding increasing your shooting skill.
Just because it doesn't effect your spells doesn't make it a bad idea.

If you take bone dart from an allied school you need a 10 to cast it.

It is perfectly reasonable to then spend 5 levels so you need a 5+.
That means you need a 5+ to do a 5+ non magical shooting attack.

If you put those 5 levels into shooting instead and give your wizard a bow then you get the same 5+ shooting attack without having to roll a 5+ first.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JohnDSD2 on August 25, 2015, 12:07:10 PM
With regard to group activation and combat, my understanding is, you could move the 3 figures in the example into combat as their first action in a group activation and then each could attack in turn for their second action, starting with +4 modifier for the first, depending how that turns out the second could attack and then the third with modifiers for any survivors.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Argonor on August 25, 2015, 12:22:35 PM
If you put those 5 levels into shooting instead and give your wizard a bow then you get the same 5+ shooting attack without having to roll a 5+ first.

Yes, but you don't get experience for shooting a bow (in itself) like for successfully casting a spell.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Aging Mammal on August 25, 2015, 12:57:12 PM
Quick question about Petrify.

Am I correct that it is just a poor copy of Blinding light? In that it is harder to cast, the victim can save with their willpower, yet they will still defend with their fight value and only lasts for 1 turn? I am struggling to see when I would want to cast this one even from a scroll.
If it left them vulnerable to an attack or it lasted till they saved perhaps then I might see a use but just now I would always choose blinding light.

I just feel that I am missing something here as all the other spells seem to have something going for them, even if not directly but when they are used in combination with others.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Westfalia Chris on August 25, 2015, 07:41:02 PM
Quick question about Petrify.

Am I correct that it is just a poor copy of Blinding light? In that it is harder to cast, the victim can save with their willpower, yet they will still defend with their fight value and only lasts for 1 turn? I am struggling to see when I would want to cast this one even from a scroll.
If it left them vulnerable to an attack or it lasted till they saved perhaps then I might see a use but just now I would always choose blinding light.

I just feel that I am missing something here as all the other spells seem to have something going for them, even if not directly but when they are used in combination with others.

Not quite as easy as that. One needs to factor in the variant difficulties resulting from the various schools' relation to each other. For example, ab initio, a Necromancer couldn't take Blinding Light in the first place, whereas he could take Petrify at a +2 penalty. For the elementalist, both are cast at the same base casting number unless levelled up.

Basically, there are some spell "duplicates" to allow the various schools to use variations of the same effect, with the various difficulties resulting from the interaction of the schools.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Guerre on August 26, 2015, 08:40:37 AM

Hey Joe I've been reading through your rulebook and this faq, I think ye've done a great job on the rulebook it is most understandable and clear in most parts and this faq is a great resource for rules clarifications but I think ye might have got this bit wrong.

"You can enchant the armour and the weapon on a soldier, as these are both temporary effects. If you embed either enchantment so it becomes permanent, then it counts as the soldiers 1 item."

Ye replied as though answering a question on Magic Items but the query is related to Magic Weapons and Armour detailed on page 62 of the rulebook where it says,
"A figure may only carry one of each type of magic weapon or armour at any time..."
So as the rules are presented in the book a knight would be able to carry a magic hand weapon, magic shield, magic mail armour and still have room for one "Magic Item". Unless this rule has been subject to errata that I have not noticed, I believe the ruling stated in the book makes up for the fact that soldiers receive no xp and besides if a soldier dies toting all that stuff is it not lost for good?

Whilst we are on the subject of magic weapons and armour, during a campaign may I equip a thief, thug or archer with magic mail armour and if so does it reduce the movement by 1?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: wulfgar22 on August 26, 2015, 09:48:23 AM
Are there any plans for an official FAQ pdf?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on August 26, 2015, 12:59:35 PM
Unless this rule has been subject to errata that I have not noticed, I believe the ruling stated in the book makes up for the fact that soldiers receive no xp and besides if a soldier dies toting all that stuff is it not lost for good?
Page 22 of the rulebook. "Soldiers have only one item slot. This is in addition to the gear they normally carry as listed under their notes. Essentially each soldier can carry one potion, magic weapon or magic item unless otherwise stated."
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Aging Mammal on August 26, 2015, 02:03:33 PM
Thanks for the reply about Petrify Chris.
I wasn't thinking beyond choosing spells when creating a character and forgetting that he might find it in a grimoire later in the game.
It has also occured to me that it's very difficulty could be an "advantage" in that if cast from a scroll it would be harder to save.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 26, 2015, 02:35:00 PM
Wulfgar - plans, yes. Time, not yet!

Guerre - thank you. I'm glad people are enjoying the game. Basically a magic weapon is a magic item and thus takes up an item slot. If a soldier has his normally weapon enchanted, this is only a temporary effect on his normal equipment and does not count as a magic item. It still counts as part of his standard equipment.

In the rules you cannot equip a soldier with any type of weapon or equipment that isn't part of his standard equipment. Thus, you can give an archer a magic bow, but you can't give him mail armour (magical or mundane). If you wanted to ignore that rule, then anyone wearing mail armour would have his Armour increased by 1 and Movement decressed by one.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: rufus sparkfire on August 26, 2015, 02:37:44 PM
Quick question:

When I place the extra treasure from Reveal Secrets, do I have to ensure it's more than 6" away from other treasure markers? Or is the only restriction that it has to be within 6" of my deployment zone?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Timbor on August 26, 2015, 04:23:40 PM
With regards to the Sigilist spell "Push", can you use this on your own figures?  I was thinking it would be useful to help push a treasure-laden figure towards the edge of the board.  You are doing an "attack" roll against the figure (which would be technically attacking your own guy) but there is no damage unless he falls off a building.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 26, 2015, 06:29:23 PM
Reveal Secret - you should place it more than 6 inches away from another treasure.

Push - yes, you can use it on guys on your own side.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: sureshaker on August 26, 2015, 07:07:17 PM
In the scenario with Wraiths, can demons harm wraiths?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 26, 2015, 09:17:51 PM
(Don't have my rulebook, as a club-mate has borrowed it and I forgot to pick it up).

Following on from the clarification you can use Push on your own warband, when does the 3" for activating soldiers come into play?  Is it at the start of the wizards phase or when you actually come to move the soldiers?

For example: I have a thug carrying treasure within 3" of the wizard - I elect to activate him in the wizards phase, but NOT as a group activation.  The wizard uses Push to move the Thug towards the table edge.  Can the thug now take his activations (as he was in 3" of the wizard) or not (as he is no longer within 3")?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Salanthas on August 26, 2015, 10:22:58 PM
Hello!

1. The "Demon in a bottle" "summons and binds a minor demon to fight for the warband". Is the demon bound to the wizard? Or to the one who used the potion?

2. What happens if i shoot into a combat and the target, which is randomly determined, can not be seen by the shooting model?

3. Can i target (imagined) points in the air with Leap, Grenade etc.?

4. Do constructs have an item slot?

5. Will there be an official and up-to-date FAQ/Errata-PDF in the near future? =)

Thank you very much in advance!

Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 26, 2015, 11:18:30 PM
#4 No, but not having the book to hand I can't give the exact wording why.

#5 Joe answered this a few posts above you.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Guerre on August 27, 2015, 12:44:09 AM
thanks for those answers ChaosChild and Joe I had missed those parts but am now more up to speed I presume then that the one of each type then is only for the wizard. Although that does make it rather strange that shield would be in the example. I supose that means that  a model with magic armour has to carry around a mundane set as well. :P
(Don't have my rulebook, as a club-mate has borrowed it and I forgot to pick it up).

Following on from the clarification you can use Push on your own warband, when does the 3" for activating soldiers come into play?  Is it at the start of the wizards phase or when you actually come to move the soldiers?

For example: I have a thug carrying treasure within 3" of the wizard - I elect to activate him in the wizards phase, but NOT as a group activation.  The wizard uses Push to move the Thug towards the table edge.  Can the thug now take his activations (as he was in 3" of the wizard) or not (as he is no longer within 3")?

page 29 rulebook

"In the wizard phase, the primary player may activate his wizard and up to three soldier figures of his choice that started the phase within 3" of the wizard."
Your example sound fine. :)
The thing that I would like clarified is wheather ye need to roll defence when pushing a freindly figure seeing as your spellcaster is only trying to help them... possibly?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: pulpgoblin on August 27, 2015, 07:00:42 PM
"In the wizard phase, the primary player may activate his wizard and up to three soldier figures of his choice that started the phase within 3" of the wizard."
Your example sound fine. :)
The thing that I would like clarified is wheather ye need to roll defence when pushing a freindly figure seeing as your spellcaster is only trying to help them... possibly?

I'm going have to counter that with this little snippet from page 32, from the discussion on "Group Activations"  ;)

"All movement must be completed before any second actions are carried out"

Which would suggest you can move your 3 soldiers and your wizard and then cast Push, but not cast Push and then move.

Edit: Page 30 states you can only activate soldiers in the wizard phase as part of a group activation.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Guerre on August 27, 2015, 08:00:39 PM
Here is the clarification on group activations and normal activations pulpgoblin.

Sorry, Phil, I removed your message about Group Activation to avoid confusion. This is probably an area of the game I probably could have written more clearly. Let me try again.

During the wizard phase, you can activate your wizard and up to 3 soldiers who are within 3 inches of him when the phase begins (so where the wizard starts the phase). It does not matter what order these figures activate in. You could activate the three soldiers and then the wizard. So, picking a figure, the player completes both actions for that figure then moves onto the next.

The above is standard activation it is NOT Group Activation. Group Activiation is a special move which allows you to activate the same figures, but instead of activating them one at a time, you make all of their first actions together. This has to be movement. Then each can take a second action, one at a time, in whatever order the palyer chooses.

In point of fact, Group Activiation doesn't do anything that can't be done with normal activiation. It is just in the rules to make it easier for a player to move figures like a little unit if he wants, so that it is easier to keep their relative positiosn organized.

Hope that clears it up?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 27, 2015, 08:35:39 PM
Thanks Guerre, was trying to find that, and I specifically stated NOT as a Group Activation.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Dakota Mike on August 27, 2015, 09:29:59 PM
Do magical shooting attacks suffer a movement penalty? 

If I successfully cast elemental bolt after moving would the +8 shooting attack be modified by -1 for my movement?  I know it's a yes for actual shoot skill attacks like bows, but for magical shooting I could see an argument for either way.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: pulpgoblin on August 27, 2015, 10:10:19 PM
Here is the clarification on group activations and normal activations pulpgoblin.


Ah, cheers Guerre.  I had missed/forgotten that - its been a while since I read anything before page 18 on this threadnaught  o_o

Thanks Guerre, was trying to find that, and I specifically stated NOT as a Group Activation.

Indeed you did.  It was my understanding from reading the activation rules that activating soldiers in the wizard phase was only possible with group activations.
Guerre's pointer above renders that idea, and indeed the whole concept of group activations, rather moot.  As you where  ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Guerre on August 27, 2015, 11:59:39 PM
No no no pulpgoblin group activation is great in close quarters it in itself will never be moot.
Remember that outnumbering an oponent gives a +2 bonus for every aditional friendly model and a group activation allows actions afer movement for all of those models I'm sure ye can do the maths from here ;)
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: pulpgoblin on August 28, 2015, 11:56:34 AM
Gah!  Of course outnumbering is a thing!

One more strike and I'll have to hand in my nerd card  :D
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Shirer on August 28, 2015, 11:58:17 AM
I'm sure I've seen the answer somewhere in the rulebook, but can't find it now - are summoned demons able to pick up treasure?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Shirer on August 28, 2015, 12:20:14 PM
And another question!

Could 'Spell Eater' from the Necromancer list be used to undo a pre-game animal companion, zombie or animate construct spell - turning those into 'wild' creatures - without a defending will roll?

For example, my Witch opponent casts Animal Companion before the game and deploys a bear - during my first Wizard phase I successfully cast Spell Eater (with LoS to the bear, or casting wizard - which is another question!). The bear stays, but now isn't controlled by anyone. It will act in the creature phase, and follow the normal rules for creatures - which in this case will be mauling whoever it was deployed with. Is that interpretation of the spell correct?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Lotan on August 28, 2015, 12:32:28 PM
Do magical shooting attacks suffer a movement penalty? 

If I successfully cast elemental bolt after moving would the +8 shooting attack be modified by -1 for my movement?  I know it's a yes for actual shoot skill attacks like bows, but for magical shooting I could see an argument for either way.

Why would you get negatives to your roll? As far as I'm aware there is no such -1 due to movement. The system doesn't have ANY negatives to the shooting attack roll, any modifiers are either added (for intervening terrain and cover) or taken away (large target) from the TARGETS defense roll. You roll your shooting attack and add your shoot value, then your opponent rolls their defense roll, adds their fight, then adds any bonuses or negatives.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on August 28, 2015, 12:40:37 PM
The target gets +1 if the firer moved in their first action. There's nothing to say that this doesn't apply to magicsl shooting attacks so I've always played it as if it does.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Guerre on August 28, 2015, 01:33:01 PM
It does say in the rulebook that shooting modifiers apply to all shooting magic and normal. The thing that does not apply to magic shooting is the casters shoot stat. So if ye move before casting a ranged spell your opponent will always get +1 to thier cover roll. The only place where it gets a little complicated I believe is with the Grenade and Elemental Ball spells which I believe both draw 1.5" sight from area of casting rather than giving a modifier from casters los but I am not absolutely sure on that.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: wulfgar22 on August 29, 2015, 10:22:59 AM
I must stop reading this thread because every time I do I get confused about things I thought I understood!  :?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Coenus Scaldingus on August 29, 2015, 01:44:00 PM
Hiya guys, very much new here and to the game, also had a question: does killing creatures (if done by the wizard) give any experience? The experience table states 'enemy soldier', and I suppose wandering creatures could be described as such. If not the randomly encountered ones, how about summoned demons, raised zombies or the likes (which are to a certain extent part of the enemy warband)?

The following answer seems to suggest 'yes', but it could also refer specifically to e.g. the genie in the bottle.
Aneirin - No, taking control of a creature is not the same as killing it. The experience always goes to those who do it in. Basically, who causes it to be removed from the table - so if you banish a demon, that would count.

Long story short, my wizard went through quite some trouble to rid the world of an annoying imp yesterday (don't laugh, you should have seen the damage that critter caused!) and it didn't feel right if he was unable to gain experience from it. Besides, my magician proved very poor at actually casting magic (wrong choice of profession I'd say), so at least this would earn him some xp...


Also, what modifiers (if any) are applicable to the 'attack' from the Push spell? Does the target add his Fight bonus to the roll?

Thanks in advance.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: PhilM on August 29, 2015, 01:54:42 PM
Hi, from reading the book I have a question about items, a Soldier can carry one item, if I give a magic Hand Weapon to a Thug, does this count as the one item or does this just replace the mundane Hand Weapon, meaning I could give the thug some other arcane trinket or what have you?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Guerre on August 29, 2015, 04:52:45 PM
Hi, from reading the book I have a question about items, a Soldier can carry one item, if I give a magic Hand Weapon to a Thug, does this count as the one item or does this just replace the mundane Hand Weapon, meaning I could give the thug some other arcane trinket or what have you?

this question has been asked in various ways on this thread I pretty much asked it myself on page 22; the magic hand weapon would be his one item. Though the ruling seems to be that they have all of their starting equipment in edition which beggars the question, would he get +1 fight for having two weapons?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 30, 2015, 04:44:12 AM
which beggars the question, would he get +1 fight for having two weapons?
No, this was asked before (don't ask me which page!).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on August 30, 2015, 10:18:55 AM
Hey guys,

Sorry, I'm a bit behind on answer questions at the moment. Basically, I'm busy trying to compile an 'official' Errata and FAQ. Hopefully, I'll have that up soon, and it will answer all of the questions that have come up lately.

In the meantime:

Magical Attacks are subject to the movement penalty (although I forget to apply it in almost every game I play).

Magical Weapons count as a soldier's one item AND replaces the mundane version he was carrying - so he still only has the same weapon load-out as before.

Killing unaligned creatures does not generate experience. If it is a Demon or Construct under the control of another warband, it counts as a soldier for experience purposes. (although see Thaw of the Lich Lord, where scenarios tend to handle this differently).

Wulfgar22 - Me Too!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: rosafari on August 31, 2015, 12:44:05 PM
ANIMATE CONSTRUCT:

 

A) If an Enchanter succeeds at casting Animate Construct but has a full warband can they dismiss a soldier and take the Small/Medium/Construct instead? (This makes sense to me as Out Of Game spells are meant to be the last thing done before a game, and why would warband size affect whether or not a spell could be cast) So the Enchanter player doesn't potentially waste a warband slot but at the expense of the construct costing whatever was paid for the surplus soldier.

 

B) If yes, can you do this x2 for the Apprentice as well? And can you have more than one of each type/size of construct in a warband?

 

C) In a campaign, would soldiers dismissed in the manner described in A) be gone for good or would they return to base - and be available for the next game?

 

Thanks!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on August 31, 2015, 01:14:10 PM
A) No, you have to take the risk of a wasted slot (Joe clarified this in this thread somewhere).

B) N/A

C) Dismissed soldiers are removed from the warband, so no, they're not available for future games.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: rosafari on August 31, 2015, 07:08:03 PM
This is what I found:

You can always dismiss a member of your warband between games, be that a soldier, animal, construct, demon, whatever. However, in a case where you can only have one of something, you must dismiss it first, before trying to acquire another.  It's a risk!

When making a new wizard and his starting warband, can you roll for Animal Companion/Animate Construct before buying soldiers?  As success in those spells takes a soldier slot this could impact on your decisions quite heavily.

No. Animal Companion is cast right before a game, after the rest of the warband is constructed.

1. Is there meant to be an order in the the out-of-game sequence?  For example, if I've got 6 soldiers in my warband (with money), and I want to cast animal companion, when do I do it in relation to hiring soldiers?  Can I attempt to cast, then hire, or do I have to do any hiring first then cast just before I play a game (so potentially have 2 gaps in my warband)?

Yup a construct stays in the warband until killed or dismissed.

Darkson71 -

1. Out of Games spells are cast directly before or after a game. So, they need to be the last thing you do before the start of a game, or the first thing after. The order you do this in is up to you.

It still seems ambiguous to me... If I can dismiss a member of my warband at any time then I can do it when my warband is taken over the headcount limit - indeed I have to. And if I can cast Out of Game spells first thing after a game or last thing before... then the only barrier is if having a max headcount itself prevents the casting of an OOG spell, which seems a bit odd. Wouldn't it make more sense to say to the thug "Oh yeah, this massive golem has taken your job, do one" :P

I assume that an Enchanter and/or his Apprentice, over time, will be able to fill every Soldier slot on the roster with a construct and be able to field a warband of just constucts?
At the end of a game a Construct that has been removed from play is destroyed? Or rolls as a soldier on the recovery chart? I assume the later.

I didn't see an answer to this question from p16  (which is what I was getting at in B) but taking the first part as 'yes' means an Enchanter with Animate and Write Scroll could (with luck!) get a wholly Large Construct warband in a very short time... Could those Animate scrolls be read in the same OOG phase they were written?  o_o
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Justizius on August 31, 2015, 10:11:42 PM
In my gaming group we played our second game of Frostgrave and we all liked it very much.

Two questions came up during our games, sorry if they have already been answered, I tried to
read most stuff here but maybe I overread something.

1) Does a wizard gain experience for spells cast out of the game?

2) Can the bone dart spell be used in close combat?
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: ChaosChild on September 01, 2015, 12:45:31 AM
2) Can the bone dart spell be used in close combat?

Depends what you mean. If the spellcaster is in combat then no, a spellcaster in combat cannot cast any spells. If the target is in combat then you randomise the target the same way you would for any shooting attack (after rolling to cast the spell).
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on September 01, 2015, 03:14:05 AM
@Justizius - no, in games spells only.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: sureshaker on September 01, 2015, 09:22:37 AM
In " The Worm Hunts" does a surfaced worm stay on the table or retreat if wounded. We're in our 6th game of a three player campaign and having a blast! Wizards level 12, Summoner,  leve 14, Necromancer, and level 20, Witch,a still very fun and playable! The level 20 wizard gets a lot of attention from the other two, but is holding his own. Game pictures posted on Facebook page "Mokan Frostgrave".
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on September 01, 2015, 09:33:00 AM
This is what I found:

It still seems ambiguous to me... If I can dismiss a member of my warband at any time then I can do it when my warband is taken over the headcount limit - indeed I have to. And if I can cast Out of Game spells first thing after a game or last thing before... then the only barrier is if having a max headcount itself prevents the casting of an OOG spell, which seems a bit odd. Wouldn't it make more sense to say to the thug "Oh yeah, this massive golem has taken your job, do one" :P

I didn't see an answer to this question from p16  (which is what I was getting at in B) but taking the first part as 'yes' means an Enchanter with Animate and Write Scroll could (with luck!) get a wholly Large Construct warband in a very short time... Could those Animate scrolls be read in the same OOG phase they were written?  o_o


Not sure what you find ambiguous.  You can cast animate construct either immediately after or before a game.  If that takes you over your maximum headcount somebody has to be fired to make room.  The only time you risk hiring somebody only to fire them before they've even played a single game is when first creating your band.  Otherwise do your animating in the immediately after a game bit and you can know exactly what holes you need to fill when hiring. Edit: See, below seems to have been errata-ed to now only cast summons in the immediately before game bit.

Yes, animate construct scrolls can be used in the same OOG phase as they are written, yes this could create a large construct filled band.  But bear in mind large constructs are slow, can't carry a magic item, and don't really have that much better stats than an expensive soldier otherwise.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on September 01, 2015, 12:03:58 PM
Okay everyone the official Errata and FAQ is now up! You can download it here:

https://drive.google.com/file/d/0Bwx8Os21jzeXeXo0VHhiUVNHTVE/view?usp=sharing

I have also put the link in the very first post on this thread to make it easier for everyone to find.

And of course, it is immediately out of date thanks to new questions, but it's a step in the right direction!

One question that is addressed - you can cast an Out of Game spell that would temporarily take you over your warband limit, but you must dismiss a soldier immediately to get back within the legal limit. What you cannot do is try to cast an Out of Game spell - and then hire new soldiers before your next game.

Sureshaker - Creatures always fight to the death! (Though this is more to keep the game simple than logical). Glad to hear you are enjoying the game!

Justizius - Experience is game from casting in game spells only. You cannot cast Bone dart while the spellcaster is In Combat (You can't cast any spell while In Combat), but you can shoot a Bone Dart at someone else who is In Combat, but you will have to randomize the target.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: JamWarrior on September 01, 2015, 12:14:35 PM
Hooray!

Needs to be made publicly accessible though or you're going to be getting a lot of file permission requests!
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: joe5mc on September 01, 2015, 12:44:55 PM
Dang it. Try now.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 01, 2015, 02:45:27 PM
Cheers Joe - right, when's the next update?  ;D lol
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: rufus sparkfire on September 01, 2015, 02:55:10 PM
Thanks for the errata! It's very helpful.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: wulfgar22 on September 01, 2015, 08:14:05 PM
Great stuff! Ta muchly!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesomeshotdude on September 02, 2015, 08:45:42 AM
Thanks for the FAQ/Clarifications/Errata, Joe :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Justizius on September 02, 2015, 06:29:30 PM
Thank you for the answers to my questions, gentlemen!

Perfect Joe, thank you!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Mr. Peabody on September 02, 2015, 07:03:48 PM
A couple of questions. Hope I'm not rehashing old ground...

JUMP
Is a 'jump' an action or just part of a move?
Can a jump be used to hurdle obstacles or small patches of rough ground?

Forcing Combat
Two figures are side-by-side. An enemy figure moves into combat with one of them. It's clear I could force combat with one of the figures and intercept the enemy attack one on one, but could I force a multiple combat instead?

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 03, 2015, 08:23:19 AM
Jump - a jump action is part of a move.  For rule purposes a jump has no appreciable height so it cannot be used to hurdle obstacles. You could leap a patch of rough ground, if it is something like ice or mud that is just flat on the ground, I suppose.

(Personally, I wouldn't let a figure jump INTO rough ground unless there was a good reason, and then I would probably introduce some kind of check for falling over or injury)

Forcing Combat - Tricky. I would say play the rule exactly as written. If there is a point in the enemy figure's movement in which he is 1" or less away from BOTH figures, they could both force combat. It must be simultaneous though - as soon as one figure Forces Combat the enemy figure's movement is over.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Mr. Peabody on September 03, 2015, 04:55:39 PM
Forcing Combat - Tricky. I would say play the rule exactly as written. If there is a point in the enemy figure's movement in which he is 1" or less away from BOTH figures, they could both force combat. It must be simultaneous though - as soon as one figure Forces Combat the enemy figure's movement is over.
Thank you. To my mind, Forced Combat is a good bit of rule writing. Bodyguards can actually guard and soldiers can work together a bit more soldierly.

Jump - a jump action is part of a move.  For rule purposes a jump has no appreciable height so it cannot be used to hurdle obstacles. You could leap a patch of rough ground, if it is something like ice or mud that is just flat on the ground, I suppose.

(Personally, I wouldn't let a figure jump INTO rough ground unless there was a good reason, and then I would probably introduce some kind of check for falling over or injury)
Understood. Thanks again.

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: rufus sparkfire on September 04, 2015, 10:50:55 AM
Can I use a Fate Stone to reroll the dice to see if my wizard survives after being taken out of action? I suspect not, since it's an out of game roll.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 04, 2015, 01:50:19 PM
Sorry, Fate Stones are in game only.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: rufus sparkfire on September 04, 2015, 03:35:11 PM
I just wanted to check. Thanks!

I'm paranoid about my wizard dying.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Aging Mammal on September 07, 2015, 04:50:05 PM
Thanks for the FAQ but I am still a bit unsure about Elemental Hammer spell. Does it count as a magic weapon when hitting creatures immune to normal weapons?

It only adds extra damage after the 1st "normal" point of damage so it could be argued that an immune creature would never receive that 1st point of damage. Or you could argue that the very spell itself transforms the weapon into a magic weapon so it can cause the 1st hit to allow the extra magical effect. (For the 1 attack only).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Alabastero on September 08, 2015, 06:05:29 AM
Great game, but I still have some open questions after our first two games:

1. can you choose the potion you brew when using the brew potion spell or do you just roll on the potions table?
2. can you have a demon in a bottle in addition to the one bound demon for each spellcaster? It feels weird, that a summoner has 3 bound demons at a time (1 bottle, 1 for each apellcaster), while a necromancer can only have one zombie?!
3. can a spellcaster cast summon demon while he already has a bound demon from a previous spell? If yes, what happens to the old demon? Does he vanish? Or is he just free now like a normal neutral creature?

Thanks and cheers
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Todosi on September 08, 2015, 07:50:11 AM
I didn't see this asked in my quick search;

Can a model voluntarily jump down from a height?  As in, potentially take damage from a fall, or jump 3" down without it taking up 6" of movement?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 08, 2015, 10:31:07 AM
Aging Mammal - If hitting an creature that is immune to normal weapons with a normal weapon with an Enchanter Hammer spell cast upon it, then roll combat normally. If the figure wins, and his strike would have done 1 or more points of damage. He inflicts the five points of damage from Elemental Hammer, but that is it.

Alabastero -  1) Choose the potion  2) The demon in a bottle does not count towards any bound demon limit as it isn't being bound by any individual figure (Necromancers will be getting more help in Thaw of the Lich Lord). 3) No. If you've got one bound, you can't cast the spell.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Monkey on September 08, 2015, 11:06:52 AM
Ok, I've got my first game lined up for Thursday - really looking forward to it  :)  As a result I've been re-reading the book and all the treads here to make sure I can explain everything to my opponent, and I've come up with another question.

The book says to secure treasure you must move it off either your own or a neutral board edge. What happens if you take it off the opponents board edge? It's unlikely but I can envisage a situation where you have a guy with treasure close to the opponents table edge who isn't going to make it to to another edge.

I was thinking of playing this as your guy is able to make his escape from hostile territory but loses the treasure in the process.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: SilverNines on September 09, 2015, 12:02:20 AM
I don't understand the casting of spells using scrolls, if I read the responses correctly then a spellcaster who doesn't know the spell on a scroll is actually better than the one who actually created the scroll when the scroll gets used.

Spellcaster who doesn't know the spell: casts Strike Dead @ 18 for the willpower target

Spellcaster who actually created that scroll and uses it because their spell failed to cast: casts Strike Dead @ any number below 18 for the willpower test.

Wouldn't it be simpler to just say that any spellcaster using a scroll rolls a casting dice and it succeeds at whatever level is rolled.  Spellcasters that know the spell roll to cast, only need the scroll if they fail and could end up with a low casting roll.  Spellcasters that don't know the spell will get a variable result but don't suddenly become amazing at spells they'd otherwise fail at horribly.

Just seems very odd that someone who's done no research into the spell on a scroll would be better at casting it than someone who has dedicated years to it's research and actually creates those scrolls.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: JohnDSD2 on September 09, 2015, 08:32:08 AM
@SilverNines

Very true but then if its a spell where there is no will roll, such as Teleport then the scroll is a back up for that occasion when you really need to succeed.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 09, 2015, 09:58:16 AM
Silvernines - I think it is pretty safe to say that the section on scrolls is not my finest hour of rules writing. In fact, I like your solution a lot better than my own.

This leads to a difficult decision - do I 'change' the rule in an errata, basically tossing out what is in the book? Do I wait and change it in a supplement? Do I just leave it until some possible second edition?

I'd be interested to hear people's thoughts on this issue, as obviously it is bigger than just the scroll question.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Morgan on September 09, 2015, 11:08:37 AM
I would say that there is no shame in an official, easily-located Errata document that is updated as and when issues are discovered. Nobody ever writes a set of rules correctly first time and few reasonable people would expect it to be so. Ideally, this would be clearly linked from the Osprey site, etc. so that it can be found by people who don't frequent this particular forum.

On the specific question of scrolls, if you think it's a change that is immediately for the better, I believe that you should change-and-clarify it in the Errata. Costs nothing, helps everyone.

If someone happens to run a tournament, they can then say: "All rulings and changes in the Errata dated dd/mm/yyyy are correct for this game." Or play their own house rules. Or the rules as originally written. Or whatever.

(Edited for extra thoughts).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Mr. Peabody on September 09, 2015, 05:40:34 PM
This leads to a difficult decision - do I 'change' the rule in an errata, basically tossing out what is in the book? Do I wait and change it in a supplement? Do I just leave it until some possible second edition?

All three, if fate allows.  :)
 
Errata for now, in the FAQ.
Squeeze a note about it into Thaw of the Lich Lord
Wrap it all up nice and tidy, should a second edition hit the shelves.

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Mr. Peabody on September 09, 2015, 05:43:46 PM
A question, if I may, regarding Wizard Eye...

Is it possible to cast Grenade via a Wizard Eye?

Would the point of origin be the 'eye' or the casting Wizard?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ImhotepMagi on September 09, 2015, 06:14:21 PM
All three, if fate allows.  :)
 
Errata for now, in the FAQ.
Squeeze a note about it into Thaw of the Lich Lord
Wrap it all up nice and tidy, should a second edition hit the shelves.


Agreed. I would keep the errata online in the FAQ pdf and maybe copy that errata to the back of a supplement book if pages allow. Each new supplement having errata for the previous book would be great for those with limited internet access. A master errata should always be available online as a living document (i.e. updated regularly).

As for second editions, definitely wait a bit until we've ferreted out all issues. It's really not necessary until the errata becomes truly unwieldy.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: SilverNines on September 09, 2015, 06:31:22 PM
Silvernines - I think it is pretty safe to say that the section on scrolls is not my finest hour of rules writing. In fact, I like your solution a lot better than my own.
It's much easier to sit back and comment on an isolated thing such as the scrolls than it is to write a set of rules that captures something new and works as a whole though, I'm impressed with the rules even if there's some bits I'd like to improve.  I'm glad you like the suggestion though.  The idea of scrolls being a safety net was a new one to me and a nice mechanic, the two just didn't sit alongside each other in my mind.

This leads to a difficult decision - do I 'change' the rule in an errata, basically tossing out what is in the book? Do I wait and change it in a supplement? Do I just leave it until some possible second edition?

I'd be interested to hear people's thoughts on this issue, as obviously it is bigger than just the scroll question.
Errata that actually changes the rules are tricky, I'd suggest keeping errata as corrections and clarifications but add something for recommended house rules that you believe improve things based on the wider testing that the game is getting (our group are using the modified campaign suggestions from the bad-karma site for example).  Then update it however you like in a version 2.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ducat on September 09, 2015, 10:48:40 PM
What is scroll issue. If you have a scroll ANY wizard can use it to cast at a base cast number.

IN ADDITION ... if the wizard knows the spell and has failed to cast tbey may then use the scroll to turn failure into success.

So a wizard that knows the spell on a scroll may use it in an extra way. Thats fair I think.

Of course you can also simply add an optional alternate scroll use rule so players can pick what they want to use in their games/campaign like the critical rule.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: SilverNines on September 10, 2015, 12:46:18 AM
What is scroll issue. If you have a scroll ANY wizard can use it to cast at a base cast number.
That's not actually the case, if you don't know the spell then yes, if you do then you try to cast the spell normally and if you fail the scroll lets you succeed at the lower number.  I just had the perfect example where I ended up using a scroll on my strike dead spell cast to have it succeed, my opponent easily passed the "5" he needed to resist, if I hadn't known the spell it would have been a target of "18".  The bit that doesn't fit is that for something like Strike Dead where there's value in the casting roll you're actually better off knowing nothing about the spell you're trying to cast from a scroll because it will end up casting at a higher number (and so harder to resist).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ducat on September 10, 2015, 06:58:47 AM
But you do not HAVE to use the scroll that way. You may also just cast it off the scroll without rolling a dice if you wish even if you know the spell.  The way you used it is in addition to this way....it turned a failure into a success  (though for a will resist this is not always a better option)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 10, 2015, 11:37:13 AM
Mr. Peabody - yes you can cast grenade through Wizard Eye. The point of origin would be the Wizard Eye.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: SilverNines on September 10, 2015, 02:07:21 PM
But you do not HAVE to use the scroll that way. You may also just cast it off the scroll without rolling a dice if you wish even if you know the spell.  The way you used it is in addition to this way....it turned a failure into a success  (though for a will resist this is not always a better option)
I'd love that to be true but that's not the way it's been explained (unless I've misunderstood, which is certainly possible).  If you know the spell already you don't get the option to just cast it from the scroll.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 10, 2015, 03:27:38 PM
As the rules are written in the errata.

1) A wizard who doesn't know the spell, using a scroll, autocasts the spell at the casting number.
2) A wizard who does know the spell CANNOT use it that way. Instead, he rolls to cast. If he fails, he may use the scroll to automatically cast the spell with a casting number equal to what he rolled.

As I've said, I think this rule could have been better written, or perhaps I could have come up with a better rule. For now though, that is the official rule. 

I will continue to ponder this, how it might be improved, and how best to present any change.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ducat on September 10, 2015, 06:05:15 PM
started a thread to discuss scrolls rather than clutter this section of the board -

http://leadadventureforum.com/index.php?topic=82388.0 (http://leadadventureforum.com/index.php?topic=82388.0)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Polkovnik on September 11, 2015, 02:56:29 PM
After playing my first game last night there's a couple of things I'm not sure about, regarding activation and combat.
If two figures A and B are engaged in combat, do they fight twice in the turn, once when each figure is activated ?
If A activates first and is killed (or whoever wins elects to use the push back to disengage), is B then free to activate when his turn comes ?
Presumably combat only takes place when one engaged figure chooses to activate for combat, so two figures could be engaged but no combat takes place, if both choose not to activate ?
 
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: JamWarrior on September 11, 2015, 03:05:25 PM
After playing my first game last night there's a couple of things I'm not sure about, regarding activation and combat.
If two figures A and B are engaged in combat, do they fight twice in the turn, once when each figure is activated ?
If A activates first and is killed (or whoever wins elects to use the push back to disengage), is B then free to activate when his turn comes ?
Presumably combat only takes place when one engaged figure chooses to activate for combat, so two figures could be engaged but no combat takes place, if both choose not to activate ?
 

Everything you have said is correct.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Wyrmalla on September 11, 2015, 11:46:14 PM
Hmn, not a question exactly, but is there any consideration for limiting the number of archers available to a warband? Mordheim had a set limit of 1/3rd of the party being archers rule, I'm just wondering if something similar could find its way into Frostgrave?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 12, 2015, 12:56:37 PM
Possibly. I haven't yet seen the need.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 12, 2015, 01:15:07 PM
Mordheim had a set limit of 1/3rd of the party being archers rule,
That's not quite right though - there was no fixed limit on the number of archers (or ranged units), it was only limits set by the warbands types.  Skaven could have every model armed with a sling (which was probably better than being armed with a bow), and the human lists allowed for everyone to have a bow or crossbow, even the Swordsmen.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ImhotepMagi on September 12, 2015, 01:28:32 PM
This is true, but it cost considerably more to arm with a bow than a sword, axe or club. So it sort of limited itself. If you wanted to kill people from across the board, you had to pay for it.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 12, 2015, 01:57:48 PM
Which you do now (in terms of stats and/or cost), so I'm not seeing the problem.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: rufus sparkfire on September 12, 2015, 02:46:42 PM
It was the Lord of the Rings game that had the 1/3 limit on missile troops.

Another question. The spell 'beauty' causes a will test when someone wants to attack the caster. Does this just mean in close combat, or does it also apply if shooting or casting spells?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ImhotepMagi on September 12, 2015, 03:39:08 PM
Which you do now (in terms of stats and/or cost), so I'm not seeing the problem.
I suppose it depends on whether you are comparing an archer to a thug or an infantryman. Versus a thug, yes. But there's very little reason to buy an infantryman over an archer at the moment.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Salanthas on September 12, 2015, 07:03:37 PM
I think if shooting is too dominant in your games, you should think about the terrain setup. Our first game was a bit disappointing too because some models got shot in the first turn, but after 2 games trying out different terrain it was totally okay.
In Frostgrave a lot of small objects - corcs do have the perfect size - should be placed on the table, to have many options for getting cover / interviening terrain.

In our setups it is very rare that someone is shot at and does not get at least +2 or 3, because some stuff is always between him and the shooter. I personally use only a Tracker or a Ranger in most of my warbands but no other shooters, and i never have felt underpowered.

Here is an example from one of our last games (yes, and sushi). Of course, the corks still need to be modified and painted up to fit in. But still, if you feel nerved by too powerful shooting in your games, my advice is: Grab a handful of corks and throw them between your other pieces of terrain! :)

(http://www.tabletopwelt.de/uploads/post-12566-0-44223800-1441315324.jpg)


Have a nice weekend and sorry for spamming the rules thread.
Alexander
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 12, 2015, 09:40:27 PM
Beauty applies to all attacks including shooting attacks and any spell that has an attack roll.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: rufus sparkfire on September 14, 2015, 12:14:31 PM
Thanks for the answer! I hoped it worked that way.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Lillan on September 15, 2015, 12:32:55 AM
Hello, I have a few interesting situations that have come up recently that I would like some clarification on.

1)   Bone Dart, and wizard eye: Bone Dart says it can be fired at any model within line of sight, and wizard eye allows line of sight to be drawn from it for spells. Where does the bone dart’s shooting attack originate from the Eye or the wizard?.
       For example “The Wizard is standing in an alley with a wizard eye active on the building at the end of the alley. He wishes to target a model standing behind the corner of one of the ruined building. The wizard himself can not draw line of sight to the target, but the wizard eye can”
       Side note: More to the point are shooting attacks generated from spells still considered part of the spell its self? (Ie Bone dart, Elemental Ball/Bolt etc cast on a model in the Silent Tower Scenario)

2)   Wizard eye and height: Can the wizard eye draw line of sight up like a normal figure?.
        For example “Same situation as before accept the wizard eye is on a 1” high wall, and the wizard wishes to Transpose the model around the corner and another model 4” above the first. Both models can have line of sight drawn to them from the wizard eye but the model above requires the wizard eye to draw its line of sight above the terrain’s current height”

3)   Selling duplicate copies of a Grimior: If a wizard has not learned a spell he has a Grimior for and gains a second copy of the same spell in Grimior form can he then sell the second copy? or does he have to learn the spell from the first grimior before he can sell the duplicate copy?.

4)   Wizard Killing Summoned Soldiers: If a wizard kills a summoned zombie, Demon, or Illusionary soldier does the wizard get the experience as though he killed an enemy soldier (I assume he would for a construct or animal companion as they take up soldier slots in the enemy wizards warband), and is their a difference between killing summons that where summoned before a game and during a game in regards to being killed for experience (as some Base Upgrades allow summons to be summoned before the game when they normally can not be). In addition does a wizard gain experience for killing a controlled model such as through, Mind Control, Control Undead, Control Animal, Control Demon.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 15, 2015, 10:56:41 AM
1) An attack using the Wizard Eye originates from the Wizard Eye

2) Yes, a wizard eye can look up, down, side-to-side, it just can see anything that is standing behind an imaginary plain extended from the surface it was placed upon.

3) He can go ahead and sell the duplicate copy.

4) If the figure is under the control of an enemy player it counts as a soldier for the purpose of experience.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: rufus sparkfire on September 17, 2015, 03:35:24 PM
Is there any way to use the spell 'restore life' to bring back a dead wizard? Or is it really not castable by the apprentice?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 18, 2015, 08:23:54 AM
Afraid not. Apprentices just don't have the control of magic required for it. 
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tim in saskatoon on September 20, 2015, 08:24:48 AM
What happens to a bound demon when a spellcaster is taken out of action? What about if the spellcaster leaves the table?

What would happen if a summoned and bound demon or imp was in combat with a wandering monster and became unbound and essentially became a wandering monster? If wandering monsters don't fight each other would they continue to fight or would they stop and just move away from each other towards the nearest foe?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Roger on September 20, 2015, 12:27:59 PM
Hi Folks, Just a quick one (hopefully) ,Soldier carrying a treasure is attacked, does he have to use an action to drop the treasure,or is it assumed that he does that automaticly ?
Thanks
Roger
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Roger on September 20, 2015, 05:09:56 PM
Sorry ,scratch that last question,found the answer, I couldnt find it last night when we were playing ... Doh!!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Coenus Scaldingus on September 21, 2015, 09:40:33 AM
Is any experience gained when successfully casting a spell via a scroll?

And if a wizard casts a resistable spell on an enemy spellcaster, and the target empowers his/her Will roll with the final point(s) of Health (successfully resisting, yet dying because of it), would this count as being killed by the casting wizard?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 21, 2015, 12:31:05 PM
Spellcaster death does not unbind a demon. (Although I can see a lot of people house ruling that)

No experience is gained for casting a spell of a scroll.

Coenus Scaldingus - it's hard to fathom a situation is which this would occur, but yes, the caster would get the experience for the kill.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Coenus Scaldingus on September 21, 2015, 01:13:18 PM
Aye, it sure is a corner case, but I'm sure given enough games, it will come up at some point.  :)
Could imagine two low-health wizards, one casting steal health on the other, the victim either dying of empowering or the spell effect, and this way at least stopping the caster from regaining some health.

Thanks for the rapid response!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Nooblord on September 21, 2015, 10:53:00 PM
Hi,

Just a quick one regarding xp for cast spells in a game:

1. For a spell that can be resisted is the xp for successfully casting the spell only received if the target's resistance roll is overcome?

2. For a spell that makes a shooting attack is the xp for successfully casting the spell only received if any damage is done to the target (or the target is pushed any distance etc.)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 22, 2015, 06:31:37 AM
1. No, you've cast the spell, so you get the XP.

2. Same as 1.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 22, 2015, 08:20:57 AM
Darkson is correct. You get the xps in both situations.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 22, 2015, 04:13:02 PM
Darkson is correct.
I should get this printed on a t-shirt. ;)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 23, 2015, 10:32:10 AM
Ok, so a wizard gains 3 levels after a game.  Can you save on "skill up" for after a future game?  For example, could you add +1 to a spell, then add +1 to the spell the next game (leaving aside that you should get at least 1 level per game)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 23, 2015, 05:21:23 PM
I know i'll seem like a troll asking this but i  thought i had it until i  kept reading...

Does "Shoot" skill affect/stack on Bone Dart?

I know that Joe already ruled Shoot has no bearing on magical attacks magic attacks EVER.

I  was fine with  this.

Then i  get to  a few pages near the end and someone leaves an idle comment about Bone Dart being the exception or some such. Then i start to doubt myself as  Bone Dart is not a magical attack (by way of its description).

Is someone able  to tell me  definitively one way or the other?

ps. Apologies again. I realise it may be a stupid question after Joe definitively answered magic shooting attacks, but  once a seed of  doubt is sown it bears ripe fruit. Oh, and great game! Loving every minute of  it!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 23, 2015, 07:21:13 PM
Another question that came up during our games was the order in which you level up. Is there a specific order in which you perform the various "level up" tasks? We were just doing the process as it appears in the book but noticed that we couldn't use any grimoires on the turn that we levelled up - as it forces you to learn spells (or improve a spell/stat) before potentially finding new spells in grimoires.

Is this the only way to do it or are we allowed to do it in any order (find the identity of the treasures and THEN spend the experience)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 23, 2015, 07:58:51 PM
Do not add your Shooting Stat to Bone Dart attacks or any other attack generated by a spell.

You can absolutely figure out what loot you got and then decided how you level up.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 23, 2015, 08:55:44 PM
Thanks Joe! It's really great how you're getting involved with the community and answering questions personally, and it's greatly appreciated!

And  sorry  for asking that magic question. I've seen you answer it more than once but its that "seeds of doubt" thing with  that spell  in particular (due to it not being a magical attack).

And can't wait for more supplements and campaigns...
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 24, 2015, 08:13:16 AM
No problem, Rixus. Glad you are enjoying the game!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Todosi on September 25, 2015, 11:13:09 PM
I think my question got lost in the mix a couple pages back.

Can a model voluntarily jump down from a height?  As in, potentially take damage from a fall, or jump 3" down without it taking up 6" of movement?

Thanks!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 26, 2015, 11:19:44 AM
Yeah, we struggled  with that one. We were trying to  move down from ruins but weren't sure how to measure it.

Is it:

One action to  jump down and a second action to run half your movement?
Half your  movement down, and remainder of your movement forward, leaving a second action to  attack,run, etc.
Fall down with  no  movement or actions being taken (but incurring relevant damage) with two actions free to move, attack, etc.

Any help  with  this one would be greatly appreciated and would improve our games a great deal.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 26, 2015, 11:22:26 AM
Also, i  haven't been able to  see any questions about measuring. Do we measure from the bases, or  the nearest points between the models' masses? I have a friend who plays it by measuring "head to head".

Only  reason i ask is bases aren't mentioned at all in the book so we find it difficult to decide when a model is touching a treasure token or within an inch of another model etc.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Pappa Midnight on September 26, 2015, 12:39:43 PM
Just a quick question, regarding the upcoming Thaw of the Lich Lord. I see that their is a new soldier class "Javelineer", without giving away specifics, any chance you could give the gold cost of this soldier? I'm in the process of putting together a Witch Warband and have found some cracking javelin armed minis. I was going to use them and "counts as archer" but would prefer the "official" take.

Regards
PM
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 26, 2015, 04:57:41 PM
Todosi,

Sorry for missing your question first time around. Treat it like this.  You can voluntarily fall. However, all distance fallen counts as movement.  So a figure with 6 movement falls 3 inches it may move a further three. However, if that figure is carrying treasure, the 3 inch fall would use all his movement for that action. Either way the figure may take a second action, if it has one, to move again, but this movement will be halved.

If the distance fallen is more than the a figure can move in one action, he must spend his second action on movement as well. So a thug who voluntarily falls 7 inches, would have to spend both actions if he has them available, but could still move 2 inches after he hit the ground.

Obviously, a character who doesn't have enough actions to create enough movement to equal the distance fallen, still falls all of the way to the ground, and thus, in theory gains a bit of 'free' movement, but may do nothing after hitting the ground.

I hope that is clear and answers your question.

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 26, 2015, 04:58:57 PM
Sorry Papa M. I am sworn to secrecy on the specifics of the book at the moment. I would carry on thinking of them as counts as archers. You may prefer to keep them that way anyway.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Pappa Midnight on September 26, 2015, 07:48:26 PM
Sorry Papa M. I am sworn to secrecy on the specifics of the book at the moment. I would carry on thinking of them as counts as archers. You may prefer to keep them that way anyway.

No problem, thanks for answering anyway.

Regards
PM
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Todosi on September 26, 2015, 08:26:25 PM
Thanks for the clarification Rob, and no problem missing one little question in all this excitement.

I assume that if voluntarily falling, you would still take damage if applicable right?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 27, 2015, 11:24:22 AM
Yup. Intentional or not, you still take the falling damage.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 29, 2015, 05:45:00 PM
Apologies Joe, I know you've answered this question before but i just can't find the answer in these previous 29 pages lol.

When one enchants an weapon belonging to a soldier, embeds it, then decides to sell it post game; what happens  to his original? Does he buy another for 5gc or  are  there an endless supply back at the base with which to  replace it?

And could you  update the FAQ with your answer so i don't have to look for your post again please lol?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Col. Sameth on September 29, 2015, 10:54:06 PM
Hi folks, sorry if this has been asked already, but how do scrolls work for out of game spells? In the rules it says "any activation that a spell caster could have used to cast the spell, he may instead use the scroll". I don't think there are any "activations" out of game so does that mean that scrolls for out of game spells can't be used?  If so, should you just automatically sell any scrolls for out of game spells?

I checked the errata for scrolls  but didn't see any relevant answers
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Col. Sameth on September 30, 2015, 02:31:19 AM
Also can you empower out of game spells? If so, how does that affect health for the next game?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 30, 2015, 07:56:47 AM
@Rixus - they just pick a basic one of the warbands weapons rack.

@Col. Sameth - I suppose if you want to be highly beardy/technical/etc you can play it like that, but I know Joe has mentioned scrolls being used for OOG spells in the past, so we've assuming they're allowed.

No you can't empower spells cast OOG (though I'm thinking of asking our group if we want to house-rule otherwise).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 30, 2015, 09:42:58 AM
So you can infinitely enchant, embed, sell, enchant, embed, sell during/after every game?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 30, 2015, 10:35:42 AM
Looks like it, though as weapons enchanted by the wizard aren't technically the same as the Magic Weapons listed that you can buy, it's a house rule that you can sell them (and for how much).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 30, 2015, 11:02:55 AM
Rixus - actually, I don't think anyone has specifically asked this question before. As the rules are written, if you take a soldier's weapon, it is not replaced, nor is there any provision for buying one. Essentially, you would either have to play with an unarmed soldier or buy a replacement.

Col. Sameth - Scrolls for spells that can be used Out of Game can be used Out of Game.  You cannot empower spells out of game.



Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 30, 2015, 12:03:33 PM
Rixus - actually, I don't think anyone has specifically asked this question before. As the rules are written, if you take a soldier's weapon, it is not replaced, nor is there any provision for buying one. Essentially, you would either have to play with an unarmed soldier or buy a replacement.
Actually Joe, you said about replacement weapons when I asked about enchanted weapons earlier in this thread, which is what I was basing my answer off. I'll try and find it.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 30, 2015, 12:17:27 PM
Or maybe not - I think I'm going senile in my old age... :'( lol
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on September 30, 2015, 12:41:21 PM
Or maybe not...? It was on Decayed weapons, not Enchanted ones.


http://leadadventureforum.com/index.php?topic=80477.msg991432#msg991432  reply#84
On Decayed weapons:
2. Decay says the weapon is useless "for the rest of the game" - does that mean the model gets the weapon back once the game is finished?
Your answer:
2. I answered this wrong earlier in this thread - so I will go back and correct it. It's lost for the rest of the game, but after the game, it is assumed that the soldier grabs another similar weapon off the armour rack back home.


Seems a bit strange that thug A that lost his weapon due to Decay will just pick up another one, but thug B that had his sold wouldn't.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on September 30, 2015, 01:35:51 PM
Thank you  Darkson! That is the very comment i was looking for! Must've got muddled in my head what the actual question was, but i remember something about being assumed the soldier could  pick another from the rack back at the base.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on September 30, 2015, 01:52:39 PM
Basically guys, I'm trying to give 'rules as written answers'. 

Decay says the soldier get's his weapon back (it can be justified in any number of ways). If the player chooses to take a weapon away from a soldier then the soldier is unarmed, and there is no provision for buying new mundane weapons for soldiers. Thus if you do not want him to be unarmed you have to buy a new soldier.

I agree this might not be the most satisfactory answer, and you are free to house rule it any way you wish. However, I do not believe it is in the best interest of the game at this point to create a completely new rule, whose only use is to facilitate a very particular way for a wizard to make money. Especially since that method is still viable, if not quite as good, as it would be under a new rule. 
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tys123 on October 01, 2015, 09:18:48 PM
So if a wizard enchants and embeds a sword and then enchants and embeds the armour what happens.
He can't keep both as he is only allowed 1 enchanted item.
He can't buy a new unenchanted item as they aren't for sale.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Timbor on October 02, 2015, 04:48:07 AM
With regards to area spells, such as fog or mud, is there a limit to how many you can have in effect at one time?  Could my witch theoretically turn much of the table into a boggy mire?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 02, 2015, 10:44:37 AM
Yup, your Witch can make a mess of the table if he so chooses.

Tys123 - you can't embed an enchantment on a piece of equipment carried by a soldier if doing so would take him over his maximum allowed items.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 02, 2015, 07:04:28 PM
"Hello George, what are you doing?"
"Hello Arthur.  Got me sword decayed again - 3rd one this week, so just getting another from the weapons rack."
"Hmpphh. Lucky you, mine got enchanted and sold, so I just have to punch people now."
"Oh, I've got some spare swords in here, do you want to borrow one?"
"No, I can't do that."

 ::) ;)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Timbor on October 02, 2015, 07:28:06 PM
Yup, your Witch can make a mess of the table if he so chooses.



Cool!  Also, the Summoner spell, Plague of Insects, does that affect Constructs and Undead as well?  We played a game last night and decided it likely would not affect a construct.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Nooblord on October 02, 2015, 07:29:33 PM
Hi,

Just a couple of quick clarifications on spells.

1. The Mind Control spell allows the control of Undead, Demons and Constructs by the rules as written, correct?

2. Is a Will roll required if casting an 'attacking' spell at an affected tartget?
    What about another spell like a curse or de-buff?

TIA
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Coenus Scaldingus on October 02, 2015, 08:09:40 PM
The 'Beauty' spell states that it affects all humans, clarified as anything not being in the Bestiary. Is the spell thus still supposed to affect War Hounds, obviously not human, but also not found in the Bestiary?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Mr Vampire on October 03, 2015, 01:35:59 PM
First Frostgrave game after thoughts.

My son and I played our first game of Frostgrave today and a good time was had!  This is part of his extracurricular education, along with watching Monkey and The Goodies. He used the wall spell to great effect: blocking entire laneways so my soldiers had to climb out, casting it along side the wall my wizard eye was on blocking its view completely etc.

After the game we considered the creative extent of the wall spell along with a couple of other things which has lead me here.

The wall spell.
Can the wall be cast horizontally? If so it could e used to make a path across certain rough terrain such as a mud pool etc.  The wall is descried as impenetrable, which implies solidity & strength, so could it be used to make a bridge across rooftops? 
We concluded that it can be climbed (being an elementalist spell, we presumed it is made of a solid element – magical stone). We didn't really come to a definite decision as to the horizontal casting.  I lean towards the idea that it can, because it makes a more creative and varied game (perhaps with a +1 difficulty to represent the unorthodox variation?).

The Wizard Eye.
Is it visible to everyone? How much of a physical form does it have and can it be attacked?
We decided it is definitely visible to others (and we use a cool plastic eye token that we blu-tack to the wall). We ruled that it can not be destroyed by physical or magical attack directly (outside of the usual spell eater/dispel etc.).  We decided the spell could be destroyed indirectly by destroying the wall with crumble.  I do like the idea that the caster could be affected through his own wizard eye, perhaps with such spells like blinding light.  (Maybe the wizard would have to make a will roll to avoid being poked in the eye by a thug).

Telekinesis.
Can another spell be cast while still concentrating on moving the treasure?  Can engaging the wizard in combat break the spell?  What about if he takes damage?
We decided casting a spell requires too much extra brain power to move the treasure as well. We also decided fighting doesn't beak the spell, but perhaps damage should (we didn't decide on that one).

Love to hear other players two cents on any of these as well as Joes official words on the subjects.  Apologies if my feeble eyes missed previous rulings/discussion pertaining to any of these.

Cheers.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Davies on October 03, 2015, 08:55:42 PM
Hi to everyone. My wife and I have some questions after our fifth game, and I see we are not the only ones. 

The main one is the meaning of the term "creature". My soothsayer tried to Mind control her animal companion (a polar bear, and he failed miserably). However, we have doubts about the use of the term creature. It seems clear that an animal companion can be controlled by Control animal or Mind control, but, what about undead creatures? And wild animals? Constructs, demons? Could they be the objectives of Mind control? My humble opinion is that undead, constructs and demons must be imperious to the spell, but not animals.

I'm sure some wise gamers could clarify it to us. Thanks in advance.

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 04, 2015, 11:39:42 AM
Mind Control works on everything except wizards and apprentices unless otherwise stated. 'Creature' is anything in the Bestiary.

The Wall spell has been discussed earlier in the thread. Officially, it has no appreciable thickness, nor can it be cast horizontally. Using it is a bridge is pretty cool, and worth consideration as a house rule. That said, the Wall spell is arguably one of the best in the game already and probably doesn't need the help.

Wizard Eye is visible to everyone. It has no real physical form and cannot be attacked, although the terrain it is on can be crumbled and this destroys the wizard eye.

Telekinesis - I'm not sure I understand your question? You cast the spell, move the treasure, and then the spell is done. So a wizard can't be attacked while casting it.

Beauty does not affect warhounds as they are animals. A will roll is required to attempt any spell which would negatively impact a target with a Beauty spell.

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Mr Vampire on October 04, 2015, 02:08:37 PM
OK, I think for the Telekinesis was the way we interpreted the wording of the rules.
The book says that as long as line of site can be maintained the wizard can move the treasure over any terrain & if line of site is lost it falls to the ground.  We took that to mean the telekinesis lasted more than one turn (as the rules don't specify that), which is what lead to my question about it.  I'm inferring from your response that this was incorrect and the wizard would need to cast the spell again to continue moving it.

Thanks for your ongoing Q&A on the game Joe!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tim in saskatoon on October 04, 2015, 11:22:30 PM
I'm sorry I have to ask, but I play with some people who are... VERY LITERAL...

Can you gain experience for using a Magic Item?

The reason I ask is that under experience is says "+10 for each spell successfully cast (by either the wizard or his apprentice)" and under Horn of Destruction is says "Threat this as a successfully cast Crumble Spell"...

I say "uh, no", but...


Also, I see in the Errata/FAQ that it is possible to cast into combat - when casting into combat is the target of the spell randomized as per shooting into combat? For any spell? For spells that make shooting attacks (Bone Dart, Elemental Bolt, etc)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 05, 2015, 08:14:47 AM
No, you don't get experience for using a magic item, even it it basically works the same as casting a spell.

An spell which causes you to roll an attack needs to be randomized. Others do not.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: drmadwolf on October 06, 2015, 09:29:11 AM
Hello can someone clear me a doubt ?

The out of Game spell - ANIMATE CONSTRUCT - it says:
"If the spell is successfully cast, the construct immediately becomes a member of the warband, taking the place of a soldier."

Does this means that I have to sacrifice a existing soldier for the construct or that the construct just takes a space in the warband  ?
If my warband size is 6, a Successful cast of ANIMATE CONSTRUCT would take my warband size to 7, or do I realy have to discard a soldier ?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 06, 2015, 09:37:08 AM
It takes a slot, so if you have a spare slot you're fine, but if all your slots are full you have to fire a soldier.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tyrionhalfman on October 06, 2015, 09:40:56 AM
As Darkson said it only replaces one if you are already at your warband limit, which means you have to decide whether to leave an empty slot in the hope of successfully casting the spell or hire a cheap soldier and fire them if you're successful. Joe said in an earlier post that you can't attempt the spell and then hire another soldier if it's not successful. You have to do your hiring first. If you already play a smaller warband then you don't have a problem
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: wrinklestiltskin on October 11, 2015, 03:38:36 PM
Hi,

I have one question that is probably obvious, but I want to be sure.

A touch spell like Heal can be cast on the caster himself, right?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 11, 2015, 04:00:34 PM
Yes.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tim in saskatoon on October 11, 2015, 05:01:51 PM
In a combat with a creature that is "immune to non-magic weapons" (wraith, vampire, the Genie, etc) do extra attackers without magic weapons count as "Supporting Figures" (adding a +2 bonus each) if they themselves are not armed with magic weapons?

How about in a situation where multiple combatants - all not armed with magic weapons - enter the combat, just to try and beat it and force it out of combat with a particular model (their wizard, say...)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Gulix on October 12, 2015, 08:48:37 AM
A question about the "moving" spells (Transpose, Leap, Teleport, ...)
In the description of the Leap spells, it is clearly stated that a Treasure marker hold by the Leaping figure move with it.
It's not indicated in the other spells.
Does the Treasure marker move with the figure with these other spells ?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: jp1885 on October 12, 2015, 11:16:41 AM
Damn - I've only gone and bought me a copy of Frostgrave!  ;D

What a cracking publication - bravo Joe.

Now to assemble and ruin paint my Summoner warband. But before that, a quick question if I may:-

When summoning an imp, you can basically plonk one 3" from your opponent's warband and hopefully cause havoc? I assume the imp is not under your control (as it acts during the creature phase), but can you gain control of it via the Bind Demon spell?
I'm not sure if it'd be worth it, but it's a question that sprang to mind.

Edit: Ooh, one more - can magical creatures such as imps and demons cause damage to creatures that are immune to non-magical attacks?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Fencing Frog on October 12, 2015, 12:21:30 PM
A question about the "moving" spells (Transpose, Leap, Teleport, ...)
In the description of the Leap spells, it is clearly stated that a Treasure marker hold by the Leaping figure move with it.
It's not indicated in the other spells.
Does the Treasure marker move with the figure with these other spells ?

my group assumes that it(treasure) does move with you...

I never considered for a moment they would not until you pointed out this distinction
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 12, 2015, 05:18:58 PM
Hey guys, I'm just back from Spiel in Essen. Great show, but pretty all-consuming! So sorry I've been out of touch.

Jp1885 - thanks, glad you are enjoying it! The imp from the Imp spell is not under your control (or anyone's). He can be bound, with the Bind Demon - but that just as well for your opponent as you!  No magical creatures do not make 'magical' attacks, unless it is specifically stated. I would probably house rule that Greater Demons do!

Gulix - movement spells move the figure and the treasure unless it specifically states otherwise.

Tim in S - Yes, the figures would get the bonus. They can win the combat, they can push the creature back. They just can't actually do any damage.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: jp1885 on October 12, 2015, 07:52:01 PM
Cheers Joe!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: JamWarrior on October 12, 2015, 08:07:07 PM
Seems a really obvious question, but I have to ask now the seed of doubt has been placed in my mind.

In the soldier phase, player 1 activates all his remaining soldiers, then player 2 activates all his, right?

I have a player who seems to interpret the rule as written to mean you take turns activating one soldier each (and he's apparently seen YouTube battle reports where they did that).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tyrionhalfman on October 12, 2015, 09:06:01 PM
The player with priority activates all his remaining soldiers before moving onto the next player unless I've been playing it wrong.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 13, 2015, 08:34:03 AM
Question on Furious Quill (and any other spell with similar wording)

I understand that multiple castings have no further effect, but what exactly does that mean?

For example, if the firt casting was at 10, and a second casting (on the same target) was made at 15, would the target need to roll seperately for the two spells, just once at 10 or just once at 15?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 13, 2015, 11:51:56 AM
Darkson - literally, no effect. So there is no point in casting it on the same target a second time until the target has escape it.

Jam Warrior - One player activates all of his remaining soldiers, then the next does all of his.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: djicelatte on October 15, 2015, 07:12:31 PM
Hi in the rule book some soldiers get a +1 fight for having hand weapon and dagger and its already in their stats. My question is does a wizard or apprentice get the +1 fight being armed this way? Believe they can buy a dagger for 5g at the start so would they be +2/+3 fight with hand weapon dagger?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 15, 2015, 09:23:16 PM
Yep, as listed on p.19.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: zellak on October 16, 2015, 11:42:55 AM
Hi , new to the boards and I have a question.

If I cast Possess on one of my warband, does this mean I cannot cast Summon Demon or Bind Demon as I already have a bound Demon under control ?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Fencing Frog on October 16, 2015, 01:46:15 PM
Decay spell:  I just want to make sure we did this one right... the spell is successfully cast and the effect is automatic?  In a recent game the spell was cast by my opponents apprentice via a scroll (so it was cast automatically) so my wizard who was engaged in hand to hand at the time... would loses her weapon automatically?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 16, 2015, 03:03:59 PM
Yup. That's a good use of a Decay scroll.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Fencing Frog on October 16, 2015, 03:09:07 PM
Yup. That's a good use of a Decay scroll.

OK we thought so.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: blackfly on October 17, 2015, 12:22:28 AM
I know it's not out yet, and will understand if you don't want to give ANY info until Liche Lord releases, but  . . .   ;)

I've already pre-ordered the rules, and have been excited by the idea of crowmaster, and haven't been able to stop myself from beginning on a conversion already.  I was wondering if you can say if having the crow component as a seperate miniature as shown in the nickstarter photos is important for game play, or if its just a scenic/aesthetic choice, and the crow can be on the same base as the crowmaster.

Thanks in advance if you can say!  8)


Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 17, 2015, 08:36:40 AM
It' is important.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on October 17, 2015, 03:43:22 PM
re: the Decay spell two or three posts above.

Can you cast a scroll into  combat? Its still a spell isn't it?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: blackfly on October 17, 2015, 11:00:42 PM
It' is important.

(http://randomplatypus.com/forum/chat/img/emoticons/thumb.gif) Noted, thanks! :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tim in saskatoon on October 18, 2015, 03:34:47 AM
If multiple spellcasters cast the same Power Word does the effect stack?

i.e. if a wizard and his apprentice both cast a Power Word for Forget Spell would anyone casting it then get +6 to their rolls?

I have a feeling no, but I can't find anything specifically saying it doesn't work that way...
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 18, 2015, 09:04:27 AM
No. The effects do not stack. It just means it would be harder for the other side to dispell them all.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Dalcor on October 18, 2015, 06:22:59 PM
QnA Upgrade, taken from this thread, only pages 1 to 20 are done.
https://drive.google.com/file/d/0B2_A_uc_n_u7WUNibHNualF4TkU/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7WUNibHNualF4TkU/view?usp=sharing)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: blekinge on October 20, 2015, 12:40:41 PM
QnA Upgrade, taken from this thread, only pages 1 to 20 are done.
https://drive.google.com/file/d/0B2_A_uc_n_u7WUNibHNualF4TkU/view?usp=sharing (https://drive.google.com/file/d/0B2_A_uc_n_u7WUNibHNualF4TkU/view?usp=sharing)
Nice work
Most of the 1-20 stuff are already in the official FAQ, however. But the 20-35 stuff are still missing, so if you can make it into your FAQ, it would be very nice.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Dalcor on October 20, 2015, 09:22:28 PM
Thats not that easy...I need time... now I am looking again and again and again on Episode VII trailer

And thats an update, first version has had only pages 1 to 12, so this is still huge step forward :-)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 21, 2015, 12:33:16 AM
1-20 has been on the first page for a while (1st Sept).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: recceboss on October 21, 2015, 02:30:14 PM
Hi, starting our first games this week and have some questions from reading the rules.

1. Can spellcasters cast their spells on themselves, unless obviously excluded or otherwise specified?
2. When choosing what to do with the Wizards experience he's gained in the game, we're a bit unsure as to how many upgrades he's allowed.
Is it intended that he can improve a stat OR improve a known spell OR learn a new spell?
3. If a wizard reduces the casting value of a spell to 5, the spellcasters still have to add the out of school penalty to this? So a spell from his opposed school will be 5+6=11 to cast, 13 for his apprentice?

Thanks
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 21, 2015, 03:30:25 PM
1. Yes.
2. After each game he can learn a new spell if he has a grimoire (so if you gained two levels and had 2 different grimoires you could learn two spells), you can lower the casting number of a spell by -1 (once per end game, so if you got two levels you could do two spells at -1, but not one spell at -2), and you can add +1 to the following stats: Fight, Shoot, Will and Health - each stat can only be improved once per game.
You can use as many upgrades as you get, so i you're lucky and get 4 or 5 levels in the one game you can use them all.  Joe has said it's not possible to "save" a level, so you might as well use them all in one go.
3. No, you can lower the casting number down to 5 regardless of what it started at, so if you had Fleet Feet(10) as an opposed spell (16) you could "spend" 11 levels to get it down to 5.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: pacarat on October 21, 2015, 05:58:39 PM
Question came up in our first game this past weekend...

In a combat, when a natural 20 is the die result, does that critical hit apply only when rolled by the "attacker", or can a "defender" get a crit by rolling a 20?

Did not see this in errata, and if covered elsewhere in the thread, I've failed my search fu roll...

Thanks!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tys123 on October 21, 2015, 06:30:35 PM
A question about the Soldier phase.
Do you have to activate all of your soldiers or can you choose to not activate some of them.

If you mind controlled someone with a low score you may not want to activate them so they don't get to try and break the spell.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: JamWarrior on October 21, 2015, 09:18:47 PM
Question came up in our first game this past weekend...

In a combat, when a natural 20 is the die result, does that critical hit apply only when rolled by the "attacker", or can a "defender" get a crit by rolling a 20?

Did not see this in errata, and if covered elsewhere in the thread, I've failed my search fu roll...

Thanks!

In combat there is no distinction between attacker and defender.  Whoever rolls highest (after mods) wins and does damage, whether they were the one who initiated the fight or not.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: JamWarrior on October 21, 2015, 09:22:14 PM
A question about the Soldier phase.
Do you have to activate all of your soldiers or can you choose to not activate some of them.

If you mind controlled someone with a low score you may not want to activate them so they don't get to try and break the spell.

Rulebook says a player may activate his remaining soldier, but then clearly states that the round ends when all soldiers are activated.  I would have said why not let people skip activation, where's the harm, but then you pointed out the highly cheesy edge case in your post!  Activate and do nothing, fine.  Not activate at all, no.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 22, 2015, 08:41:26 AM
Yes. All soldiers must be activated. They can then choose to do nothing.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: sniperbait on October 22, 2015, 10:11:20 AM
Hi,  I played frostgrave last night and had a great couple of games but a couple of questions arose. I've had a search and can't find an answer on the forum.

Pre-measure or not to pre-measure? 
We allowed pre-measuring last night but it was a fair point raised by one of the players. Can this be done?

Beauty and monstrous form spells.

What it the duration for these spells. We played it as the whole game but perhaps we missed something?

Otherwise, good game, good game. As brucie would have said.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 22, 2015, 10:30:55 AM
In a combat, when a natural 20 is the die result, does that critical hit apply only when rolled by the "attacker", or can a "defender" get a crit by rolling a 20?
It's covered in the "Critical Hit" section, last sentence:
"It is possible for two figures in combat to both score critical hits, in which case they both do damage."
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 22, 2015, 10:33:31 AM
Pre-measure or not to pre-measure? 
We allowed pre-measuring last night but it was a fair point raised by one of the players. Can this be done?
I don't think it's clarified in the rules, it's something for your group to decide for yourself (we allow pre-measuring).

Quote
Beauty and monstrous form spells.

What it the duration for these spells. We played it as the whole game but perhaps we missed something?
Whole game, unless dispelled.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 22, 2015, 10:35:11 AM
Can you use levels to reduce the casting number of Transcendence?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: sniperbait on October 22, 2015, 02:28:36 PM
Cheers Darkson71.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 22, 2015, 03:56:57 PM
Yes, you can use levels to reduce the casting number of Transcendence.

Pre-measuring tends to save many arguments, and for that reason, I always allow it.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ChaosChild on October 22, 2015, 04:24:24 PM
When it comes to shooting, pre-measuring is actually required by the rules. You have to check that the target is in range and LOS before you can declare a shooting action.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: mcfonz on October 22, 2015, 10:05:39 PM
Hi all, myself and a buddy have played our first three games of Frostgrave - so I thought I would give my thoughts and findings, sorry if I bring up any issues already raised and answered - 34 pages is a bit intimidating to read through to find what I am looking for in some cases!

We played a 'warm up' game to get to grips with the rules before playing two campaign games.

Issue: Treasure Placement - there seems to be no reason not to place two of your treasures very close to the two neutral edges and 9" out from a player edge. Why would you place treasure closer to one deployment than another unless you wanted to gamble on winning that edge as yours - put all of your eggs in one basket. If both players do this (which we did initially) then it is possible to have all of the treasure off the table by the end of the soldier phase of turn three if not sooner (circumstances allowing).
Possible answer: Treasure is placed randomly. Establish the centre of the table and use a scatter dice to determine direction and 2d6 to determine distance in inches. Treasure can be closer than 6" of other treasure.

Game play is fine, no issues with that as far as we could see, combat and shooting work nicely as does the spell casting etc.

Scenarios:
Issue: In one game we played Genie in the Bottle along with the random encounters rules. The genie and encounters never occurred which was a bit of a let down, especially when it is a scenario and it simply doesn't happen!
Possible solution: The first treasure is picked up as normal and the roll for the genie is made, if the genie doesn't appear carry on until the next treasure is picked up. The roll is now made with a +1 modifier, this occurs incrementally until the genie appears. So the 2nd time treasure is collected the die roll is made with a +1, 3rd time +2 and so on. The maximum modifier is +5.
This only applies to the genie and not to random encounters. So if the third time a treasure is picked up a player rolls 13, the modifier of +2 takes the result to 15 and the genie is summoned. As this modifier is only for the genie and the roll is 13, it is not high enough to trigger a random encounter. However, should the roll be 15-20 naturally, both events are triggered - if the genie has not already been.


Post game is a different issue. For me, I was attracted to this as people said this was the new 'Mordheim' or fantasy's answer to Necromunda. Sadly, and again "for me" - this game fails to hit the heights of either of those (especially Necromunda) for several reasons.

The character development and emotional attachment to your characters as a result, just simply does not exist. After two campaign games our warbands were virtually unrecognisable from the ones that first ventured out. The thugs, thieves and other low ranking types were all replaced with barbarians, men at arms or marksmen etc. Both our wizards were level 4 by that point as well - partly in thanks to one of the scenarios we played (the well of dream and sorrows).

This appears to be mainly down to the ease in which gold crowns fall into your lap and the relative ease in which you can get hold of things. Having read the FAQ on the FB group I think this could help some issues. However, I wonder if just halving the amount of gold crowns you earn through the treasure table but not the values of characters and items, could be simpler.

So for example d20 x 15gc becomes d20 x 8gc. I rolled 18x25gc in one game, more than what my buddy had earned in three rolls on the same table. And enough in one roll to replace four low ranking characters with, say, four barbarians. Halving that would result in a slower turnover of characters and result in a bit more attachment, emotionally, to them I feel.

Anyway, that is my thoughts so far on the game. It feels a bit raw and unpolished in places, but the actual mechanisms of the game provide a really fun game and we'll continue with it for sure and try to create some 'corrections' in the form of house rules to iron out the parts we find strange etc.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: kagekun on October 22, 2015, 11:48:26 PM
Just a question, if my wizard has a base fight of 2 and is equipped with a +1 hand weapon and a +1 dagger does he get the bonus from both weapons making him a +4/+5 or does only the highest level weapon apply?  I couldn't find anything about it
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 23, 2015, 12:14:24 AM
http://leadadventureforum.com/index.php?topic=83693.msg1027638#msg1027638
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 23, 2015, 08:19:00 AM
Kagekun,

It isn't stated in the rules anywhere, but I will add it to the FAQ when I get a chance. A figure may only receive a Fight bonus from one magical weapon at a time. They do not stack.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: monkeylite on October 23, 2015, 04:57:36 PM
Issue: Treasure Placement - there seems to be no reason not to place two of your treasures very close to the two neutral edges and 9" out from a player edge. Why would you place treasure closer to one deployment than another unless you wanted to gamble on winning that edge as yours - put all of your eggs in one basket. If both players do this (which we did initially) then it is possible to have all of the treasure off the table by the end of the soldier phase of turn three if not sooner (circumstances allowing).

Why do this if it makes the game worse?

Istm you're not placing treasure as an interested party to make it easier for yourself. You're placing treasure as a neutral (before you know what side you're starting) to make the game fun and interesting.

We tend to place treasure in the most annoying and hard to get at places and the most remote and/or exposed, coz it's funner that way.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: mcfonz on October 23, 2015, 06:10:11 PM
Why do this if it makes the game worse?

Istm you're not placing treasure as an interested party to make it easier for yourself. You're placing treasure as a neutral (before you know what side you're starting) to make the game fun and interesting.

We tend to place treasure in the most annoying and hard to get at places and the most remote and/or exposed, coz it's funner that way.


As I said, we did initially play to the letter of the law - as the focus is on treasure. We then decided it was cack and put in place our first house rule which is they have to be 9" from any board edge. We are going to trial random placement in our next game.

I'm not sure I get the 6" apart issue either - if two or more are close together, it just means it's going to be a hotspot of attention and intense fighting and battling.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 24, 2015, 09:32:36 AM
I think all players should start the game by placing the treasure to maximum the fun of the scenario. I'm not sure how impressed people would have been if I had made that the actual rules in the book!

Anyway, I think this is an interesting a legitimate topic of discussion, but could we please keep this thread for specific rules questions. Thanks.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: pacarat on October 24, 2015, 05:34:52 PM
It's covered in the "Critical Hit" section, last sentence:
"It is possible for two figures in combat to both score critical hits, in which case they both do damage."

thanks, we obviously overlooked that... must have been the fog spell...
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Dalcor on October 25, 2015, 12:26:58 PM
1-20 has been on the first page for a while (1st Sept).
Well. You now I have some job to do, models to paint, Frostgrave to play, d20s to hate... So it takes some time to update it :-)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Buff Orpington on October 26, 2015, 06:24:42 PM
Back on Page 2 there was a short discussion on "Large" figures. Is there any advantage to being large? I note that it is only optional for major demons. As all it does is make the figure easier to shoot why would you choose to take it. Another point is the very low Move value of a large construct. Once it picks up a treasure token the move is reduced to 2". Add in some rough ground and it will never get off the board. Perhaps large creatures should not be slowed by carrying treasure.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 27, 2015, 03:40:30 PM
A daft question, but I've confused myself.

I cast Raise Zombie before the game.  The zombie takes a treasure off the board.  I assumed I couldn't cast Raise Zombie in game because I still technically had control of the model (it's not dead) but I've seen people say I can raise another?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Misterb1979 on October 27, 2015, 06:22:26 PM
Hi all

Before any questions just want to say I'm loving Frostgrave !!

My question is around how dispel effects the summoned creatures. If I've understood right it's like this.

Raised zombie, animal companion and animate construct- dispel does nothing

Summon demon - dispel cancels the control of it

Can you just confirm I've got it right

Many thanks
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 28, 2015, 10:32:57 AM
Misterb1979 - Glad you are enjoying the game!

You are correct with how you are playing Dispell.

Darkson71

You are also correct.

In retrospect, I'm not sure why I wrote the rule to have the zombie crumble to dust after the game...I may change that at some point to have the zombie remain until destroyed.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Misterb1979 on October 28, 2015, 12:20:33 PM
Brilliant thank you

I also have a question re animate construct.

I know the construct replaces a soldier in your warband once its successfully cast, but how many of your warband can be constructs ?

Are you restricted to just one or can you replace all of them overtime assuming none get killed ?

Many Thanks
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Fiftyvolts on October 28, 2015, 01:56:10 PM
First of all, this is an awesome game. I love the openess of the setting along with the thematic flavors it supplies.

Second, I searched around but couldn't find a clarification. Do bonuses from your base apply only to our of game spells, or do the alsonapply in game. For example does the +2 bonus for Raise Zombie from a crypt apply when casting  during a game?

Does it apply when writing a grimoire of raise zombie?

Thanks!

Thanks!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 28, 2015, 03:17:41 PM
Second, I searched around but couldn't find a clarification. Do bonuses from your base apply only to our of game spells, or do the alsonapply in game. For example does the +2 bonus for Raise Zombie from a crypt apply when casting  during a game?
We said it wuld (though it hasn't happened yet).

Quote
Does it apply when writing a grimoire of raise zombie?
It would apply to the Raise Zombie part of the grimoire writing, as you have to cast the spell.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 28, 2015, 03:23:16 PM
Confused again (I hate scrolls!):

Thaumaturge has a Scroll of Strike Dead (18, so 24 if it was a spell, which he doesn't know).  What is the casting number the opposing model is using for it's Will roll, 18 or 24?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 28, 2015, 03:51:57 PM
Darkson - 18. Use the spell's base casting number - the number listed in the book next to the spell.

Fiftyvolts - Really glad you like it. Base bonuses only apply Out of Game unless specifically stated otherwise. Yes, it would apply when casting the spell to create a Grimoire.

Misterb - you could replace them all with Constructs if you wanted to.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Holland 1986 on October 28, 2015, 04:25:03 PM
This might have been answered before, so I apologise.

How come the summon demon and animate construct spells seem better than raise zombie? Shouldn't there be a spell where more powerful undead can be summoned?

I'm probably missing something.

Thanks in advance
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Coenus Scaldingus on October 28, 2015, 07:01:00 PM
Better how? A raised zombie doesn't take up a space in a warband, meaning it essentially is a free soldier on top of all the other stuff you have (use it with leap, fleet feet or a lot of patience, and you can have it carry treasure off without losing a guy). It is easy to cast (additional experience if cast in games) and can be cast several times in a game, whenever you lost the previous zombie. No risk of it turning against you either (unlike demons). Stats may not be great, but in the world of D20s, they are more than capable of being very dangerous - mine ate a wizard and aided in killing several enemy soldiers in the first game alone.

As for more impressive necromancy, I'm fairly certain the upcoming expansion will give some new options...
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesome Adam on October 28, 2015, 07:39:53 PM
Demons are of random strength, can't carry anything, are subject to protection spells.
Constructs are slow, can't carry anything, take up a soldier slot.
Zombies are easy to summon, don't take up a soldier slot, and are the only ones that can carry treasure

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Holland 1986 on October 28, 2015, 07:48:12 PM
Thanks for replying.

I just feel like a real trick has been missed with the more powerful undead but as you say, this may be dealt with in the new book.

Where is the rule about constructs and demons not carrying treasure?

Can raised zombies be dispelled? (The control I mean)

Thanks

(A new Frostgrave player)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Mr Vampire on October 28, 2015, 11:38:56 PM
Ok here's a question I have on Possess. I plan to use it next game to create an extra nasty war hound.
Which leads me to my question on it. (I've done a full list incase I'm accidentally feeding any rule lawyers).

Can the possess spell work on:
a) an animal companion
b) a mind controlled enemy soldier
c) a raised zombie
d) a construct
e) a summoned demon
f) an illusionary soldier

My thoughts:
a) yes
b) sneaky, yes
c) um... yeah ok
d) interesting... have to think about that
e) don't be daft
f) that's just nonsense

Looking forward to the feedback on this.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ChaosChild on October 29, 2015, 12:10:09 AM
Constructs and demons can carry treasure. That's in the FAQ.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on October 29, 2015, 02:53:34 PM
A question that came up the other night.

Can you use scrolls to learn spells via Create Grimoire? What i mean is: can you have a scroll of Create Grimoire, a scroll of Dispel (for example), and use them to create and learn the spell Dispel?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 29, 2015, 03:05:29 PM
Rixus Mar - No, Created Grimiore can only be used to create a grimoire for a spell the wizard already knows.

Mr Vampires - Posses can only be cast on 'members of the spellcaster's warband'. Animal Companion, Mind Control, Raise Zombie, Animate Construct, and Illusionary Soldier all state that the figure becomes a member of the warband. So yes, those are all legal (Although, one would hope you have something better to do with a Possess spell than cast it on an Illusionary Soldier). Bind Demon gives you control of the creature, but it is not a member of your warband, so no, it can't be possessed. 

Holland - Dispel only works on a zombie if it is actually under the control of a wizards other than the one who created it. Zombies are created to serve, they are no operating under a control spell like demons when they are summoned. Thaw of the Lich Lord will offer a few more options for animating undead. However, in the main, Necromancers don't create the more powerful undead types, they only find them and control them.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on October 29, 2015, 08:26:25 PM
(Although, one would hope you have something better to do with a Possess spell than cast it on an Illusionary Soldier).
I dunno. IllSol casters usually choose the best soldier type, and it will be close to the warbands deployment zone (at least near the start of the game), so having it tie up some of the enemy warband is never a bad thing. If you're lucky, your opponent will have cast it near his wizard to use as a shield.  ;)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tys123 on October 30, 2015, 10:21:09 AM
I would agree that possessing an illusionary soldier would be useful since it is allowed.
The will penalty is less important on them.

Can you Mind Control an Illusionary soldier?
I would imagine no as it isn't really there but I wouldn't have expected a demon to be able to possess it either.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 30, 2015, 11:24:00 AM
Yes, you can Mind Control an Illusionary Soldier.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Fencing Frog on October 30, 2015, 12:39:37 PM
Question Joe, the Spell description for Bone Dart specifies it is not a magical attack those that mean the armor form a Robe of Arrow Turning would apply against that attack?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Hesky on October 30, 2015, 12:48:13 PM
I need some clarification on "Beauty"

Nothing in the rulebook seems to clearly define what an "attack" is. There are a number of spells that are effectively harmful without being defined as an attack in the wording.

I think it needs spelling out exactly what this spell affords a defence against.

Having a blast playing by the way!!

Hesky
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Nooblord on October 30, 2015, 01:29:03 PM
hmm can't seem to delete my own post
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 30, 2015, 01:29:47 PM
F. Frog - Robe of Arrow Turning is only against bow and crossbow attacks.

Hesky - glad you are having fun! (that's the main thing after all).  As for Beauty - A will roll is required to attempt any action which would have an immediate potential negative impact on a target with a Beauty spell. This includes anything that would cause an attack roll against the target, or immediate damage, or any reduction of the Beauty's stats or fighting ability. Thus you cannot Curse the Beauty, nor cast a spell which would potential cause damage with them in radius of effect such as Grenade or Elemental Ball.

Hope that clears it up.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Pseudok on October 30, 2015, 02:30:09 PM
Hello. I have quite detailed question about the small nuances in semantics. They concern spells Dispel and Spell Eater.

I'll reference the spells here because this is indeed about tiny details:

Dispel: Line of Sight
Immediately cancels the ongoing effect of any one spell. ...

Spell Eater: Line of Sight
This spell cancels the effects of any one spell currently in play. ...


What is the effective difference between these two spells? Or has the same thing been intended, but written a bit sloppily? The only way I can make sensible difference is that Dispel cancels on instance of any one spell (ie, takes off one stack of Call Storm or Curse, cancels one Strength from two different models affected by it, etc), while Spell Eater removes all instances of any one spell with specific name within line of sight. So if Spell Eater caster can see a full stack of ten Call Storms, they all go away. If he can see a model with a full stack of five Curses, they all go away.

If I got that right, how to deal with a situation where there is model A with a single stack of Curse on it and in spellcaster's line of sight, model B with three stacks of Curse on it and in spellcaster's line of sight, and model C with five stacks of Curse but not in spellcaster's line of sight, and spellcaster chooses to eat the Curse. Which, if any, is right?

1. Spellcaster can only eat Curse from model A or B. All stacks from that one model go away.
2. Spellcaster can only eat Curse from model A or B. Only one stack of the spell goes away.
3. Spellcaster can choose either A or B model as target and both lose all stacks of Curse.
4. Spellcaster can choose either A or B model as target, and all stacks of Curse vanish from models A, B and C, since original effect was in Line of Sight and the spell description says it  cancels the effects of any one spell currently in play.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on October 30, 2015, 04:24:01 PM
The difference between these two spells is that Spelleater is a Necromancer spell that causes 1 point of damage. Dispell is a Thaumaturge spell that causes no damage. In every other aspect they are the same. Both spells cancel one casting of one spell. They will not cancel all of the castings of the same spell that are in play. So option 2 on your list.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: markdienekes on November 01, 2015, 08:52:35 PM
I was just wondering whether you used your actual or effective fight stat when being shot at? Thanks, this is causing some confusion. :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 02, 2015, 09:34:08 AM
Use the effective Fight stat.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on November 03, 2015, 10:51:44 AM
We had a Frostgrave weekend at the club and a couple of things came up. I  know you've answered them before but there  was a bit  of contention.

If my Ranger is on a ruin (we'll say 2 or 3 inches tall) and wishes to move off it and forward, but i don't want to climb down manually so i elect to freely fall. The problem arises around activations

Do i move 7  inches directly out from the base of the structure (as i would fall for "free") and then shoot  for  a  second action? Or would i spend an action to fall and use my  second action to move the 7 inches (meaning i'm not allowed to shoot)? I was  sure  you  could just fall for  free seeing as no-one has to  "do" anything to  fall (gravity does it  for you) and the fact i'm pretty sure i already read your  answer previously (though i'm probably wrong lol)

The other thing was the order you  add up  the modifiers in combat (particularly damage), as it can effect the outcome and the winner. The wording in the book says it gets added on before armour is subtracted, but the example afterwards adds it on after the armour is subtracted. Another example was your own faq: i was told your faq said do it after you subtract armour but i've seen you mention earlier on here that you, personally, add everything on before and then subtract the armour at the very end.

Could we get a definitive answer, just to eliminate the  confusion of multiple sources (some go to the faq and some come here lol)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 03, 2015, 11:14:06 AM
Count any inches fallen towards your movement during that action. If the distance fallen is more than your movement, you use a second action (if you have one) for movement as well.

So in your example, your first action has to be a move, you fall 3 inches, you can then move 4 more.  You can now use the second action to do whatever you wish.

The only time falling is 'free' is if the distance of the fall is greater than the amount of movement you can manage in the rest of the activation. So, if you fired an arrow, then moved 5 inches and stepped off a 7 inch building, you would still fall all of the way to the ground.

You were mis-informed about what the FAQ says as it clearly outlines that you add bonus damage after determining the winner, but before subtracting armour.  Bonus damage is NEVER used as part of the determination of who won the combat. 
 
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: markdienekes on November 03, 2015, 11:20:24 AM
Thanks for the clarification Joe.  :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Fencing Frog on November 03, 2015, 01:27:06 PM
Appologies if this has been asked.  I was reading the bit about jumping movement in the rule book.  The rule book states you can jump a distance of 4 inches if you move at least 4 inches prior to the jump.  Does that mean a figure with a movement of 5 could move 9 inches assuing the last 4 inches were jumping a gap? 
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 03, 2015, 01:45:22 PM
Jump distance still counts for the purpose of total distance. So, to answer your question, yes - but the figure would have to use two move actions.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Fencing Frog on November 03, 2015, 01:47:45 PM
Jump distance still counts for the purpose of total distance. So, to answer your question, yes - but the figure would have to use two move actions.
OK but even in that case the total normal move in two moves would be 7.5 not 9  (5 inches + 2.5) does this mean you can excead your normal movement if you are jumping?

Sorry to be dence.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on November 03, 2015, 02:00:46 PM
Excellent. Thanks for the clarification Joe, and thanks for taking the time to answer all our silly questions too lol - its greatly appreciated. (",)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesome Adam on November 03, 2015, 02:48:57 PM
A question about the Apothecary:

Page 23 specifically states "starts each game carrying a healing potion"

It's the only piece of soldier's gear mentioned as being carried, instead of just listed.

Does this prevent the Apothecary from carrying anything else while he still holds the potion ?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 03, 2015, 03:15:43 PM
The apothecary may carry one item in addition to his free healing potion.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesome Adam on November 03, 2015, 03:23:10 PM
Excellent, that's what I was hoping. Thank you for clearing that up.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: wrinklestiltskin on November 03, 2015, 03:35:20 PM
Cool so a double potion apothecary is a possibility.  :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: gary42 on November 03, 2015, 11:02:12 PM
Quick question.  In the notes section of the soldier sheet, are those the only weapons that particular type of soldier may EVER use?  Can an Archer buy a hand weapon? Can a Thug buy a bow?

Thanks!

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tyrionhalfman on November 03, 2015, 11:05:37 PM
Those are the only weapons they can have. You cannot give them any other weapons including magical weapons. A thief can only be given a magical dagger and a thug can only be given a magical hand weapon, etc.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: gary42 on November 03, 2015, 11:17:36 PM
Thanks!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Nuffle on November 04, 2015, 01:41:56 PM
I was wondering something about Beauty:

Does Beauty work against spells that require an attack roll? (such as elemental bolt)

If yes, then do you roll the will test before or after casting the spell? Testing before casting would prevent potentially "wasting" the action if there are no other valid targets, but you might end up with having to cut to pass the test and having to cut again to succeed casting.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on November 04, 2015, 02:49:31 PM
http://leadadventureforum.com/index.php?topic=80477.msg1031717#msg1031717
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on November 04, 2015, 02:51:04 PM
Joe, you say you can't combine magic weapons (so no having a +1F sword and +1F dagger), but would you be allowed to use a +1dam sword and +1F dagger as a combo, or would it still be one or the other?

Also, can a wizard carry a +1F sword and +1F dagger, and use them to get the regular +1F bonus (even if not getting the +1F from one of the weapons)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 04, 2015, 03:18:48 PM
He can only use the magical bonus from one weapon in a combat. So pick the +1 to fight or the +1 to damage.  A wizard would get the two weapon bonus for carrying a magic hand weapon and a magic dagger, but it would kind of be a waste of one of them.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on November 04, 2015, 03:33:41 PM
Excellent, cheers.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on November 04, 2015, 04:31:23 PM
You will get  sick of me asking questions you've already answered, but i'm the kind of guy  that  needs it  spelled out haha.

The Reveal Secret Spell: you've said on here that the spell is  intended as written and that it's  supposed to be an easy treasure, but i'm still confused due to the regular rules for placing treasure.

Is it  really to be placed inside your  own deployment zone? Or is  it to  be between the edge  of  your deployment zone and 6" into the board (being 12" from your own table edge)?

Its just that the wording says 'within 6" of your  deployment area'. Is this to mean within the deployment area, or within a distance of 6" from your deployment area?

And a  big thanks  for everything  you're doing buddy! Can't wait for more campaigns and  supplements... (",)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 05, 2015, 09:28:22 AM
Do not place the treasure within your deployment area. In a standard game this would between 6" and 12" into the table.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on November 05, 2015, 02:33:46 PM
Thanks Joe! Scholar and Gentleman, as always...
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: recceboss on November 05, 2015, 02:46:57 PM
Hi Joe;
Your answer to the REVEAL SECRET question seems to contradict an earlier answer [don't know which page but will look later].

In the previous answer, you said 'play the spell exactly as written. Place the new treasure anywhere between the edge of your deployment zone and 6" into the board. The point of the spell is to get an easy treasure'.

I'm confused now.....easily done though :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 05, 2015, 02:57:18 PM
That was a badly worded response, and I apologize.

Place the new treasure anywhere between the edge of your deployment zone (that is the edge that is farthest out onto the table) and six inches further onto the table than that.  Basically, the new treasure should be anywhere between 0"-6" further onto the board than you can deploy any miniature in your warband.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: recceboss on November 05, 2015, 03:02:14 PM
it is on page 12.

So are you now saying that the answer on page 12 is incorrect and the new answer is correct?
Treasure must be at least 6" into the board? So I can still deploy a figure next to it and pick it up in the first turn?

Many thanks for the answering speed!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesome Adam on November 05, 2015, 03:06:08 PM
Quote
- Reveal Secret - play this spell exactly as written. Place the new treasure anywhere between the edge of your deployment zone and 6 inches into the board. The point of the spell is to get an easy treasure, it's one of the bonuses of the Soothsayer. I would only say, that a soldier should not start a game in contact with treasure. He should always be forced to make at least one more before reaching treasure. My earlier comments regarding this spell were me attempting to re-write what is in the book - this is a danger for all writers everywhere and I should avoid it unless absolutely necessary.

There is nothing contradictory. You are reading table's edge and deployment's zone edge as the same thing.

The deployment zone's edge is where they deployment zone ends.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: recceboss on November 05, 2015, 03:13:59 PM
no, I'm not reading them as the same thing.
My deployment zone has 2 edges.....
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on November 05, 2015, 03:20:10 PM
It should have 4. ;)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Smith on November 05, 2015, 03:23:06 PM
This should be definitive...

(http://imageshack.com/a/img907/6447/eEOKN3.jpg)

This represents a 3'x3' board.

The red zones are where the warbands deploy - up to 6" in from their starting board edge (rulebook p.28).

The blue zone in the centre of the board is the placement zone for all regular treasures. This is 9" in from the warbands' starting board edges (rulebook p.26).

The green zones represent the zones into which each warband could place a Reveal Secret treasure. Note that they overlap a little with the blue zone, but not with the red zones. Each green zone is 6" into the board from the edge of a warband's deployment zone - so, between 6" and 12" from their starting table edge.

This does mean that you can grab a treasure in the first turn, if you deploy a figure right up on the edge of the red zone, and place the Reveal Secret treasure right on the closest edge of the green zone.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesome Adam on November 05, 2015, 03:28:14 PM
no, I'm not reading them as the same thing.
My deployment zone has 2 edges.....

If the point was to put the treasure where you could deploy standing on it, it would just say to deploy the treasure in your deployment zone.

Quote
It should have 4.  ;)

Don't tell him that, or we'll have to start explaining it doesn't have to go in a corner  lol


Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on November 05, 2015, 03:42:09 PM
lol
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on November 05, 2015, 05:05:44 PM
This does mean that you can grab a treasure in the first turn, if you deploy a figure right up on the edge of the red zone, and place the Reveal Secret treasure right on the closest edge of the green zone.
Which is cheesy (I've done it ;)). We've house-ruled it that it has to be at least 0.5" from your deployment zone - still an relatively easy treasure, but not a one turn one.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesome Adam on November 06, 2015, 12:10:31 AM
Joe,

Do treasure tokens occupy an item slot, or do they, as "tokens", not occupy any item slot at all ?

My gaming group had interpreted that treasures, being larger than any individual item, took up an item slot when carried.
Recent discussions on this forum have made me realise that there is an alternative interpretaion.





 
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Smith on November 06, 2015, 08:35:22 AM
Which is cheesy (I've done it ;)). We've house-ruled it that it has to be at least 0.5" from your deployment zone - still an relatively easy treasure, but not a one turn one.

Which makes perfect sense. Personally, though, I quite like the double-edged nature of grabbing treasure - sure, it's the aim of the game, but it does slow you down considerably, and can effectively take a soldier out of the equation (indeed, it actually does if you run him off the board ASAP).
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 06, 2015, 08:36:22 AM
No, treasure tokens do not count as an item.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Awesome Adam on November 06, 2015, 03:14:41 PM
Thank you for answering so promptly.

That will make the game a bit easier than the way we were playing it. I don't think there will be any compaints.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: markdienekes on November 09, 2015, 01:35:10 PM
Just a question about bases - if I have an inn and build a kennel, does that mean I can essentially field a warband of 12 soldiers (1 being a dog?)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 09, 2015, 01:38:24 PM
Correct.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: markdienekes on November 09, 2015, 02:42:40 PM
Thanks, Joe.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on November 09, 2015, 06:12:39 PM
In the Hunt for the Golem campaign, can i recruit the Golem into my warband? Or must i set him free? His stats seem a little overpowered but i thought with the wording that he can be kept and recruited, but i'm sure i'm wrong haha.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Smith on November 10, 2015, 08:20:55 AM
In the Hunt for the Golem campaign, can i recruit the Golem into my warband? Or must i set him free? His stats seem a little overpowered but i thought with the wording that he can be kept and recruited, but i'm sure i'm wrong haha.

Well, that depends on your opponents...

From the 'Aftermath' section of Hunt For the Golem:

Quote
If it was captured, it’s up to the players to decide what happens next. Imprisoning such a creature is an extremely difficult and time-consuming task. After copying the Script of the Golem (and depending on the individual), a wizard may want to destroy the creature, release it somewhere safely away from the city, or even set it against his enemies. What choice is made, and the scenarios it entails are up to the players…

If you capture the golem, you get the Script of the Golem and then the players should agree on if - and how - it's going to remain relevant to the campaign.

I think allowing the warband that captured it to use it would be really harsh (although if your opponents agree, all power to you). Some options that spring to mind for making more use of the golem (N.B. these are all entirely unofficial, untested, and your mileage may vary; also, all of them are based on reducing the stats and special rules down to that of a regular Large Construct):

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Rixus Mar on November 10, 2015, 11:01:35 AM
Cool ideas! Have to put them to  my club and see what they think!

i finished the campaign at home and the way we done it was: Kudos to the person that managed to capture him! He's not easy to capture  without killing, so if someone manages to  capture him then he joins the warband  as is; but once he's dead, he's dead - though the Script remains for any other Constructs one may wish to create.

He's by  no  means impossible to  kill (on the second mission we had to actively ignore him after one or two hits because he was nearly dead lol, and it was a similar situation in the last mission), though his stats are superior to any Construct that could  be created by a warband.

Easier to kill than a Giant Worm - and we killed one last night (in its  own scenario funnily enough) with two ranged attacks. Though, to be fair, one from a Marksman with a high roll lol.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: wrinklestiltskin on November 12, 2015, 07:26:21 AM
Does SPELL EATER cancel the effects of POISON DART?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: spree on November 13, 2015, 03:22:22 AM
PUSH spell question.

Does rough terrain have any affect on the movement outcome of the PUSH spell? i.e. half movement over the rough terrain.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: spree on November 13, 2015, 03:38:42 AM
Does a creature assist in combat?
The page 37 example with a creature suggests it will assist in combat "..if either A1 or A2 attacks B1. In that situation, they would receive a +2 modifier because C1 is also in combat with B1 and otherwise unengaged".

Elsewhere it says friendly models assist. Is the example wrong and the creature should not assist?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: tyrionhalfman on November 13, 2015, 05:59:32 AM
Does a creature assist in combat?
The page 37 example with a creature suggests it will assist in combat "..if either A1 or A2 attacks B1. In that situation, they would receive a +2 modifier because C1 is also in combat with B1 and otherwise unengaged".

Elsewhere it says friendly models assist. Is the example wrong and the creature should not assist?

The enemy of my enemy is my friend , in which case a creature already in combat with an enemy when you engage would give the bonus the same as a "friendly"  model. :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 13, 2015, 08:42:28 AM
Spree - Yes, creatures 'assist' or at least make it harder for your enemy, so long as they are not In Combat with any other non-creature figure.

No, rough ground does not effect movement on a push spell.

Wrinklestiltskin - no, the poison itself is not a spell.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: wrinklestiltskin on November 13, 2015, 08:48:43 AM
Thank you!

I'm really having trouble putting together a spell deck, with 80 spells I'm spoiled for choices and I'm can't make up my mind.  lol
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: wrinklestiltskin on November 17, 2015, 02:40:22 PM
Just a question: There are now 40 pages of FAQ's and a few errati. Are these at some point going be used to update the official faqs and errata?

Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 18, 2015, 09:53:54 AM
Yes, but there are only so many hours in the day.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: wrinklestiltskin on November 18, 2015, 01:48:03 PM
Haha, just take your time.  lol I was just curious.

Thanks for all the work you're doing improving my hobby life! Really!
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on November 20, 2015, 08:05:23 PM
1) Most spells only specify 'within' and never state if something must be 'completely within'. A good example of this is the 'Wall' spell. It says the wall must be within 6" of the caster. The wall itself is 6" long. If only some part of the wall must be within 6" then it can be snaked out 12" away. The Grenade spell is another example, the centre of the blast is within 12" but the blast itself extends outside of range. How are these treated when they do not specify 'within' or 'completely within'. Really, all this needs is a definition as to whether or not within means all parts of what's created or not.

2) Potions with similar effects that don't STATE they are treated the same as a spell (for instance a potion that raises Fight doubling down with a spell which does the same). Do the effects stack? So for instance Strength with Strength or Speed with Fleet Feet?

Thanks!


Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: ukubik on November 21, 2015, 11:46:07 AM
I couldnt find a reference to these

Scroll - Summon Demon
Will this always summon a minor demon? 
As I understand it scrolls cast at success value (12 for this spell)

Blinding light - in subsequent turns is the will roll versus the value the spell was cast at, or the spell cast value (10)?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 21, 2015, 02:30:49 PM
When a spell says 'within' it means 'some part' of the thing the spell creatures must be within the specified distance. Thus as long as any part of the Wall is within 6" it is legal.

Potions effects can stack with spell effects unless stated otherwise.

Blinding Light - at the number it was cast at.

Summon Demon Scroll will always summon an Imp.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: jp1885 on November 22, 2015, 05:52:31 PM
On the subject of demons... IIRC a bottled demon is bound to the warband as a whole (meaning other demons can still be summoned/bound by the spellcasters).
Does this mean that only one bottled demon can be unleashed per warband (and, if both spellcasters brew the potion and smash the bottles during a game, one of them goes rogue?)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 22, 2015, 07:51:53 PM
In theory, you could have as many demon's in a bottle as you have item slots in your warband. Essentially, they do not count towards any limits on how many demons anyone can have bound.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: jp1885 on November 22, 2015, 08:02:49 PM
Now that would be one helluva game!
Cheers Joe :)
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: markdienekes on November 22, 2015, 10:13:33 PM
For resisting spells, is it against the spells base casting number, or the actual roll made by the player?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: Darkson71 on November 22, 2015, 11:16:06 PM
Actual roll.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: spree on November 23, 2015, 06:37:46 AM
Explosive Rune q
If an Explosive Rune is written on the ground within 1" of an enemy does it explode immediately?

In the game I played a rune was written within 1" behind one of my soldiers in combat. My soldier eventually won the combat and we treated the rune as though a soldier moving was required to trigger it, i.e. standing still did nothing. But after re-reading the spell you could argue it explodes immediately. Thoughts?
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: joe5mc on November 23, 2015, 08:28:18 AM
It explodes immediately. Which is bad news for the spellcaster as they will be caught in the blast.
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 23, 2015, 08:59:57 AM
A new version of the Errata is now available. I have replaced the links in the first post on this thread and in the resources thread.  Or get it here:

https://drive.google.com/file/d/0Bwx8Os21jzeXNGJfMzE0cmpZOUE/view?usp=sharing
Title: Re: Frostgrave - Rules
Post by: Logen on November 23, 2015, 12:24:51 PM
A Mind Control spell over a wizard or apprentice affects their next phase? Did they lose it?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on November 23, 2015, 12:55:19 PM
Mind Control doesn't work against Spellcasters, only Soldiers and Creatures (as per the spell wording).
Title: Re: Frostgrave - Rules
Post by: Logen on November 23, 2015, 02:45:41 PM
Glups!! That's true! I'm ashamed. I should have looked better the rulebook.
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 23, 2015, 03:18:36 PM
No shame. When plotting magical domination it can be easy to miss a detail or two.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on November 24, 2015, 09:49:56 AM
Quick question from the Lich Lord.

Some of the spells cause you to lose health permanently, and also lose levels.

What does losing a level actually do?  Do I need to remove a stat increase or spell casting bonus, or is that covered by the health loss?  If I missed it in the rules, please excuse me, and just point me to the page.

If that's the case, I'm not really seeing the downside, as you can just re-buff the health when you gain that level(s) back?
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 24, 2015, 11:20:09 AM
The loss of levels is equal to the loss in other stats. You can gain it all back, when you gain back levels, but I think most players will find lost levels a tough penalty.
Title: Re: Frostgrave - Rules
Post by: spree on November 26, 2015, 04:00:43 AM
Fast Act

If cast on a spellcaster what happens during the spellcasters phase?
e.g Wizard casts Fast Act on the apprentice. During Fast Act phase can the apprentice activate figures around him? If not, then during the apprentice phase can 3 figures around apprentice be activated? Or is the apprentice phase skipped completely?
Title: Re: Frostgrave - Rules
Post by: Rixus Mar on November 26, 2015, 09:08:35 AM
Should  we have a separate thread for Lich Lord stuff? Helps keep specific question topics separated and prevents spoilers for those of us who haven't got ours yet possibly? What do we think?
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 26, 2015, 10:30:53 AM
Spree,

If using Fast Act on a spellcaster. The spellcaster moves in the special phase and can activate soldiers nearby as normal. The spellcaster's normal phase is then skipped.

Rixus - I'm hoping there won't be that many questions...though I probably hope in vain.
Title: Re: Frostgrave - Rules
Post by: Mr Vampire on November 26, 2015, 11:38:26 AM
Should  we have a separate thread for Lich Lord stuff? Helps keep specific question topics separated and prevents spoilers for those of us who haven't got ours yet possibly? What do we think?

Anyone upset by spoilers should know better than to go looking things up on the internet.

Title: Re: Frostgrave - Rules
Post by: MacavityandMycroft on November 26, 2015, 08:18:01 PM
Lich Lord question.

Death Cultists.  Are they armed?  It would seem that the description and art would give them hand weapons, and as 'creatures' they need not be counted as un-armed, so mostly I wonder if I can Decay their weapons.
Title: Re: Frostgrave - Rules
Post by: tyrionhalfman on November 26, 2015, 09:27:30 PM
They already have +0 fight so I'm not sure what effect decaying their weapon would have, unless it would put them in negative numbers? They are portrayed as armed but described as having few useful skills and little combat training.
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 27, 2015, 08:09:32 AM
When appearing as non-controlled creatures in a scenario, they are treated the same as other creatures - The do not count as unarmed, but they do not carry weapons either. This is for simplicity. Feel free to house rule it.
Title: Re: Frostgrave - Rules
Post by: Rixus Mar on November 27, 2015, 08:22:33 AM
@Mr Vampire:

That's pretty messed up logic. I need to stay away from one thread so i don't get something spoiled by something that belongs in another topic?  lol  lol lol

Got my arrival and i'm reading through it now. Have to say its another good one Joe!

I reckon this pretty much all the game is missing - more actual campaigns. That way we can play them as disjointed missions here and there if so chosen, or you have the option of the meatier campaign.

Sorry to  abuse the thread with "not-questions" Joe. Just  expressing my gratitude like the others before  me.

Thanks again for everything you're  doing Joe :)
Title: Re: Frostgrave - Rules
Post by: Rixus Mar on November 27, 2015, 01:45:29 PM
Back to business  :)

Say for example i amass a large amount of exp during a game and my wizard is incapacitated. Is the "Injury and Death" roll made before or after i apply any level ups?

Its mainly for the purposes of promoting the apprentice. Is the promotion calculated at the level the wizard was before beginning his last game, or is it treated with the potentially higher wizard level?

Common sense tells me the less beneficial is the correct answer, but the fact that if the apprentice participated in that last game he would in fact have "experienced" it.
Title: Re: Frostgrave - Rules
Post by: Rixus Mar on November 28, 2015, 09:41:09 AM
Would you be able to update the errata with which summoned creatures remain in your warband permanently and which do not? I can't seem to find the comments it was mentioned, and my search function doesn't behave like everyone else's. lol

I know a Zombie crumbles to dust in between games, and i  think Animal Companions and Constructs remain until destroyed (still not 100% sure). Going by the wording of Bind Demon i'd assume Summoned Demons and Imps from the Imp spell follow the same mode as Zombies.

Also, can all of the above (excepting the animals of course) can equip items and carry treasure? Sure i've seen something about it before but can't find anything in the errata.

Thanks again. (",)
Title: Re: Frostgrave - Rules
Post by: ChaosChild on November 28, 2015, 10:11:38 AM
From the errata : "Picking Up Treasure –Constructs and Demons can pick up treasure. Undead can pick up treasure as long as they are not Immaterial. Animals cannot pick up treasure."

From the basic spell descriptions in the rulebook : "If the spell is successfully cast,
the construct immediately becomes a member of the warband, taking the place of a soldier" and "The spellcaster summons an animal companion of his choice
from the following options to join his warband". No errata necessary.
Title: Leap spell
Post by: Roger on November 28, 2015, 12:15:38 PM
As the title says its about the leap spell. If I cast leap on a figure vertically,I would imaging once that spell ends then the Gravity spell takes over ? :)
The question is would the figure take damage from falling 10" or would he still get the 3" free part?
Another thought just popped into my slightly warped mind is that if I dropped him one someone else
could I get a black friday 2 for 1 deal on damage ? lol

Roger
Title: Re: Frostgrave - Rules
Post by: biopunk on November 28, 2015, 07:05:08 PM
Is the magic system in Frostgrave Vancian?

Frostgrave first-timer here...

I don't understand if spells in the game are considered fire-and-forget or recastable from the way the rulebook is written.

I'd assumed before play spells spells would be fire and forget, but last night my group played with spells as recastable, so any insights into the thinking behind the magic system would help me out.  :?
Title: Re: Frostgrave - Rules
Post by: Awesome Adam on November 28, 2015, 08:54:20 PM
All spells are recastable.
Title: Re: Frostgrave - Rules
Post by: Rixus Mar on November 28, 2015, 10:23:40 PM
What a turkey i am! Convinced myself i'd been from head to toe all over that errata! Thanks Chaos Child! (",)
Title: Re: Frostgrave - Rules
Post by: Timeshadow on November 29, 2015, 01:44:25 AM
A quick rules question I have not seen come up yet.

1: When you make a natural 20 on a shooting attack in the rule book it says it is an automatic hit. What happens if the defender also rolls a natural 20?

2: When you cast a spell can you empower it beyond the required amount to successfully cast. For example if an illusionist wanted to cast Beauty on himself but wanted a higher diff for opponents to resist it or when you cast mind control or any other spell that Will resists? Could you Empower if you successfully cast to begin with just to make it harder to resist?
Title: Re: Frostgrave - Rules
Post by: biopunk on November 29, 2015, 01:58:04 AM
All spells are recastable.

Thanks Adam!
Title: Re: Frostgrave - Rules
Post by: Darkson71 on November 29, 2015, 06:34:54 AM
@Timeshadow

1. There doesn't seem to be any advantage of rolling a 20 when trying not to get hit by shooting, there's no "always dodges" effect listed, so I think you just "waste" a good roll.

2. Yep - it's specifically in the part for Empowering Spells on p.43.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on November 29, 2015, 01:23:19 PM
So in that case if I have a fight of +1 and roll a nat 20 vs someone with a shoot of say +3 and he rolls a 19 does he hit me as my result is 21 vs his 22?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on November 29, 2015, 09:42:01 PM
You'll have to wait for Joe to confirm, but RAW it looks like that is correct.
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 30, 2015, 10:58:47 AM
If you roll a 20 for Fight when getting shot out, but the shooter still scores hirer, then you take the hit.  There is no 'critical defense'. That said, I can see some people wanting to house rule that. 

You can definitely empower a spell beyond what is needed to cast it.
Title: Re: Frostgrave - Rules
Post by: Vesc115 on November 30, 2015, 10:09:47 PM
Played a couple of games and had a few questions

1) Does the health amount left carry over to the next game?
2) Can healing potions be used mid game and same with healing spell?
3) "Close Call" result what happens to the health of the character? is it restored fully or is it set to the last amount of health before the character died?

Any one can shed any light id be gratefull 

Thanks
Ves
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 01, 2015, 02:03:28 AM
1. Resets.
2. Yes and yes. As health resets between games there would be no poit to them.
3. Don't have my rulebook with me (at work) but unless it says specifically that it doesn't it will reset like all other health.
Title: Re: Leap spell
Post by: MaineQat on December 01, 2015, 08:00:09 AM
As the title says its about the leap spell. If I cast leap on a figure vertically,I would imaging once that spell ends then the Gravity spell takes over ? :)
The question is would the figure take damage from falling 10" or would he still get the 3" free part?
Another thought just popped into my slightly warped mind is that if I dropped him one someone else
could I get a black friday 2 for 1 deal on damage ?

Leap can only be cast on a friendly target (see the Errata).  Leap doesn't force 10" of movement, it grants a 10" move 'in any direction'.  You aren't required to move the full 10", just like during normal movement.  Also, it says a character can move 10" horizontally and OVER terrain up to 10", so it follows that they always land safely, even if leaping straight up to simply come straight back down again.

There is no 'free 3"' of falling.  If you fall 4" you take 6 damage (4*1.5).  Falls of less than 3" can be handled safely, but it's not 3" off fall distances.

There is no rule for dropping things/soldiers on each other.  Like Push, I think you can assume they get out of the way.
Title: Re: Leap spell
Post by: Darkson71 on December 01, 2015, 08:04:00 AM
Leap doesn't force 10" of movement, it grants a 10" move 'in any direction'.  You aren't required to move the full 10",
It was asked earlier in a (this?) thread, and it was pointed out that Leap doesn't say upto 10", it says 10", and RAW that means it has to be 10", not less.  Joe didn't contradict this answer, though it might be just that he missed the question (it was when there were a lot at once).
Title: Re: Frostgrave - Rules
Post by: Roger on December 01, 2015, 11:07:47 AM
Damn..and there was me thinking that I'd just found a nice little use for that spell...lol
Thanks, I'd totally missed that in the errata .
Back to the drawing board

Roger
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on December 01, 2015, 04:55:45 PM
Hi there following our game last night have a few questions

1. Can Characters opt to leave combat? Does the opposing player get a free attack etc.

2. If you kill an opposing character can you loot their body?

3. Can magic items be combined - eg potion of toughness and magic armour?

4. Can I buy spare weapons for my soldiers - I know wizards can  (in my first game my archers lost their bows to decay spells - can they have back ups?)

cheers

Title: Re: Frostgrave - Rules
Post by: JamWarrior on December 01, 2015, 05:01:50 PM
1. No
2. No (well, they'll drop a carried treasure token, but not their magic items)
3. There are no rules against modifier stacking
4. No
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on December 01, 2015, 05:05:23 PM
Thanks Jam Warrior

Are these all official (as in the rulebook)? Or from previous questions posed? I am only going to get asked by the rest of the group.

The combat one is the most crucial - effectively it means you can pin down figures from moving away from Combat and doing anything else - just can't find where it says they cannot leave a fight in the rule book
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 01, 2015, 05:33:16 PM
Page 33 "Wile a figure is in combat it may not take a move action" This rule prevents a figure from running away from combat.
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on December 01, 2015, 06:10:04 PM
ta...
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 01, 2015, 07:04:49 PM
3. Joe has said that only one magic weapon can be used at a time, but I don't think that stops the use of a magic weapon and a potion. [http://leadadventureforum.com/index.php?topic=83693.msg1027638#msg1027638 and http://leadadventureforum.com/index.php?topic=80477.msg1033919#msg1033919]


4. Soldiers that have their weapons decayed replace them for free when they get back to base, wizards/apprentices pay for them.
If you enchant their weapon then sell it they don't get a replacement.

As per Joe's answer: [http://leadadventureforum.com/index.php?topic=80477.msg1018607#msg1018607 but read up that page]
Title: Re: Frostgrave - Rules
Post by: Awesome Adam on December 01, 2015, 07:50:34 PM
Page 33 "Wile a figure is in combat it may not take a move action" This rule prevents a figure from running away from combat.

Remembering that if you win combat you can force your oppoenent 1" back, breaking the combat. Then use your second action to walk away.

Also bear in mind that if you are activating as part of a group activation, in the wizard or apprentice phase, you have to move as your first action, not your second.
Title: Re: Leap spell
Post by: MaineQat on December 01, 2015, 10:13:34 PM
It was asked earlier in a (this?) thread, and it was pointed out that Leap doesn't say upto 10", it says 10", and RAW that means it has to be 10", not less.  Joe didn't contradict this answer, though it might be just that he missed the question (it was when there were a lot at once).

It also doesn't say "must", following on wording used elsewhere in the book, it does not necessarily need to say "up to" to mean "may be less than".  As it can only be cast on friendly models, it is clearly meant as a friendly utility spell.  So I would disagree with the previous statement as even RAW being "exactly 10 inches".

This is obviously very open to interpretation, and I think a ruling from Joe would be needed to clarify.  My group plays it as "up to", and will continue to do so unless it is clarified as "exactly 10".
Title: Re: Frostgrave - Rules
Post by: MaineQat on December 01, 2015, 10:16:57 PM
Remembering that if you win combat you can force your oppoenent 1" back, breaking the combat. Then use your second action to walk away.

You can also move your own model back, as long as no other model is also engaged with it.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 02, 2015, 12:41:26 AM
Mind Control broken?
A decent roll for mind control plus a little enhancement to get the DC in the area of 21-23 steals an opponent's soldier for the game with no chance of recovery. I honestly think a nat 20 on a will save should be a success or a spell dc shouldn't be higher than 20. This would always allow a soldier to recover from mind control or any other spell effect on a good roll.
Title: Re: Frostgrave - Rules
Post by: Nooblord on December 02, 2015, 01:50:54 AM
Mind Control broken?
A decent roll for mind control plus a little enhancement to get the DC in the area of 21-23 steals an opponent's soldier for the game with no chance of recovery. I honestly think a nat 20 on a will save should be a success or a spell dc shouldn't be higher than 20. This would always allow a soldier to recover from mind control or any other spell effect on a good roll.

Spelleater and Dispel can cancel an active mind control while Willpower will improve the victim's chances of breaking the spell.

It's a similar thing to Beauty where the caster can empower it so much that he is immune to attack for the rest of the game.

In the battle reports I've seen Dispel doesn't seem to be that popular a spell despite its usefulness.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 02, 2015, 04:08:14 AM
I guess it comes down to being prepared and thinking outside the box. If your opponent starts Mind controlling all your minions you had better have a strategy to deal with it. And I guess you can only loose one minion at a time that way since you can only have one active mind control at a time. Still it seems rude to have your marksman suddenly start shooting down your own guys or your buffed up warrior turn on you.
Title: Re: Frostgrave - Rules
Post by: Laniston on December 03, 2015, 01:33:27 AM
If a figure is held by Bones of the Earth and loses the fight roll to escape can the model take damage if the roll is high enough or are they simply still unable to move?
Title: Re: Frostgrave - Rules
Post by: Vin21 on December 03, 2015, 12:07:59 PM
It's a similar thing to Beauty where the caster can empower it so much that he is immune to attack for the rest of the game.

With Beauty, is the 'attack' part considered to be melee, shooting & magic?

If so, what does the bit about 'Any model magically compelled to fight the target...' refer to?
Title: Re: Frostgrave - Rules
Post by: Nooblord on December 03, 2015, 02:37:29 PM
With Beauty, is the 'attack' part considered to be melee, shooting & magic?

If so, what does the bit about 'Any model magically compelled to fight the target...' refer to?


Yes, Joe confirmed that any attack - melee, shooting or magic - that would negatively affect the target needs to get past the Beauty spell first.

The 'compelled to fight' part I think means that if my spellcaster with Beauty fights you then you first take a will roll to see if you fight back at full or at fight minus one.
Title: Re: Frostgrave - Rules
Post by: Rixus Mar on December 04, 2015, 08:52:22 AM
I was pretty sure Joe said Leap had to be exactly 10" and  not an inch less? I'll have to search  for it...

@Lanniston - i may be wrong, but i believe Joe has already said previously that BotE will damage the figure being held if he wins combat.
Title: Re: Frostgrave - Rules
Post by: Rixus Mar on December 04, 2015, 08:58:19 AM
Can't find any of it. I must be mistaken guys, sorry.

Then again, my search functions never seem to be up to scratch; my google-fu is renowned as the world's weakest lol
Title: Re: Frostgrave - Rules
Post by: Vesc115 on December 04, 2015, 08:54:05 PM
Hey im working on the next version of the Frostgrave battlescribe files and currently working in the supplement campaigns in to it, The new soldiers in the Thaw of the Lich Lord campaign are they available to take in a standard frostgrave scenario? I know certain spells and items are restricted but just want to make sure i'm going right about this.

Also When playing these campaigns do you have to follow the scenarios consecutively or can some custom games be played between (Obviously keeping within the area of the campaign).
Title: Re: Frostgrave - Rules
Post by: MaineQat on December 04, 2015, 11:59:00 PM
Can't find any of it. I must be mistaken guys, sorry.

Then again, my search functions never seem to be up to scratch; my google-fu is renowned as the world's weakest lol

There is this:

You cannot use Leap on a figure in combat. The spell calls for the figure to make a 'move' and a figures cannot move while In Combat.

Joe specifically says to "make a move", not that it "moves the figure" (the way push does).  That tells me it grants a movement of up to 10", with the added spell effect that it can ignore all intervening terrain up to 10" in height.  This also implies the figure lands safely, regardless of height difference between start and end position.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Darkson71 on December 05, 2015, 06:53:56 AM
Hmm...
The rules pretty clearly say that magical movement (and Leap is named expressly) do not count as movement actions. Therefore I see no reason that Leap cannot be cast on someone in combat. This is more consistent for the rules, and Leaping out of combat is just cool. So, it's perfectly legit in the rules as written. (Dalcor wins!)
2 days after your quote. ;)



I think this just needs another simple answer from joe, so....



Joe, when using the Leap spell, is the Leap up to 10", or must it be 10", no more no less?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 05, 2015, 12:10:01 PM
Genie in a bottle scenario, the genie is a demon so bind demon works on it correct?

And on a related note if you are in control of the genie can you release control so you can kill it or is controlling it counted as defeated when the game ends.
Title: Re: Frostgrave - Rules (Questions, Errata, Clarifications)
Post by: Awesome Adam on December 05, 2015, 06:07:24 PM
Hmm...2 days after your quote. ;)

I think this just needs another simple answer from joe, so....

Joe, when using the Leap spell, is the Leap up to 10", or must it be 10", no more no less?

What do you do if it's not possible to move the ful 10" ?


Last week, while playing the library scenario on a dungeon map, leap was cast on a soldier and there is a wall 9" into where he was going.
I was thinking it would be fun if they take falling damage for the remainder of the distance.
In his case 1" wouldn't acutally cause damage, but it was funny to think of him smashing into the wall.

Another leap related question: Can you cast leap on someone other than your warband ?
I can't find anything in the rules to prevent it, but I don't know if that was intended.

We've been playing with it that way. I've cast leap on opposing models telling my opponent he can either leap away or the next spell I hit him with will be Elemental Bolt.
So far, everyone has chosen to leap away  lol
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 05, 2015, 06:17:34 PM
It is in the errata about Leap being an allies only spell.
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on December 05, 2015, 10:04:12 PM
Can a wizard buy items from the treasure lists with leftover starting funds after initially hiring soldiers but before the first game?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 05, 2015, 10:36:05 PM
No.
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on December 05, 2015, 10:53:04 PM
No.
Chapter, verse, or word of the author?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 06, 2015, 07:17:38 AM
There's no "shop" phase written in the book until the post-game where you see what your treasures are. There's nothing in the book to say you can visit the shop before your first game.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 06, 2015, 12:08:19 PM
Can one soldier administer potions to another allied soldier?
The Apothecary has a rule that allows him to use his healing potion on others but that's the only mention of giving potions to others.

So can my Thief with a strength potion use it to boost my wizard?
If not can my Apothecary do it?

I'm asking as I've seen it done in some battle reports but cannot find any rules to support it and was wondering if it was a house rule or something already mentioned.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 06, 2015, 01:02:34 PM
I think it's a house rule, as the apothecary is the only one with that rule listed.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 06, 2015, 01:34:11 PM
So can the Apothecary administer a potion other than healing to another model?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 06, 2015, 03:43:27 PM
From the FAQ:
"Apothecaries – If an apothecary is in base contact with a figure, it may use one action to use its healing potion on that figure. Apothecaries may carrying 1 item in addition to their free healing potion."


RAW it looks like an apothecary can only administer healing potions.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 06, 2015, 07:04:22 PM
From the FAQ:
"Apothecaries – If an apothecary is in base contact with a figure, it may use one action to use its healing potion on that figure. Apothecaries may carrying 1 item in addition to their free healing potion."


RAW it looks like an apothecary can only administer healing potions.

I thought so. Check out my soldier progression post.
Title: Re: Frostgrave - Rules
Post by: Buff Orpington on December 06, 2015, 10:19:58 PM
Apologies if this has been covered already but our group has raised a question about soldier activations. Page 30 can be read two ways. Does each player activate one soldier at a time or does the primary player activate all of his first with the secondary player and others following in turn?
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on December 06, 2015, 10:56:14 PM
Does an Arcane Candle at the base give a bonus to in-game binding, or is it just between games?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 06, 2015, 11:10:11 PM
Does an Arcane Candle at the base give a bonus to in-game binding, or is it just between games?

The way it is worded it works every time you cast it in and out of game. Same with graveyard and raise zombie.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 07, 2015, 06:54:11 AM
Apologies if this has been covered already but our group has raised a question about soldier activations. Page 30 can be read two ways. Does each player activate one soldier at a time or does the primary player activate all of his first with the secondary player and others following in turn?
Player 1: As many soldiers as he wishes, then his turn ends.
Player 2: As many soldiers as he wishes, then his turn ends.
Player 3: ------------------------"-------------------------------
etc etc etc

Joe has clarified this is correct, but I can't recall if it was in this thread or another.
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on December 07, 2015, 08:12:48 AM
couple of questions...

1, can the crumble spell be used to neutralise a wizard eye spell

2. can a crumble spell be used to bring ruins down on a enemy - in which case how much damage do they suffer

ta
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 07, 2015, 08:18:21 AM
1. Yes (I think it's in the FAQ).

2. You can, but there's no rules for damage etc.
Title: Re: Frostgrave - Rules
Post by: Peter 121 on December 07, 2015, 10:22:12 AM
Hi, I have some rule queries from my group:

Can leap be cast on the same warband member twice in the same turn ie by my wizard and his apprentice?
In the Well of Dreams and Sorrows scenario, can the wizard drink more than once from the well and does he get 100 experience each time he drinks or just once per scenario?
If two friendly characters are in base to base contact and an enemy character (C) moves into combat with one of them (A) from the opposite side from the other friendly character (B), can B force combat with C? If so, does it matter how big A's base is (ie more or less than an inch)?
Apologies if these have been covered before.
Many thanks in advance.
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 07, 2015, 01:29:04 PM
couple of questions...

1, can the crumble spell be used to neutralise a wizard eye spell

2. can a crumble spell be used to bring ruins down on a enemy - in which case how much damage do they suffer

ta

Regarding point 2 - in the Hunt for the Golem mini campaign, more specifically in the House of the Golem scenario, figures must take a +5 shooting attack if bits of roof fall in on them, some maybe that's applicable here?
Title: Re: Frostgrave - Rules
Post by: Buff Orpington on December 07, 2015, 03:46:56 PM
Player 1: As many soldiers as he wishes, then his turn ends.
Player 2: As many soldiers as he wishes, then his turn ends.
Player 3: ------------------------"-------------------------------
etc etc etc

Joe has clarified this is correct, but I can't recall if it was in this thread or another.

Thanks :)
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 07, 2015, 08:03:40 PM
Peter - Yes, you can leap the same warband member twice in one turn. In the Well of Dreams and Sorrows, a wizard may only earn 100 xp from drinking from the well no matter how many times he actually does it. If the figure is 1" or less away, then he can Force Combat. So if the base is 1" or less, yes.

Eric - As Darkson said. Yes, you can crumble a Wizard Eye. There are no rules for crumbling terrain onto figures. Feel free to house rule it.

Froggy - The Arcane candle only adds its bonus to Out of Game castings.  A wizard must play at least one game before buying magic items.

Time Shadow - Soldiers cannot normally share their potions or other magic items. The exceptions are the Apothecary with his healing potion and the Pack Mule.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 07, 2015, 08:56:39 PM
Good to know thx Joe.
Title: Re: Frostgrave - Rules
Post by: Vesc115 on December 08, 2015, 09:41:58 PM
Are the new soldiers featured in "The Thaw of the Lich Lord" strictly for use of that supplement or can a new player hire them using the main rulebook to start off with?
Title: Re: Frostgrave - Rules
Post by: tyrionhalfman on December 09, 2015, 07:35:17 AM
It's an add on to the main rules, so supplements the main rules with additional monsters and soldiers, etc. unless stated I'd assume all are available to a startup warband. The crow master for instance would not be available without a base (not available until after game 1 of a campaign) and the required add on.
Title: Re: Frostgrave - Rules
Post by: Iv.An. on December 09, 2015, 09:14:52 AM
My opponents turn.
The wizard phase,
1 - My opponent activates his Wizard.
2 - Wizard casts Summon Demon. Demon is on table now.
3 - Opponent says - I can activate up to three soldiers NOW (still in this wizard phase). Demon counts as a soldier, he moves.

Is this correct? Thanks :)
Title: Re: Frostgrave - Rules
Post by: Peter 121 on December 09, 2015, 09:16:37 AM
Thanks for the answers Joe, I will pass them onto the group. We have about 15 players at our club of about 30 odd members so its proving very popular. The game is great fun but your time and effort in supporting it through forums like these is much appreciated.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 09, 2015, 02:21:16 PM
My opponents turn.
The wizard phase,
1 - My opponent activates his Wizard.
2 - Wizard casts Summon Demon. Demon is on table now.
3 - Opponent says - I can activate up to three soldiers NOW (still in this wizard phase). Demon counts as a soldier, he moves.

Is this correct? Thanks :)


No he cannot, it states "up to 3 soldiers that started the phase within 3" of wizard" and the demon is not there at the beginning. That would be the same thing as moving the wizard and then activating solder now within range. The demon must wait till the apprentice phase(if he is within 3" of the apprentice or the soldier phase)
Title: Re: Frostgrave - Rules
Post by: Awesome Adam on December 09, 2015, 02:54:40 PM
The first action a model must take if part of any group activation in the Wizard or Apprentice phase is to move.

The wizard couldn't cast Summon Demon until his second action.

He would have had to have chosen, and moved, his models that were part of the group activation before the Demon was ever on the board.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 09, 2015, 03:17:06 PM
The first action a model must take if part of any group activation in the Wizard or Apprentice phase is to move.

The wizard couldn't cast Summon Demon until his second action.

He would have had to have chosen, and moved, his models that were part of the group activation before the Demon was ever on the board.

There is the second option that allows the wizard and up to 3 others to activate and take their actions individually. Then each must complete all actions before the next one can go, but this still needs them all to "start" the turn within 3".
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 09, 2015, 08:11:31 PM
Agree with Timeshadow.
Title: Re: Frostgrave - Rules
Post by: Iv.An. on December 09, 2015, 08:47:35 PM
Thank everyone for your answers. Hope you were not confused with my questions, when the language isn't your native, sometimes it's hard to make sense of obvious things.
Title: Re: Frostgrave - Rules
Post by: MaineQat on December 09, 2015, 09:48:30 PM
Peter - Yes, you can leap the same warband member twice in one turn. In the Well of Dreams and Sorrows, a wizard may only earn 100 xp from drinking from the well no matter how many times he actually does it. If the figure is 1" or less away, then he can Force Combat. So if the base is 1" or less, yes.

Going by the past few pages, many of us would like to know a final ruling on Leap distance, Joe.  Is Leap up to 10", or exactly 10".

I think it would also be useful to clarify distance and dropping on Leap.  Leap says you can move 10" and ignore terrain up to 10" tall.  Is Leap measurement treated like range (direct line), or can I do either of the following:
Title: Re: Frostgrave - Rules
Post by: Logen on December 10, 2015, 10:09:39 AM
How many Fogs actives can have a spellcaster?
A Dispel spell cancels all fogs on the table or just one?
A warband whose base is a Inn, play with eleven figures?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 10, 2015, 10:20:46 AM
How many Fogs actives can have a spellcaster?
A Dispel spell cancels all fogs on the table or just one?
A warband whose base is a Inn, play with eleven figures?

You can have any number of Fogs active just remember to see if they go away each round.
Dispel removes one wall.
If you have an inn you can have 8+1 Soldiers which is 9 soldiers plus your Wizard and apprentice.
Title: Re: Frostgrave - Rules
Post by: Vesc115 on December 10, 2015, 06:10:40 PM
It's an add on to the main rules, so supplements the main rules with additional monsters and soldiers, etc. unless stated I'd assume all are available to a startup warband. The crow master for instance would not be available without a base (not available until after game 1 of a campaign) and the required add on.

Many thanks :)
Title: Re: Frostgrave - Rules
Post by: Thunder on December 11, 2015, 09:38:47 AM
Going by the past few pages, many of us would like to know a final ruling on Leap distance, Joe.  Is Leap up to 10", or exactly 10".

What would the practical difference be?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 11, 2015, 09:58:49 AM
I personally think it is up to 10" but that's beside the point.

The difference is control. If I want to put a guy onto a building beside a treasure 6" away I can't if I'm stuck moving him 10" exactly.

What would the practical difference be?
Title: Re: Frostgrave - Rules
Post by: Thunder on December 11, 2015, 10:07:47 AM
I personally think it is up to 10" but that's beside the point.

The difference is control. If I want to put a guy onto a building beside a treasure 6" away I can't if I'm stuck moving him 10" exactly.


Ah, I see. I've always assumed it's up to 10". Since the spell doesn't say the move has to be in a straight line, moving exactly 10" could also get him there if you take a bit of a detour ;)
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 11, 2015, 10:25:01 AM
Sorry guys, I seem to have fallen behind!

Leap. Leap is a hateful little spell that has caused me all kinds of grief. RAW is that it has to be the full 10'.  However, I don't like that, and don't believe that is what I originally intended. So I will be changing it next time I update the errata. However, you always count the actual distance covered. So if you want to go 8 inches forward and up 4 inches, you'll have to figure out the hypotenuse. L

Soldiers from Thaw of the Lich Lord are available to starting warbands.

A wizard cannot summon a demon and have that demon activate as part of the wizard phase.
Title: Re: Frostgrave - Rules
Post by: Corporal Chaos on December 11, 2015, 10:37:15 PM
hypotenus!  :o. You never said advanced math was involved!  lol
Title: Re: Frostgrave - Rules
Post by: Digitarii on December 11, 2015, 11:43:57 PM
Soldiers from Thaw of the Lich Lord are available to starting warbands.

Exception being the Crow Master, since RAW shows to be able to hire a CM, you have to have a base of operations and upgrade it with a Crow Rookery.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 12, 2015, 10:31:08 AM
True.
Title: Re: Frostgrave - Rules
Post by: MaineQat on December 14, 2015, 01:41:25 AM
Leap. Leap is a hateful little spell that has caused me all kinds of grief. RAW is that it has to be the full 10'.  However, I don't like that, and don't believe that is what I originally intended. So I will be changing it next time I update the errata. However, you always count the actual distance covered. So if you want to go 8 inches forward and up 4 inches, you'll have to figure out the hypotenuse. Leap NEVER protects you from falling damage. It'll help you get up, but getting down, you are on your own.

So I'm guessing it's intended to be up to 10" movement point-to-point, and ignoring terrain up to 10" taller than the starting point?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 14, 2015, 02:42:16 AM
So can I "leap" from a 10" high building to the ground for no damage?
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 14, 2015, 09:43:27 AM
Sorry, Timeshadow what I said about falling was misleading enough that I have taken it down. You can 'leap' down. I just meant that if you leap 10' and still find yourself in the air at the end of it, you are on your own!
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 14, 2015, 10:55:46 AM
Ok just checking :-) Thx Joe.
I'm sure I have a good grasp on how the spell works just making sure there are no holes for me to get surprised with.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on December 14, 2015, 07:27:32 PM
Hoping not to interupt anything, but I'll take a ... leap of faith.  o_o

Question for a spell combo:
A sigilist may have write scroll for 12, also he might choose timewalk, which is success at 18 + 4  :o
so ... I use write scroll for timewalk and have it next time as a one-timer for 12?

That is different from create grimoire, where I have to create a grimoire (kazamm I) AND the spell I want to grimoirize (kazamm II), right?

Thanks in advance
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 14, 2015, 11:09:20 PM
Write scroll is a good way to get around high diff casting.

Step one successfully write scroll for a high diff spell (such as strike dead or time walk)
Step two give scroll to wiz or apprentice for next battle
Step three attempt to cast the spell....if you roll suck you burn the scroll for an auto success (though you don't get xp)
/if you roll well then you get xp and get to keep your scroll for next time...
Step 4 profit
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on December 15, 2015, 05:29:14 AM
Ay, thanks, mate.

What do You mean by 4. profit?
to sell the scroll after using is surely not working, and when not needing it, due to high casting keeping is better than selling, so ...

By the way, how would one try to cast 22 spell?
Title: Re: Frostgrave - Rules
Post by: tys123 on December 15, 2015, 09:21:30 AM
you roll a 20 and decide to spend two health to cast it and save your scroll for another time.
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 15, 2015, 09:24:09 AM
You can't spend health for out of game spells, so you'd have to use up some experience to bring down the casting number.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 15, 2015, 10:02:37 AM
Ay, thanks, mate.

What do You mean by 4. profit?
to sell the scroll after using is surely not working, and when not needing it, due to high casting keeping is better than selling, so ...

By the way, how would one try to cast 22 spell?

By profit I mean you get the advantage of being able to cast/use a very difficult spell. Like others said you would need to empower to cast it in game or you just couldn't out of game unless it's on a scroll.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on December 15, 2015, 11:58:24 AM
oh, I see. Well, that's settled then.

Another question came up.
Wizard eye and teleport.
I cast wizard eye and later I teleport to somewhere I am able to see ... with the wizard eye ... so potentially I may end up in a place which I hvo no direct physical "eye-line" to. At least that is my understanding.
Title: Re: Frostgrave - Rules
Post by: Vin21 on December 15, 2015, 12:36:27 PM
Wizard Eye creates another line of sight, so as long as you have line of sight from the eye, then yes.
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on December 15, 2015, 12:53:05 PM
Probably a very silly question but we are still getting to grips with the rules...

Last night my Warhound forced combat with my opponents apprentice - we couldn't establish if the apprentice could use a spell in his first activation and then combat in his second...

Are we correct in assuming that Spell casters cannot cast spells when they are engaged in combat?

cheers
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 15, 2015, 01:17:27 PM
Probably a very silly question but we are still getting to grips with the rules...

Last night my Warhound forced combat with my opponents apprentice - we couldn't establish if the apprentice could use a spell in his first activation and then combat in his second...

Are we correct in assuming that Spell casters cannot cast spells when they are engaged in combat?

cheers

No spell casting in combat, but you can if the opponent is not in base to base contact, even if he normally could force combat(ie within 1') since spell casting is not moving.
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on December 15, 2015, 02:04:09 PM
ta
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on December 16, 2015, 02:45:51 PM
Can I use an existing wizard eye to cast a new wizard eye?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 16, 2015, 02:56:16 PM
Can I use an existing wizard eye to cast a new wizard eye?

Yes you just need LOS though after the old one will go away....I think (don't have my rule book in front of me, you can only have one right?)
Title: Re: Frostgrave - Rules
Post by: Vin21 on December 16, 2015, 03:03:15 PM
The wording in the rulebook is 'A spellcaster may only maintain one Wizard Eye at a time', so it depends when you consider the spell cast, if it's after the dice roll, or after the spell has been completed.

Might need a Joe clarification on this, but I'd say it's a yes.
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on December 16, 2015, 03:05:37 PM
Ok thanks.I'm just trying to figure out if I can do this to get LOS across the board fairly quickly while keeping my wizard in cover.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 16, 2015, 03:11:23 PM
Ok thanks.I'm just trying to figure out if I can do this to get LOS across the board fairly quickly while keeping my wizard in cover.

Good idea :)
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on December 16, 2015, 03:27:01 PM
Good idea :)

Thanks. An elemental ball cast at your flank can be quite deadly!
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 16, 2015, 04:21:42 PM
Don't forget the Eye has to be within 12"(? - don't have my book to hand),  a mistake my mate made in our first game.
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on December 16, 2015, 05:16:22 PM
Does the shooting bonus granted by "Glow" add to the damage as well?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 16, 2015, 06:19:47 PM
In the respect that the damage will be higher the higher your result yes but not as additional damage eg:

If my shoot is +2 and I roll a 10 to hit my total is 12 if my opponent gets a lower total and I hit I subtract my total "12" from their armor, lets say 10 for a total of 2 damage. In the same senerio if the opponent had glow on him my shoot total would be +5 giving me a 15 total which means I do 5 damage instead of 2.
Title: Re: Frostgrave - Rules
Post by: wrinklestiltskin on December 20, 2015, 01:29:16 PM
Two situations from my last game that hopefully have not been asked before in these 48 pages.  lol

1. We were playing with critical hits; I rolled a 20 for my shooting, my opponent rolled a 20 to "dodge". As this is not really specifically mentioned for shooting in the rulebook, we rolled for it to resolve this situation.

2. How do you handle enchant weapon with a javelineer?
Title: Re: Frostgrave - Rules
Post by: Awesome Adam on December 20, 2015, 03:13:29 PM
1. We were playing with critical hits; I rolled a 20 for my shooting, my opponent rolled a 20 to "dodge". As this is not really specifically mentioned for shooting in the rulebook, we rolled for it to resolve this situation.

There is a critical hit rule, but no critical dodge equivalent, so a natural 20 to hit with shooting always hits.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 20, 2015, 06:05:30 PM
2. How do you handle enchant weapon with a javelineer?
I say the same as an arrow - it's a one-off enchantment.
Title: Re: Frostgrave - Rules
Post by: wrinklestiltskin on December 20, 2015, 06:17:42 PM
If he were just shooting with it I'd agree, but he's also using his spears for cc.
So I guess you'd be able to say he can keep a single enchanted spear for cc. But then you can probably enchant a second spear before throwing. Or you can enchant a spear once until it is thrown.

For me it needs clarification.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 21, 2015, 09:28:58 AM
You can enchant one javelin. The soldier can fight with it, or throw it, or fight with and then throw it later. Once it is thrown, it is gone. At that point, another one can be enchanted.
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on December 21, 2015, 10:34:47 AM
There is a critical hit rule, but no critical dodge equivalent, so a natural 20 to hit with shooting always hits.

We introduced the critical dodge roll - a natural 20 always succeeds - this at least gives the player a 5% chance of defending against anything
Title: Re: Frostgrave - Rules
Post by: wrinklestiltskin on December 21, 2015, 10:44:31 AM
Thanks Joe!

That is pretty good, makes the javelineer even more versatile. I liked the concept from the start, and I guess that translated to their on the table performance last game, cause the two I had were the stars of my warband.
I'll talk to my buddies, see if we can't houserule some more expensive versions of the javelineer. Spears are cool. ;D
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on December 21, 2015, 12:16:26 PM
Maybe it was asked already, sorry in advance, if so.

I am not sure about the phrasing of activating in the soldier-phase.
Do one player activate ALL his (remaining) soldiers at once (in any order he so chooses) or is it one by one alternating between players, until all are done?
Title: Re: Frostgrave - Rules
Post by: Tinarm on December 21, 2015, 01:40:17 PM
Write scroll is a good way to get around high diff casting.

Step one successfully write scroll for a high diff spell (such as strike dead or time walk)
Step two give scroll to wiz or apprentice for next battle
Step three attempt to cast the spell....if you roll suck you burn the scroll for an auto success (though you don't get xp)
/if you roll well then you get xp and get to keep your scroll for next time...
Step 4 profit

This message implies that you don't get XP when you use a scroll to succeed in casting a spell, is that correct?
I thought that a succesfull spel gives XP regardless of if empowering or using scroll.
Title: Re: Frostgrave - Rules
Post by: Tinarm on December 21, 2015, 02:09:16 PM
Is it ok to combine normal and group activation

For instance a wizard (w1) stands near three oldiers (s1,s2 and s3).
The player declares that he activates all four figures in the wizard phase and declares his intention
1. S1 should attack an enemy soldier (e1)  he is in combat with and after the succesfull kill he moves into combat with another enemy soldier(e2).
2. S2 and s3 moves in group activation and enters combat with e2, then s2 attacks e2 (with +4 for support from S1 and S3) he wins but doesn't kill. Then s3 also attacks e2 (also with +4 from s1 and s2)
4. finally w1 casts a spell and moves away and takex cover.

Legal or not?
Title: Re: Frostgrave - Rules
Post by: rufus sparkfire on December 21, 2015, 02:25:00 PM
You can enchant one javelin. The soldier can fight with it, or throw it, or fight with and then throw it later. Once it is thrown, it is gone. At that point, another one can be enchanted.

Does the enchanted javelin give +1 fight or +1 shoot? Or both (+1 fight when you fight with it, then +1 shoot when you throw it)?
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 21, 2015, 04:06:15 PM
Rufus - both, but it will only last until you throw it.

Tinarm - No, one ether group activation or normal activation. You cannot combine it.

You do not get experience from casting a spell off a scroll. No risk, no reward.

Drachen - one player activates all remaining soldiers. Then the next player does so.

Title: Re: Frostgrave - Rules
Post by: rufus sparkfire on December 21, 2015, 04:47:53 PM
Rufus - both, but it will only last until you throw it.

Thanks! That's better than I thought then.
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on December 23, 2015, 04:14:06 AM
1.Can I use a stored action from Time Store to cast Time Walk?

2.Is trade between warbands allowed?
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 23, 2015, 09:53:54 AM
1. Yes.

2. That's really up to your campaign or gaming group. In general, I would allow it.
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on December 23, 2015, 12:56:23 PM
Thanks for the response Joe. Great game. It has quickly become my favorite.
Title: Re: Frostgrave - Rules
Post by: TheMageKing on December 25, 2015, 12:40:07 AM
Is it intended for scrolls to be usable with Create Grimoire?
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 29, 2015, 10:14:37 AM
It's a bit round about, but I don't see anything especially wrong with it?
Title: Re: Frostgrave - Rules
Post by: TheMageKing on December 29, 2015, 04:51:47 PM
Perhaps I should have phrased it as "Is it intended for scrolls of spells you don't know to be used with Create Grimoire?"

Otherwise, I'm afraid I don't see much use for the spell, but it feels... wrong, for some reason.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 29, 2015, 05:05:37 PM
Perhaps I should have phrased it as "Is it intended for scrolls of spells you don't know to be used with Create Grimoire?"

Otherwise, I'm afraid I don't see much use for the spell, but it feels... wrong, for some reason.

Using scrolls for the spell component of create grimoire can't be done (unless the scroll has a spell that you already know and what would be the point) as it clearly states in create grim that it must be a spell that the spellcaster knows (ie has learned).

Though if Joe is willing to clarify and allow scrolls to be used this way it's an intresting way to make create grim more useful (not that +250gc is not useful)
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 29, 2015, 05:19:16 PM
So I saw this rule issue come up in another forum and would like some "official" clarification.

Fighting in melee and I win so I push the opponent 1" back.

Now if I did this with my first action can I move away or is the opponent within 1" and can force combat?
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 29, 2015, 05:52:18 PM
I think you can move away.
Title: Re: Frostgrave - Rules
Post by: ChaosChild on December 29, 2015, 05:58:31 PM
You can move away, it's already been clarified on here somewhere.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 29, 2015, 07:41:54 PM
Yep, I asked the same question and Joe clarified that your opponent can't force combat in this way.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 30, 2015, 09:28:38 AM
Essentially, you can never use a scroll to learn a spell. So, no, you can't create a grimoire of a spell you only have on a scroll.

If you push an opponent back, he can only force combat with you again if you move closer to him.
Title: Re: Frostgrave - Rules
Post by: Tinarm on December 30, 2015, 08:48:22 PM
A Soothsayer and a Witch goes to a bar and finds a thousand Mind Controll scroll each.
The Witch says that he is better at mind control than the Soothsayer is.
The Soothsayer thinks for a while and considers that neither of them knows mind Control so they should be equally good.

So they start using the scrolls and after a while statistics shows that the witch is beeing resisted less.
The Soothsayer curses the goods for beeing unfair, while the Witch muses.


The resist roll for victims will be against 12 for the Soothsayer and against 18 for the Witch.
Ami I missing something or has this effect been discussed earlier?
Title: Re: Frostgrave - Rules
Post by: tys123 on December 30, 2015, 09:48:34 PM
It was explained earlier in this thread.
If you don't know Mind Control then the casting roll is the base cost for the spell ( ie 12 for Mind Control as it doesn't take into account the +2/+4/+6 for which school it is) .

If you do know mind control then you roll the dice to cast it and if it fails you can use the scroll to turn it into a success with that dice roll.
So using scrolls for resistable spells doesn't work very well as they are easy to resist.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on December 31, 2015, 02:34:12 AM
Unless it's strike dead at 18 Diff :-)
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 01, 2016, 12:50:17 PM
Question regarding Wizards Eye
1. Push: in witch direction is the target being pushed? Away from caster or eye?
2. Grenade: so, that way it is possible to throw where I usualy wouldn't be able to see without the wizard eye?

Thanks in advance!
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 01, 2016, 01:45:10 PM
Question regarding Wizards Eye
1. Push: in witch direction is the target being pushed? Away from caster or eye?
2. Grenade: so, that way it is possible to throw where I usualy wouldn't be able to see without the wizard eye?

Thanks in advance!

Both los are from the wizard eye so away from it if you are using it.
Title: Re: Frostgrave - Rules
Post by: derekkinsman on January 01, 2016, 03:50:46 PM
Not sure if I missed this (I promise I searched and tried scrolling through all 50 pages of this thread) just had a question about the spell failure table.

I roll a D20 and whatever the difference between the casting number and the roll result results in a specific type of damage.

Going through the rule books it 20 is the highest casting number on a spell. The smallest natural roll is 1 giving the difference a maximum of 19. How do I end up rolling the 20+ or 21+ failures?

Note: I haven't had a chance to play any games yet. This is just based on my reading through the rules a few times.
Title: Re: Frostgrave - Rules
Post by: tys123 on January 01, 2016, 04:55:40 PM
In reality you never will however an enchanter casting Time Walk would need 24 so could fail by 23.
Title: Re: Frostgrave - Rules
Post by: derekkinsman on January 01, 2016, 05:28:57 PM
In reality you never will however an enchanter casting Time Walk would need 24 so could fail by 23.


Right. Because the casting number changes based on if the spell is from an aligned, neutral, opposed, our your own school.

For example Lichdom is 20 for a Necromancer, but for a Thaumaturge it would be a 26 (20 base + 6 for opposed). With a spell failure of 21+ resulting in uber death. Necromancers would only fail by 20 sustaining massive damage, but a Thaumaturge could fail by 25 and end up quite dead.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 01, 2016, 05:42:25 PM
If you're going to give examples, at least use spells from the rulebook, not a supplement that not everyone has. :?
Title: Re: Frostgrave - Rules
Post by: TheMageKing on January 01, 2016, 07:09:02 PM
Not sure if I missed this (I promise I searched and tried scrolling through all 50 pages of this thread) just had a question about the spell failure table.

I roll a D20 and whatever the difference between the casting number and the roll result results in a specific type of damage.

Going through the rule books it 20 is the highest casting number on a spell. The smallest natural roll is 1 giving the difference a maximum of 19. How do I end up rolling the 20+ or 21+ failures?

Note: I haven't had a chance to play any games yet. This is just based on my reading through the rules a few times.

Schools outside of your specialization have an increase in casting number.

For a direct example, Necromancy and Thaumaturgy are opposed. That means a Necromancer casting a Thaumaturgy spell casts it at a +6 target number, and vice versa.

So, if a Necromancer attempts to cast Restore Life, his casting number is 26.
Title: Re: Frostgrave - Rules
Post by: derekkinsman on January 02, 2016, 02:23:25 AM
If you're going to give examples, at least use spells from the rulebook, not a supplement that not everyone has. :?

Sorry, that spell was the one that I specifically stumbled over as it has a different failure table with a 21+ on it.

A better example: any spell, from any rulebook or supplement, that costs a natural 20 will cost 22–26 if it is from an aligned, neutral, or opposed school. I originally thought it was the difference between the base casting number and the D20.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 02, 2016, 11:32:36 PM
Just thought of an interesting question.
The elixir of life potion says that it works just like the restore life spell (which says wizard only) but potions say can be used by anyone.

So the question is if you have an elixir of life can you use it if your wizard dies? And a sub question to that would your wizard have to be carrying it or could your apprentice or any minion or could it be in the vault?
Title: Re: Frostgrave - Rules
Post by: Mordante on January 03, 2016, 05:07:32 AM
Sorry if these questions have been asked before.  We just played our first game and had a few things we were not sure we were playing as intended.
1.  When doing a group activation, the first action must be a move. So if a model is in combat, it cannot be part of the group activation since it cannot move, is that correct?
2. The spell Leap says it is not considered a move action.  If you are carrying treasure your move is halved, but a leap spell movement is not affected by this, right?  Seems overly powerful to be able to leap 10" to get away with treasure, but that is how we read it.

Thanks in advance.  We had a great game with few issues arising, even though it was a four player game.  My group really enjoyed it.  We are going to play it when not enough people can make it to our RPG night to continue that campaign, we'll play an ongoing Frostgrave campaign instead.
Title: Re: Frostgrave - Rules
Post by: MrCharisma on January 03, 2016, 08:54:49 AM
Sorry if these questions have been asked before.  We just played our first game and had a few things we were not sure we were playing as intended.
1.  When doing a group activation, the first action must be a move. So if a model is in combat, it cannot be part of the group activation since it cannot move, is that correct?

My understanding is that you can still group activate if a model is in combat... however; you couldn't fight then move (thus forfeiting your second action).
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 03, 2016, 11:47:47 AM
Mordante,

Thanks for giving the game a try, glad you liked it.

A figure In Combat can be part of a group activation, but essentially loses his move action.

Leap is not subject to movement penalties for carrying treasure.

Timeshadow - as things stand, anyone can use a restore life potion. As it is out of game, it does not have to be carried. However, I think this is way overpowered and I am planning to revise the rules for this potion in Dark Alchemy, coming later this year.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 03, 2016, 01:30:52 PM
Mordante,

Thanks for giving the game a try, glad you liked it.

A figure In Combat can be part of a group activation, but essentially loses his move action.

Leap is not subject to movement penalties for carrying treasure.

Timeshadow - as things stand, anyone can use a restore life potion. As it is out of game, it does not have to be carried. However, I think this is way overpowered and I am planning to revise the rules for this potion in Dark Alchemy, coming later this year.

Thanks Joe, as always we appreciate your answers. Just a side note to one of the previous questions.
If you use your wizard or apprentice to activate individually 3 models in 3" then if one is in close combat wouldn't need to loose its move as long as one of the previous ones or it won combat to kill or knock back whatever the model was in combat with right.
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 03, 2016, 03:01:16 PM
Correct, it was only for Group Activation that it becomes an issue.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 03, 2016, 08:46:29 PM
Just a quickie to start the new year with...
In my last game I found a magic bow that gives +2 damage.
Seeing as it's the bow that's enchanted, and presumably not the arrow, do shots from it count as attacks from a magic weapon?
If not, can I still enchant arrows fired from this bow?
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 05, 2016, 10:11:21 AM
An attack made from a magical bow or crossbow is not a magical attack. You can enchant the ammo, in which case it would count as magical, although the bonuses would not stack.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 05, 2016, 01:53:24 PM
As I suspected - thanks for confirming that Joe!  :D
Title: Re: Frostgrave - Rules
Post by: Soss on January 05, 2016, 06:41:58 PM
Long Time lurker and absolutely love the game, super fun. I have a question.

Can you find/buy a Grimoire, learn it and then cast the spell you learned from it? My last game I enchanted some weapons and after the game I bought the Embed spell and learned it as part of leveling up. Can I now try to embed the enchant weapon I did from the game I finished?
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 06, 2016, 08:27:00 AM
I've never established an order that things have to be done after a game, so officially, yes you could.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 06, 2016, 11:30:57 AM
I've never established an order that things have to be done after a game, so officially, yes you could.

I have always assumed that it was casualty rolls, spend xp, treasure rolls, hire/buy.
So after a battle where you found a grim you had to wait till after the next one to learn it.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 06, 2016, 11:37:11 AM
according to rules you cannot improve a spell just learned. But using it?

cause "between" games would be from end to start. So an outofgame spell could not be used until AFTER the next one? that seem like an aweful long time.
And in addition what wizard wouldn't test a spell he'd just learned as soon as possible?!?

On his own gang if need be.
"Oh, that word means frog, not strong. Good to know. And ... sorry, Arthur!"
"quaark?"
 :D
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 06, 2016, 02:24:13 PM
I think you have to wait a game before you can improve the casting value of a spell, but I see no reason why you can't spend XP to learn it straight away.
Title: Re: Frostgrave - Rules
Post by: Soss on January 06, 2016, 05:03:46 PM
Thanks for response. Another question.

If your wizard dies and he is high enough level so your apprentice takes over, does your apprentice get all the items in the vault and does he keep att the modofiers for improved spells? Also if my apprentice had a -2 shoot, becomes a wizard. Does he keep that -2 shoot and then your new apprentice would be -4 shoot?
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 06, 2016, 05:38:28 PM
Since your wizard levelled up, so did your apprentice. I'd take the stats of that apprentice as they are right in that moment, but then he is the wizard, so no more aditional mali whatsoever.
IMHO you then start a bit worse, than your wizard would have next game. But ... the wizard is dead, so ... your apprentice is not THAT worse of.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 06, 2016, 08:23:17 PM
Thanks for response. Another question.

If your wizard dies and he is high enough level so your apprentice takes over, does your apprentice get all the items in the vault and does he keep att the modofiers for improved spells? Also if my apprentice had a -2 shoot, becomes a wizard. Does he keep that -2 shoot and then your new apprentice would be -4 shoot?

I have had this happen to me and we ruled that my new apprentice had "normal" apprentice stats unless my new wizard's modified stats became higher ie:

My current wizard(former apprentice has a shoot of -2 so my new apprentice has a shoot of -2(base apprentice) if I were to improve my current wizard's shoot after a few games to +1 then my apprentice would get a shoot of -1(wiz shoot -2).

According to the rules though it should be 2 less than your current wizard like you pointed out (-4 shoot). The only change made to your "new" wizard is that he/she no longer gets a +2 diff to cast. All vault/warband/bank stuff remains the same though you would loose anything that was carried by your wizard when he/she died. This is why it is suggested that you restart your warband if your wizard was less than lvl 10 as your stats take a big hit.
Title: Re: Frostgrave - Rules
Post by: Fenrir on January 09, 2016, 04:53:52 PM
Hi folks,
I've just started playing a Summoner Warband and would appreciate a couple of clarifications on the Summon Demon spell- would hate to think I've been inadvertently cheating these last few games! ;)

1: Does a Demon take up a figure 'slot' in the Warband (IE, count towards the maximum Warband size)- the spell description doesn't say, so we interpreted it that it does not...

2: Does a Demon remain with the Warband between games if it survives? The spell doesn't say one way or the other, and so far we have played that it does (similar to a Construct)- but now I'm not so sure, as that seems a bit too good?

Many thanks, and apologies if these have already been answered- I couldn't see these specific questions further down the Thread...
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on January 09, 2016, 06:17:52 PM
No and no, i believe.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 09, 2016, 06:50:09 PM
Basic rule of thumb: if it takes you above the max warband size, it only lasts for that game. ;)
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 10, 2016, 12:49:38 PM
It's no and no. The demon leaves at the end of the game, but it never counts against warband size either.
Title: Re: Frostgrave - Rules
Post by: Dud on January 10, 2016, 05:31:05 PM
Hi guys!
tried to look up answer for my question in this topic, but failed... too many pages :(

if you enchant bow/crossbow attacks doesn't count as magical - this is clear.
what about magic bow/crossbow that you find or buy at the end of scenario?

I'd suppose this are not magical either - buf than there is no possibility to have magical missle attacks other than enchanted arrows (one per spell!).
is that true?

thanks to clear it out for me.
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 10, 2016, 07:59:00 PM
Basically, the only time an attack from a bow or crossbow counts as magical is if the ammunition is magical, and that is rare. One of the limitations of missile weapons in a magically charge environment.
Title: Re: Frostgrave - Rules
Post by: Soss on January 11, 2016, 05:36:18 PM
I have read all these pages and just want a confirmation, since I can't remember. Can you or can you not Leap out of combat?
Title: Re: Frostgrave - Rules
Post by: LionHeart on January 12, 2016, 05:09:29 AM
Push Back: I've checked the wording, and it seems that the winner of a combat may push themselves back 1", and there seems to be no wording that prevents this, even if it is also in base-to-base contact with other enemies.

Can the winner of a combat push itself away from multiple enemies at once, if the enemies aren't on opposite sides of the winner?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 12, 2016, 05:38:25 AM
@Soss - you may be Leaped out of combat (though obviously not the spellcaster).

@Lionheart - no you can't.  I asked the same question (or a club-mate asked for me, I forget which) and Joe confirmed that in multiple combat you can only push away if you're out-numbered.
http://leadadventureforum.com/index.php?topic=80477.msg990082#msg990082
Title: Re: Frostgrave - Rules
Post by: Soss on January 12, 2016, 09:18:57 AM
Can a creature that is immune to non magic weapons take damage from falling?

Can an Apothecary use other potions they are carrying on other members in the warband, or is it only the one healing potion they come with?
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 12, 2016, 11:06:52 AM
Immune to non-magic weapons does not protect you from failing - although I would apply common sense on this one. Ethereal undead like a wraith are not going to be bothered by 'falling'.

As it stands, the apothecary can only use his Healing Potion on others.
Title: Re: Frostgrave - Rules
Post by: LionHeart on January 13, 2016, 08:20:11 AM
I thought I read that Out Of Game spells that are cast before the game are the last thing you do before you start, so when we played yesterday we deployed out warband and then cast the OOGB4s.

Should I have cast the OOGB4s and then deployed?

Also, the rules say that I can sell magic weapons for half their purchase price. Embed Enchantment says that the weapon in question becomes a magic item.

Is there any rule preventing me from selling the magic weapons that I create with Embed Enchantment/Enchant Weapon? I know that this would leave my soldier unarmed, but I'm okay with that; I'll dismiss him and hire another.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 13, 2016, 09:31:24 AM
Did I get this right?
You hire a soldier, then you grab his sword, make it magical with embed, the magic weapon you then sell, the soldier without the weapon you then dismiss, hiring a new one?  :?

well, if no one in you group stops you, then do so o_o
but it sounds like I will eat some cheese now ^^
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 13, 2016, 03:21:11 PM
I believe I ruled earlier that you can't sell an embedded enchanted weapon if it would leave your soldier unarmed.

You should absolutely cast Out of Game spells before you deploy.  Deployment counts as starting the game.
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on January 13, 2016, 06:42:48 PM
If it isn't used during the game, can an apothecary transfer his healing potion between games to another model in the warband? Normally, starting equipment can't of course be switched around, but magic items can - so the situation is pretty much between the two.

Player in the local campaign came up with this, we decided to rule that it was fine - if the apothecary can make a new potion anyway, it doesn't matter much whether he gives it away during or after a battle. Also isn't exactly a cash machine (if he decided to sell it), so shouldn't create an inbalance that way. Of course, it turned out not to matter at all, as the guy's wizard urgently needed medical attention during the fight, but it would be good to play with the officially correct ruling next time.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 13, 2016, 09:04:18 PM
I thought I read that Out Of Game spells that are cast before the game are the last thing you do before you start, so when we played yesterday we deployed out warband and then cast the OOGB4s.

Should I have cast the OOGB4s and then deployed?

Also, the rules say that I can sell magic weapons for half their purchase price. Embed Enchantment says that the weapon in question becomes a magic item.

Is there any rule preventing me from selling the magic weapons that I create with Embed Enchantment/Enchant Weapon? I know that this would leave my soldier unarmed, but I'm okay with that; I'll dismiss him and hire another.

You could always just enchant and embed your wizard's sword or dagger that way it only costs 5 to replace and no muss with firing and rehiring soldiers
Title: Re: Frostgrave - Rules
Post by: LionHeart on January 14, 2016, 08:13:22 AM
You could always just enchant and embed your wizard's sword or dagger that way it only costs 5 to replace and no muss with firing and rehiring soldiers

Thanks, you've helped answer my next question. :)

Just to be on the safe side, on page 19 under 'Items' it says that each wizard gets either a hand weapon or a staff for free, and can buy a dagger, 2H weapon, bow or crossbow for 5gc. The apprentice can do likewise.

First, can the spellcaster buy more than one; say, a bow and a dagger for 10gc, or is he only allowed one weapon for 5gc?

Second, is the buying of a weapon for 5gc only allowed before that spellcaster's very first scenario, and forbidden afterward? Or can experienced spellcasters buy non-magical weapons for 5gc between scenarios?
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 14, 2016, 10:35:25 AM
A wizard (or apprentice) can buy as many mundane weapons as he wants. He can buy them at any time.

You know, the game has been out six months and no one has asked me that question about the Apothecary! The answer is yes. 

 
Title: Re: Frostgrave - Rules
Post by: LionHeart on January 14, 2016, 11:40:30 AM
A wizard (or apprentice) can buy as many mundane weapons as he wants. He can buy them at any time.

Thanks Joe. :)

So, between scenarios, my spellcaster could buy a mundane weapon for 5gc, cast Enchant Weapon, then (if successful) cast Embed Enchantment, then (if successful) sell the weapon for 150gc, then spend that cash on other stuff, all in the gap between game 1 and game 2?
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on January 14, 2016, 01:22:16 PM
You know, the game has been out six months and no one has asked me that question about the Apothecary! The answer is yes.
At least that explains why I couldn't find an answer anywhere I suppose!  :) Thanks Joe.
Title: Re: Frostgrave - Rules
Post by: Thunder on January 14, 2016, 02:26:59 PM
Thanks Joe. :)

So, between scenarios, my spellcaster could buy a mundane weapon for 5gc, cast Enchant Weapon, then (if successful) cast Embed Enchantment, then (if successful) sell the weapon for 150gc, then spend that cash on other stuff, all in the gap between game 1 and game 2?

Yeah that's correct, he could do that. No order for OOG things has been established as Joe said earlier. Only statement about order I've seen has been about pre-game-1, where you can cast OOG spells buy only after buying your warband.
Title: Re: Frostgrave - Rules
Post by: skip on January 16, 2016, 01:53:03 PM
Hi, i have being playing this exceptional game for the last few weeks, i play an elementalist, i was wondering if i cast the soothsayer spell Wizard eye successfully can i cast ranged attacks like elemental bolt from this wizard eye as long as i have line of sight to the target of course

brian
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on January 16, 2016, 03:43:08 PM
Hi, i have being playing this exceptional game for the last few weeks, i play an elementalist, i was wondering if i cast the soothsayer spell Wizard eye successfully can i cast ranged attacks like elemental bolt from this wizard eye as long as i have line of sight to the target of course

brian

Yes. For the rest of the game, the spellcaster may choose to draw line of sight from the Wizard Eye instead of from his figure when casting spells. The Wizard Eye has 180-degree field of vision.
Title: Re: Frostgrave - Rules
Post by: skip on January 16, 2016, 06:44:25 PM
ok thanks for that

brian
Title: Re: Frostgrave - Rules
Post by: Parraz on January 17, 2016, 04:30:30 PM
Couple of questions regarding the spell Beauty that arose during my last game, which after a successful modified caster role of 25, meant nothing on the board could target my Wizard:

1. Do spells such as Dispel & Spell Eater need to overcome the Beauty Caster Roll before ending the Beauty effect? The errata does mention spells that have any negative effect on the Beauty needs to overcome it first, but its debatable if these qualify.

2. Can an opponent Force Combat if you walk past them while Beauty is in effect without overcoming the Caster Roll?

3. Can an opponent enter combat with a Beauty, even if they are unable to actually attack them? i.e. just pin them in combat without resolution.
3b. If the Wizard can be so pinned, but not under attack can they then cast spells since they are not technically fighting despite being in combat?

4. Can a person with Beauty be prevented from picking up a Treasure if it is within 1" of an opponent?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 17, 2016, 05:28:20 PM
Couple of questions regarding the spell Beauty that arose during my last game, which after a successful modified caster role of 25, meant nothing on the board could target my Wizard:

1. Do spells such as Dispel & Spell Eater need to overcome the Beauty Caster Roll before ending the Beauty effect? The errata does mention spells that have any negative effect on the Beauty needs to overcome it first, but its debatable if these qualify.

2. Can an opponent Force Combat if you walk past them while Beauty is in effect without overcoming the Caster Roll?

3. Can an opponent enter combat with a Beauty, even if they are unable to actually attack them? i.e. just pin them in combat without resolution.
3b. If the Wizard can be so pinned, but not under attack can they then cast spells since they are not technically fighting despite being in combat?

4. Can a person with Beauty be prevented from picking up a Treasure if it is within 1" of an opponent?

Good questions.

1. Dispel and spell eater target the spell not the model so would not need to make a roll.
2. Yes an opponent can force combat but not attack without a roll as you only need a roll to attack.
3. As above yes as this is not an attack
3b. No he cannot cast as he is in melee even if he is not being attacked.
4. Yes he will be prevented as it states in the rules you cannot pick up a treasure if an opponent model is within 1" of the treasure.

Side note if you attack someone wile you have beauty on and he fails the roll he will still get to roll against you but with the noted penalty as he is being forced to fight.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 17, 2016, 06:50:40 PM
Side note if you attack someone wile you have beauty on and he fails the roll he will still get to roll against you but with the noted penalty as he is being forced to fight.
Not sure that's correct, as they're not being "magically compelled" to fight - RAW the card seems to indicate they'll just not attack (though that seems a little powerful).
Title: Re: Frostgrave - Rules
Post by: Parraz on January 17, 2016, 08:23:12 PM
I'm inclined to saw being forced to defend yourself qualifies as being 'magically compelled' as they would not otherwise be fighting.

Now, one follow up Beauty question:
If a Beauty is pinned in combat and a third party shoots into combat and randomly targets the Beauty, do they need to overcome the Beauty and if failling to do so, what happens?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 17, 2016, 10:00:52 PM
I'm inclined to saw being forced to defend yourself qualifies as being 'magically compelled' as they would not otherwise be fighting.

Now, one follow up Beauty question:
If a Beauty is pinned in combat and a third party shoots into combat and randomly targets the Beauty, do they need to overcome the Beauty and if failling to do so, what happens?

That one I'll leave to Joe :-)
Title: Re: Frostgrave - Rules
Post by: Thunder on January 17, 2016, 10:12:00 PM
According to the errata any attack or spell with the potential to harm the Beauty required the will check before being allowed. So before shotting into combat the ranged attacker would need to overcome the Beauty roll.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 17, 2016, 10:26:04 PM
According to the errata any attack or spell with the potential to harm the Beauty required the will check before being allowed. So before shooting into combat the ranged attacker would need to overcome the Beauty roll.

But it might hit the other guy so I would read that as roll to see who is targeted then if it's the beauty then roll, if it fails the shooter must not shoot into the combat and can target someone else, but I'm not 100% on the answer so...
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on January 18, 2016, 12:11:46 AM
Seems to me that it'd still count.  "Oh no!  I might hit that wonderful creature in combat with my enemy!"
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 18, 2016, 05:56:20 AM
I'd reason differently.
As long as there is at least one recognizable enemy fighting I may shoot into combat - maybe to rescue the beauty seemingly in trouble. If the shot miss, I do not need to check for beauty again, since the arrow or bolt is away already.
But if the only enemy model in the combat is the beauty, I will just wonder, why my friends over there do not invite her to the camp. So, testing or no need to shoot at all.
Title: Re: Frostgrave - Rules
Post by: Michi on January 19, 2016, 09:56:11 AM

I just read through the rulebook and start painting a warband now.

Please forgive if this question has already been asked:
Is there a limitation on how many out-of-the-game spells a wizard can cast before a game?
May he raise a zombie, animate a construct and summon a demon (given he has the spells available)? Or can he do only one of those?
Title: Re: Frostgrave - Rules
Post by: Ogrob on January 19, 2016, 10:09:08 AM
You can try each of your out of game spells once each per spellcaster in connection to a game. So yes, you can have a whole bunch of summons. Remember that you can not trade health to succeed with those spells.
Title: Re: Frostgrave - Rules
Post by: Michi on January 19, 2016, 10:34:49 AM
You can try each of your out of game spells once each per spellcaster in connection to a game. So yes, you can have a whole bunch of summons. Remember that you can not trade health to succeed with those spells.

That´s a perfect answer to my question - many thanks!  :)
Title: Re: Frostgrave - Rules
Post by: Parraz on January 19, 2016, 03:35:23 PM
You can try each of your out of game spells once each per spellcaster in connection to a game. So yes, you can have a whole bunch of summons. Remember that you can not trade health to succeed with those spells.

Can you use Staff/Ring/Orb of Power or Gloves of Casting to boost the number out of game?
Title: Re: Frostgrave - Rules
Post by: Dud on January 19, 2016, 03:46:51 PM
I think it hasn't been mentioned before, but can a model leave table voluntarily without treasure?

so can you end the game different way than carrying away all treasure or killing all enemies?

Finaly can you leave the table via other table edge than your own?

Thanks!


Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 19, 2016, 03:52:31 PM
Can you use Staff/Ring/Orb of Power or Gloves of Casting to boost the number out of game?

As far as I am aware you cannot empower which rules out staff/ring/orb but since gloves and staff of casting are not empowering I am not sure. I would say yes to staff of casting as it is a permanent bonus to cast that spell. For Gloves of casting I would say yes but you would have to say you are using them before the roll and you would not be able to use them for the following game.


And to Dud, Yes any model can leave the table from their edge or a side edge (not an opponent's edge) and do not need to be carrying treasure to do so.
Title: Re: Frostgrave - Rules
Post by: Dud on January 19, 2016, 04:09:01 PM
Thanks!
(just to be sure is it somewhere in the book?)
Title: Re: Frostgrave - Rules
Post by: David Mc on January 19, 2016, 07:18:23 PM
Thanks for all the answers Joe,  and others.  
I love the game.
I also happily await all the places you take us in the coming expansions.

Blinding light-  
so I know I can empower it to a number beyond 20.
I know spell casters can empower their will rolls to resist, but Soldiers, creatures etc ... cannot.
So that leads me to believe that if I cast Blindng Light and empower it beyond the soldiers will power + 20, then I could effectively neutralize  them?  Or does a natural 20 break the spell ?

No rush, and I appreciate your time.

@Dud-  page 34 covers leaving the table by choice. it does not limit board edge.
page 44 covers moving off with treasure where the edge is restricted. 
at least one scenario(Library) further restricts movement off board.
Title: Re: Frostgrave - Rules
Post by: Buff Orpington on January 19, 2016, 08:36:36 PM
Just a very basic question regarding the Silent Tower scenario. If a bound demon flew onto the tower would I be right to think that the binding spell would be broken?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 20, 2016, 04:20:52 AM
Thanks for all the answers Joe,  and others.  
I love the game.
I also happily await all the places you take us in the coming expansions.

Blinding light-  
so I know I can empower it to a number beyond 20.
I know spell casters can empower their will rolls to resist, but Soldiers, creatures etc ... cannot.
So that leads me to believe that if I cast Blindng Light and empower it beyond the soldiers will power + 20, then I could effectively neutralize  them?  Or does a natural 20 break the spell ?

No rush, and I appreciate your time.

@Dud-  page 34 covers leaving the table by choice. it does not limit board edge.
page 44 covers moving off with treasure where the edge is restricted. 
at least one scenario(Library) further restricts movement off board.

Empowering to beyond a soldier's will+20 does make the spell irresistible but it can still be negated by dispel or spell eater or if you give the model a bonus to will somehow. A nat 20 currently does not break the spell.
Title: Re: Frostgrave - Rules
Post by: David Mc on January 20, 2016, 05:10:47 PM
Thanks for the quick reply, I'm glad I was on the right track.  Yeah so far I am the only one taking Dispel options, we'll see if I can make them reconsider!!
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 20, 2016, 05:19:55 PM
Just a very basic question regarding the Silent Tower scenario. If a bound demon flew onto the tower would I be right to think that the binding spell would be broken?

Correct the binding spell would be broken and he would be an uncontrolled monster.
Title: Re: Frostgrave - Rules
Post by: gervaz on January 23, 2016, 03:00:43 PM
Hello to everybody, it's my debut on this forum :)

And I have good reason to write, questionable situation happende during today's game. We couldn't agree if Imp summoned by teh "Imp" spell activates in the creature phase in the same turn, he was summoned?
Words "next creature phase" were confusing... Please tell me, when he activates?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 23, 2016, 04:14:40 PM
He is an uncontrolled monster so he activates in the monster phase.
Title: Re: Frostgrave - Rules
Post by: gervaz on January 23, 2016, 05:07:23 PM
In the same turn he was summoned?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 23, 2016, 05:39:13 PM
In the same turn he was summoned?

Yes
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 24, 2016, 01:20:25 AM
Typical as it is for me ... right with the start of our campaign I barely escaped the desaster. Unharmed but without all possessions.
My wizard (Johann von Dorn) chose to loose his two handed weapon (not magical, but an old heirloom, nevertheless) in the snow and couldn't find it anymore (jerk).

I originally bought it for 5gc (don't tell Johann) at the start of the warband and I suppose this is the only time, when I am able to get such cheap-heirloom-two-handed-weaponry, right?

Thanks in advance!  :)
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 24, 2016, 01:21:24 AM
All weapons cost 5gc any time.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 24, 2016, 08:40:52 AM
Ui, thanks a lot. I always assume the worst, so I am pleased if I ain't right.  :D

Well done, I think, I can "find" my weapon again, if there is a little reward for the searchers, say 5gc ;)
Title: Re: Frostgrave - Rules
Post by: gervaz on January 24, 2016, 02:48:20 PM
And another question concernig wizard. Let's asssume, that the wizard starts his activation in close combat. What are his options in this situation? Is he allowed to cast spell or he is forced to use his non-move action to make a close combat attack?

And - if he may cast spell - it is legal to cast "leap" to escape from combat?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 24, 2016, 02:57:10 PM
And another question concernig wizard. Let's asssume, that the wizard starts his activation in close combat. What are his options in this situation? Is he allowed to cast spell or he is forced to use his non-move action to make a close combat attack?

And - if he may cast spell - it is legal to cast "leap" to escape from combat?

No spellcasting in melee.
His only options are to fight or use an item or he can still activate up to 3 soldiers within 6" so they might be able to kill or knock back the opponent for the wizard so he could spellcast.

PS: just a side note if my wizard ever has the extra slot I like to equip a ring of teleport just for this occasion.
Title: Re: Frostgrave - Rules
Post by: gervaz on January 24, 2016, 03:00:40 PM
6'? I think activation range is rather 3', right?
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 24, 2016, 03:05:41 PM
Yep, 3"
Title: Re: Frostgrave - Rules
Post by: ChaosChild on January 24, 2016, 03:11:05 PM
No spellcasting in melee.
His only options are to fight or use an item or he can still activate up to 3 soldiers within 6" so they might be able to kill or knock back the opponent for the wizard so he could spellcast.

PS: just a side note if my wizard ever has the extra slot I like to equip a ring of teleport just for this occasion.
The soldiers couldn't knock back his opponent, you can't push a model out of combat with another model. They could push themselves out of combat, but that wouldn't help much.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 24, 2016, 04:05:35 PM
Sorry about the 3"/6" thing...I'm at work and slightly distracted.... and...You can't knock back an opponent if it is in contact with an allied model? That seems strange to me, you would think you would want to be able to do just that or choose not to knock back if you wanted your friend to get a hit in as well.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 24, 2016, 06:33:25 PM
In a 2:1 fight we played it like the winner 2a pushed 1 away (so to speak along the base of 2b), so 2b is still in cc, while 2a is free.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 24, 2016, 06:34:54 PM
I always thought it would be 1" away from the winner so if both allies models are beside each other the opponent would be pushed away.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 24, 2016, 07:47:43 PM
The soldiers couldn't knock back his opponent, you can't push a model out of combat with another model. They could push themselves out of combat, but that wouldn't help much.
Yes you can.If the soldier wins he can elect to push the opponent, freeing the wizard (in most situations).
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 24, 2016, 08:04:26 PM
Yes you can.If the soldier wins he can elect to push the opponent, freeing the wizard (in most situations).

That's what I thought...I'm not going crazy ... I'm already there  ;D
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 25, 2016, 05:34:35 AM
So, in my condtructed example above, 2a would push 1 away out of combat for both, or ie all combatants?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 25, 2016, 09:13:26 AM
It depends, as I said. As the push back is directly away from the winning combatant (p.36) whether or not it would free up a model depends on where they were placed.

If 2A and 2B where in base to base then yes, it will move A out of base contact.  
If 2A and 2B where opposite each other, with A in-between them, then it won't, as there's nowhere to push A to.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 25, 2016, 11:29:46 AM
I haven't the rules at hand here at the office, but didn't they say in a direction you so chose?
Well ... even then ... You most likely will choose to free all Your minis.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 25, 2016, 01:08:29 PM
Nope, it says "directly away", which was something we missed in our first couple of games.
Title: Re: Frostgrave - Rules
Post by: LionHeart on January 25, 2016, 03:15:33 PM
What you can't do is push yourself away from a model if you are also in combat with a different model. So, no picking on one weak dude to escape from multiple tough guys.
Title: Re: Frostgrave - Rules
Post by: November on January 27, 2016, 01:51:21 PM
1. Rules state that apprentices cannot cast Restore Life. What if the wizard creates a scroll of Restore Life via Write Scroll and gives it to the apprentice? Can the apprentice read it from the scroll the wizard made?
2. What of Elixir of Life potion? I assume the apprentice or a soldier has to drink it, if it is used to save a dying wizard. Using a potion requires an activation, so it seems it has to be done during the game.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 27, 2016, 02:37:47 PM
1. Rules state that apprentices cannot cast Restore Life. What if the wizard creates a scroll of Restore Life via Write Scroll and gives it to the apprentice? Can the apprentice read it from the scroll the wizard made?
2. What of Elixir of Life potion? I assume the apprentice or a soldier has to drink it, if it is used to save a dying wizard. Using a potion requires an activation, so it seems it has to be done during the game.

I asked Joe the same question a few pages back. The scroll can only be used by your Wiz. The elixer is used out of game and can be used to save your wizard(though Joe might change things in an upcoming expansion since he thinks it is a bit too powerful).
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on January 27, 2016, 05:46:52 PM
Is the only way to bring back a dead wizard an elixir of life?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 27, 2016, 05:55:37 PM
I think so.
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on January 27, 2016, 06:05:47 PM
I hope he doesn't change the elixir of life too much then. Maybe up the price for it or make a more expensive one for wizards only.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 27, 2016, 07:45:28 PM
I hope he doesn't change the elixir of life too much then. Maybe up the price for it or make a more expensive one for wizards only.

Here is the response I fished out from a few pages back.

"Timeshadow - as things stand, anyone can use a restore life potion. As it is out of game, it does not have to be carried. However, I think this is way overpowered and I am planning to revise the rules for this potion in Dark Alchemy, coming later this year."
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 28, 2016, 10:10:06 AM
Campaign to save the Elixir of Life now... plan is to make it much more expensive and even rarer to find.

As of Thaw of the Lich Lord you can also use a Homunculus spell.  You could also carry a crystal rose to increase chances of not dying.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 28, 2016, 04:19:46 PM
Personally I would have no problem with a more expensive and rare elixir of life I think ppl should be frightened that their wizard may die not just spend 500gc and go kamakazi.
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on January 28, 2016, 05:11:04 PM
Is that really what happens though? After seeing an opposing wizard die a messy death (and having saved up some money), I did purchase an Elixir of Life 'just in case'. So far, that certainly hasn't resulted in me throwing my wizard out there because her death wouldn't matter anyway: losing the most important figure would certainly be an obstacle for the remainder of the game, not to mention the fact that it was hardly guaranteed I'd once again find 500+ gold to get a new Elixir - and even if I did, what's the point in blowing all a game's treasure on continuously buying new potions, rather than getting things to actually improve the warband?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 28, 2016, 05:57:31 PM
Is that really what happens though? After seeing an opposing wizard die a messy death (and having saved up some money), I did purchase an Elixir of Life 'just in case'. So far, that certainly hasn't resulted in me throwing my wizard out there because her death wouldn't matter anyway: losing the most important figure would certainly be an obstacle for the remainder of the game, not to mention the fact that it was hardly guaranteed I'd once again find 500+ gold to get a new Elixir - and even if I did, what's the point in blowing all a game's treasure on continuously buying new potions, rather than getting things to actually improve the warband?

The value of your wizard is the point. You only have a 10% chance of your wiz dieing permanently from being ko'd (That's only one in 10 times he dies)and if you have an elixir it gives you insurance that if you do die it wont stick. This lets you take risks without worrying. At 500GC a pop it's a steal to save not only the power of your wizard but likely a thousand or so GC worth of magic items in your wizard.
Title: Re: Frostgrave - Rules
Post by: Koers on January 30, 2016, 09:49:39 AM
Hi all, just read through all of the pages but couldn't find the answer I was looking for.
Maybe a stupid question, but what is the max range of a spell? (not a spell where the max range is being defined, like the bone hands of the necromancer)
My group has been playing with a max range of 24". Is that the correct way?

tnx for the reply!
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 30, 2016, 10:12:33 AM
If it is not mentioned in the spell it is line of sight. Elemental bolt and Bone dart are like this. Just make sure you have lots of terrain and you will have no problems.
Title: Re: Frostgrave - Rules
Post by: Koers on January 30, 2016, 10:15:09 AM
If it is not mentioned in the spell it is line of sight. Elemental bolt and Bone dart are like this. Just make sure you have lots of terrain and you will have no problems.

Great, thanks for the quick reply
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on January 30, 2016, 11:19:56 PM
Tongue in cheek:

So if the Wall spell has no appreciable thickness, that must mean it's infinitely thin, yes?  So if I cast it across the bases of my enemies, that means it's effectively a remote molecular knife, right?
Title: Re: Frostgrave - Rules
Post by: styx on January 31, 2016, 02:25:41 AM
Played our first game today with my buddy (actually two) to give the game a whirl, we have both been excited to give it a try overall, a great game and was very enjoyable.

Now to the not enjoyable part, those damm pesky rules!

1) Scattershot: Wow, this is a powerful spell and a deal for 10CN. With a small 3x3 skirmish table getting near the center and  popping this spell is ugly and my friend was rolling like a demon. Now we did catch it is a "shooting attack" so scenery factors in, didn't help much. I think this spell is way too powerful for the current rules. I also think something that is in effect a spell "shotgun" should not be able to tell friend from foe. My friend actually felt so bad after crushing my group with this single spell he asked to trade it for something else as he felt it was unbalanced.

1A) In an instance with scattershot going off, I had a Bear, Snow Leopard and Wizard fighting a soldier. So, that is three hits (3 of my models and 1 of his), that are randomed. Random mix hit my bear and wizard (twice) ouch! He rolled well and steamrolled all three rolls and I lost both the Bear and Wizard. 

2) Shooting attacks, maybe we are doing them wrong but the math when we played REALLY favors the shooter: Now that seems to be key is the bonus is applied to the target roll and not a penalty to the shooters roll. As we saw it the scenery and cover would deflect damage as well as affect how something could be hit. instead applying the roll only to the target to "defend vs the shot" in no way reduces the total of the shooter thus making hits even more deadly. Maybe the modifers should be applied as a penalty vs the shooter so it would come off the damage at the end. The way how the rules are it is very pro to the shooter if they get a hit.

Just seeing if we are on track with the rule at this time.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 31, 2016, 02:38:03 AM
Played our first game today with my buddy (actually two) to give the game a whirl, we have both been excited to give it a try overall, a great game and was very enjoyable.

Now to the not enjoyable part, those damm pesky rules!

1) Scattershot: Wow, this is a powerful spell and a deal for 10CN. With a small 3x3 skirmish table getting near the center and  popping this spell is ugly and my friend was rolling like a demon. Now we did catch it is a "shooting attack" so scenery factors in, didn't help much. I think this spell is way too powerful for the current rules. I also think something that is in effect a spell "shotgun" should not be able to tell friend from foe. My friend actually felt so bad after crushing my group with this single spell he asked to trade it for something else as he felt it was unbalanced.

1A) In an instance with scattershot going off, I had a Bear, Snow Leopard and Wizard fighting a soldier. So, that is three hits (3 of my models and 1 of his), that are randomed. Random mix hit my bear and wizard (twice) ouch! He rolled well and steamrolled all three rolls and I lost both the Bear and Wizard. 

2) Shooting attacks, maybe we are doing them wrong but the math when we played REALLY favors the shooter: Now that seems to be key is the bonus is applied to the target roll and not a penalty to the shooters roll. As we saw it the scenery and cover would deflect damage as well as affect how something could be hit. instead applying the roll only to the target to "defend vs the shot" in no way reduces the total of the shooter thus making hits even more deadly. Maybe the modifers should be applied as a penalty vs the shooter so it would come off the damage at the end. The way how the rules are it is very pro to the shooter if they get a hit.

Just seeing if we are on track with the rule at this time.

Luck is a big factor in the unbalancing you are seeing. I have no issues with ranged attacks and spells as they are. I am very paranoid about los to my wizard and take cover whenever it's available. The big drawback to scattershot is if I have los and am within 12" of a bunch of opponents am I gonna rely on a +0 shooting attack to save me. Fill the board with terrain and use it. This fixes most to all problems with ranged attacks.
Title: Re: Frostgrave - Rules
Post by: styx on January 31, 2016, 04:33:15 AM
Luck is a big factor in the unbalancing you are seeing. I have no issues with ranged attacks and spells as they are. I am very paranoid about los to my wizard and take cover whenever it's available. The big drawback to scattershot is if I have los and am within 12" of a bunch of opponents am I gonna rely on a +0 shooting attack to save me. Fill the board with terrain and use it. This fixes most to all problems with ranged attacks.

Luck was a factor and we did have a good bit of scenery, as it is an "area effect" and not a LOS required spell, really the scenery only factors into cover at that point. Still the idea of small board, area effect, low CN even with changing it to shooting to me makes it a very powerful spell and zero draw back *that can hurt your own troops*. Maybe if it was pulled back to 6" instead which on a small 3x3 table is still very nasty IMO. Maybe even shifting it to LOS would fix some of the power swing.
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 31, 2016, 01:36:58 PM
Styx,

It is interesting, I have heard complaints both that shooting is too powerful and that it is not powerful enough! I think this mostly comes from how it happens to play out in someone's first game. Generally, a +0 shooting attack is not an overly powerful attacks, as it can only kill people with armour 10 and health 10 in one shot, and that only on a roll of 20.  I think most people would actually put Elemental Ball and Elemental Bolt as 'more powerful' spells than Scatter Shot. In truth though, a lot of the spells in the game are extremely powerful if used in the right circumstances. It's part of the game to know what your opponent can do and try to minimise his ability to get you in those circumstances.

I'd say, give it another try. You might still feel it is overpowered. If so, house rule it, or play without it.

Anyway, I'm really glad you enjoyed the game overall!
Title: Re: Frostgrave - Rules
Post by: Timeshadow on January 31, 2016, 05:19:28 PM
An interesting question came up in another forum: Wizard eye can you cast touch spells through it? Ie the target is within 1" of the eye.
Title: Re: Frostgrave - Rules
Post by: Corporal Chaos on January 31, 2016, 05:38:30 PM
I read in an earlier post that the wizard can purchase as many mundane weapons as he likes between games, is this correct? And if he does so can they be kept in the armory and used to re-equip soldiers that have lost weapons in the game between games? Curious as this means no need to send soldiers off just to get them new swords and daggers.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on January 31, 2016, 05:49:35 PM
Wizards need to buy their normal non-magical weapons for 5gc, if lost.
Soldiers just re-equip to the base profile, cause they will just find a proper sword or crossbow etc pp (probably from a poor devil who ventured into frostgrave prior to his death).
But whoever looses his magical weapon, it is lost, like in completely not re-foundable lost.

That's what I understood a few pages back here.
Title: Re: Frostgrave - Rules
Post by: Azzabat on January 31, 2016, 05:59:28 PM
It is interesting, I have heard complaints both that shooting is too powerful and that it is not powerful enough!

I find shooting/combat can be quite unpredictable. If your opponent gets a poor dice roll it's easy for a +0 attack to kill them outright. Likewise if they get a good roll a +7 attack won't even hit them.

All my attacks seem to be either hit and kill ... or miss. That's what I love about this game, it can swing on a dice roll and suddenly you're on the defensive.   = )
Title: Re: Frostgrave - Rules
Post by: styx on February 01, 2016, 03:48:32 AM
Styx,

It is interesting, I have heard complaints both that shooting is too powerful and that it is not powerful enough! I think this mostly comes from how it happens to play out in someone's first game. Generally, a +0 shooting attack is not an overly powerful attacks, as it can only kill people with armour 10 and health 10 in one shot, and that only on a roll of 20.  I think most people would actually put Elemental Ball and Elemental Bolt as 'more powerful' spells than Scatter Shot. In truth though, a lot of the spells in the game are extremely powerful if used in the right circumstances. It's part of the game to know what your opponent can do and try to minimise his ability to get you in those circumstances.

I'd say, give it another try. You might still feel it is overpowered. If so, house rule it, or play without it.

Anyway, I'm really glad you enjoyed the game overall!

I call my comments feedback, not complaints.  ;)

Still, if a wizard bumps the BS up to the +5 (5 level increases) and could push that to a 25. I agree it is a quirk of the dice but it was huge because of the wording.

Maybe consider instead bumping the CN up a little or change it for AOE to LOS perhaps. Or shorten the range down some....again with a small skirmish table it is very easy to worm both spellcasters to the middle, the let two scattershots fly with CN 10 and 12, then if they leveled it could get ugly fast if you also factor in some softening shots by bowmen/crossbows prior.

I do appreciate the response and look forward to the next outing!
Title: Re: Frostgrave - Rules
Post by: Thunder on February 01, 2016, 06:20:27 AM
I call my comments feedback, not complaints.  ;)

Still, if a wizard bumps the BS up to the +5 (5 level increases) and could push that to a 25. I agree it is a quirk of the dice but it was huge because of the wording.

Maybe consider instead bumping the CN up a little or change it for AOE to LOS perhaps. Or shorten the range down some....again with a small skirmish table it is very easy to worm both spellcasters to the middle, the let two scattershots fly with CN 10 and 12, then if they leveled it could get ugly fast if you also factor in some softening shots by bowmen/crossbows prior.

I do appreciate the response and look forward to the next outing!


The BS of a wizard doesn't apply to the spells he casts.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 01, 2016, 10:02:13 AM
Styx,

sorry about the 'complaint'. 

Ah, if you adding shooting stat to spellcasting, that might be part of the issue. The Shooting Stat is never added to spell attacks. Scattershot is always at +0 regardless of the Shoot stat of the wizard. Thus, if you aren't using the critical hit optional rule, it can never one-shot anyone tougher than a Thug.

Timeshadow - no Wizard Eye cannot be used for Touch spells.
Title: Re: Frostgrave - Rules
Post by: gervaz on February 01, 2016, 02:29:59 PM
Another plea for help. Please tell me: do wizard get experience points for casting out of game spell?
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 01, 2016, 03:02:58 PM
Nope. Experience for in-gaming casting only.
Title: Re: Frostgrave - Rules
Post by: gervaz on February 01, 2016, 04:02:49 PM
than you :)
Title: Re: Frostgrave - Rules
Post by: Soss on February 02, 2016, 05:22:32 AM
I cannot remember if this has been asked yet. Can you cast Push on a model that is in combat and what would happen?
Title: Re: Frostgrave - Rules
Post by: Soss on February 02, 2016, 05:24:40 AM
Got another one. How does an invisible model react when it moves within 1" of an enemy. Can I move my model into an invisible model to lock it in combat? Does an invisible model count as cover or an intervening?
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 02, 2016, 06:56:02 AM
Can creatures from random encounters voluntarily leave the table? We've had a number of them show up, then randomly walk back off the table, which is terribly uninteresting.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 02, 2016, 10:42:57 AM
Can creatures from random encounters voluntarily leave the table? We've had a number of them show up, then randomly walk back off the table, which is terribly uninteresting.
RAW yes they can, but Joe said elsewhere (can't recall if it was in this thread or another) that that is pretty boring and he suggested house-ruing that possibility out.
Title: Re: Frostgrave - Rules
Post by: Sunjester on February 02, 2016, 11:04:42 AM
We have treated the edge of the table as a "bump", if a creature reaches the table edge they turn 180 degrees and complete their move retracing their steps.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 02, 2016, 11:22:42 AM
I cannot remember if this has been asked yet. Can you cast Push on a model that is in combat and what would happen?

Push works normally against a target in melee except like all shooting attacks the target would be randomized.

Got another one. How does an invisible model react when it moves within 1" of an enemy. Can I move my model into an invisible model to lock it in combat? Does an invisible model count as cover or an intervening?

Invisibility prevents missile attacks and Los it unfortunately it does nothing to figures in melee. If you move within 1" normal rules apply. It (as of raw does count as cover/intervening, and can be locked in combat.
Title: Re: Frostgrave - Rules
Post by: Nasca on February 06, 2016, 07:06:02 AM
Hi everybody,
Hopefully you can understand that I did not read all pages of clarification. I used the search functionality but could not find an answer.
As none native speakers we have some problems in our group to understand correctly what to do when winning a combat (page 36).

Thanks for your support!
Nasca
Title: Re: Frostgrave - Rules
Post by: tyrionhalfman on February 06, 2016, 07:56:59 AM
The way I read it the winner pushes his opponent back 1" so it's the loser who moves back, but the winner can decide to remain in combat therefore forcing the combat to continue into the next turn
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 06, 2016, 08:01:21 AM
1. If the winner of the combat wants to push they can elect to EITHER push the opponent back 1" OR they can step back themselves 1" - not both. The winner of the combat does't have to push or step back.

2. I'm not sure what you mean here, but if two models are still in base-to-base after a round of combat they're still in combat, there is no automatic separation.
Title: Re: Frostgrave - Rules
Post by: Nasca on February 06, 2016, 02:33:56 PM
Thanks for your clarification so far!

Quote
2. I'm not sure what you mean here, but if two models are still in base-to-base after a round of combat they're still in combat, there is no automatic separation.
I meant if the winner or looser is still engaged in combat with another figure. Can he still step back / push back independent if he ist still engaged?

3. What happens in this case: With the first action combat was wone and opponent pushed back by 1". Second action movement is still available. If the figure would move the opponent could decide to force combat again, correct?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 06, 2016, 04:21:41 PM
Thanks for your clarification so far!
I meant if the winner or looser is still engaged in combat with another figure. Can he still step back / push back independent if he ist still engaged?

3. What happens in this case: With the first action combat was wone and opponent pushed back by 1". Second action movement is still available. If the figure would move the opponent could decide to force combat again, correct?

If you win combat with a single opponent and push him back you can move away as the pushed figure is now an inch away he cannot force unless you move towards him.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 06, 2016, 05:30:13 PM
Thanks for your clarification so far!
I meant if the winner or looser is still engaged in combat with another figure. Can he still step back / push back independent if he ist still engaged?

If a model is engaged with more than one enemy they may only push back the model they beat, so are still engaged in combat. A model engaged by more than one enemy can not step back out of combat.
Title: Re: Frostgrave - Rules
Post by: Xintao on February 10, 2016, 07:15:35 PM
Ok stupid question time from me.

Combat, If I have 2 guys in contact with 1 opponent. Do both get to fight in their respective turns with the +2(assuming staying in contact) or does one guy fight and one guy just gives the support of the +2?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 10, 2016, 07:45:24 PM
If both are in contact and neither has taken their activation yet then yes, both can fight (one after the other in line with normal activation rules) while the other gives the +2.
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 10, 2016, 09:23:16 PM
I'm sure these have been asked before but cant seem to find them in the thread:

1) Can a construct carry a magic item? Obviously they can't wear armor or carry weapons because they have none. But could a large construct carry, say, a ring of teleportation?

2) Can a wizard voluntarily end a spell effect that remains in play, such as fog?
Title: Re: Frostgrave - Rules
Post by: rufus sparkfire on February 11, 2016, 10:58:24 AM
Another question! Can a drinking horn of healing be activated using a move action, thus allowing it to be used twice in one activation? Likewise, can a ring of teleportation be activated with a move action, allowing the model to fight/cast a spell with their other action?

Both items cost an action to activate, but I'm uncertain if this includes the compulsory move action.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 11, 2016, 12:05:47 PM
Rufus - No. Unless specifically stated, a move action can only be used to make a move (the one exception I remember off the top of my head is reloading a crossbow).

Imhotep - 1) No - a construct cannot usually carry a magic item. There are a few exceptions to this, see Hunt for the Golem.
               2) No.
Title: Re: Frostgrave - Rules
Post by: Greystorm on February 11, 2016, 01:04:37 PM
Wow.. what? Really?

I never thought that the contruct cannot carry and item. I mean, it seems fair, but I just thought that being a member of the warband, and not in detail defined what a construct is.



...Troels
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 11, 2016, 02:20:47 PM
Wow. Constructs really can't catch a break. :(

There are fewer and fewer reasons to take them outside rule of cool. They are so slow. Since they take up  warband slot, it would be better to just take a knight than a large construct. Faster and can still carry a Magic item. I guess I wasted that spell slot.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on February 11, 2016, 06:16:53 PM
I would consider a construct absolutely immune to any sort of fear or psycho rules. To the contrary I wouldn't mind to even invent making them fearful, cause a moving bookshelf would sure scare the hell out of me (if I haden't control construct, that is  ;D ).
In addition, I would make up houserules, if the mini at hand has some extremities like a book golem, it may carry an item. If it is just a pile of rubble, not.

Houserules are the key to every game.  :D
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 11, 2016, 06:29:33 PM
Wow. Constructs really can't catch a break. :(

There are fewer and fewer reasons to take them outside rule of cool. They are so slow. Since they take up  warband slot, it would be better to just take a knight than a large construct. Faster and can still carry a Magic item. I guess I wasted that spell slot.

Well they are free and don't take penalties from beeing hurt so I wouldn't say useless. Also with the golem expansion there is the oil that gives +1 move, hammer for magic th wep, script gives +2 health and the other thing that lets you cast enchant weapon on a construct. If these were available to buy then you could have some beefy constructs.
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 11, 2016, 06:54:53 PM
Well they are free and don't take penalties from beeing hurt so I wouldn't say useless. Also with the golem expansion there is the oil that gives +1 move, hammer for magic th wep, script gives +2 health and the other thing that lets you cast enchant weapon on a construct. If these were available to buy then you could have some beefy constructs.
If you're playing with the wounded optional rule that's true but my play group doesn't. And yes they are free but after the first couple of games buying a Knight is easy and worth the investment. It's not guaranteed you even get a construct on your first game, since the roll is high enough to be chancey.

The golem expansion has great treasures if you are playing through the scenarios. I guess I assumed you could only buy them after playing through that scenario. If they are available for general sale, that would make a difference. Still, all it does is shore up some of the problems at extra cost. Baseline, constructs are a little underwhelming as a choice, but I'm still playing with them because they look badass.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 11, 2016, 07:00:59 PM
And as previously mentioned if you think they are still under powered there are always house rules. Also they can't make them better than regular soldiers cause everyone would use them.
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 11, 2016, 07:16:05 PM
And as previously mentioned if you think they are still under powered there are always house rules. Also they can't make them better than regular soldiers cause everyone would use them.
Yes, I can house rule anything in any game I want. I also have to get everyone to agree. And at some point if you are house ruling everything you end up playing an entirely different game. There is nothing wrong with wanting to play the game by the rules and wanting those rules to provide a level playing field.

And I disagree that they can't be at least equal to soldiers if not better. Constructs require an extra roll, take up space in the warband, take up a spell slot, are slower than equivalent soldiers and can't carry items. On top of it the large ones are easier to hit with already awesome ranged weapons. They gain a little armor and hit points, and immunity to a couple spell effects.  Soldiers cost some gold and that's it. At least Animal Companion can get you a crazy good snow leopard and Summon Daemon can give you an extra body to your warband total with decent stats.

Sorry to be so negative. I love the game and I think constructs look great on the table, I just feel I am fighting with one hand tied behind my back. I won't clutter up the FAQ anymore. Anyone that wants to continue the discussion can PM me.
Title: Re: Frostgrave - Rules
Post by: Mr Hall on February 13, 2016, 12:54:41 PM
   
Interactions of "Leap"
« on: Today at 11:10:42 AM »
Reply with quoteQuote  Modify messageModify
Hi all, in the campaign I'm running, "Leap" seems like a godly level spell (which I love) but a few questions about it:

1. If a model is carrying treasure, is the 10" move halved?
2. Does the leaping model ignore terrain?
3. Does the model engage other models of moving past them within an inch?
4. Can a lept model be moved 5" pick up treasure and 5" back with said treasure?
(Or if not can a lept model be moved less than 10" if picking up treasure if that ends the move?)
Cheers, just need a bit I clarity! Smiley
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 13, 2016, 02:00:49 PM
   
Interactions of "Leap"
« on: Today at 11:10:42 AM »
Reply with quoteQuote  Modify messageModify
Hi all, in the campaign I'm running, "Leap" seems like a godly level spell (which I love) but a few questions about it:

1. If a model is carrying treasure, is the 10" move halved?
2. Does the leaping model ignore terrain?
3. Does the model engage other models of moving past them within an inch?
4. Can a lept model be moved 5" pick up treasure and 5" back with said treasure?
(Or if not can a lept model be moved less than 10" if picking up treasure if that ends the move?)
Cheers, just need a bit I clarity! Smiley


1: No it is not halved.
2: Yes but will still take falling damage if he leaps down more than 3"
3: No
4: No actions cannot be split you can't for example take half your movement pick up a treasure and then do the other half and for that matter Leap states no other action can be taken when used on a figure.
Title: Re: Frostgrave - Rules
Post by: Soss on February 14, 2016, 08:30:19 AM
What rules does "Large" give you other than giving a -2 to shoot for your enemy?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 14, 2016, 10:04:08 AM
What rules does "Large" give you other than giving a -2 to shoot for your enemy?

-2 to the target's Fight, not -2 to the shooter.
Title: Re: Frostgrave - Rules
Post by: Duncan McDane on February 14, 2016, 01:46:26 PM
Giant Worms,
according to the description and stats, these are very big and very dangerous creatures, difficult to kill. Shouldn't they be classified as "Large"?
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 14, 2016, 02:52:05 PM
What rules does "Large" give you other than giving a -2 to shoot for your enemy?
None. There are only  downsides to being large.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 14, 2016, 02:59:29 PM
Giant Worms,
according to the description and stats, these are very big and very dangerous creatures, difficult to kill. Shouldn't they be classified as "Large"?

Nah they are tricksy and keep half their body underground so they don't get the penalty :-)
Title: Re: Frostgrave - Rules
Post by: ChaosChild on February 14, 2016, 03:47:02 PM
The Large rule is limited to creatures that are significantly larger than human-sized (bears, giants, trolls etc) so I guess worms top out at about 6 feet? Given that normal worms are a few inches long, I'd say there's a fair bit of leeway as to what constitutes a 'giant' worm.
Title: Re: Frostgrave - Rules
Post by: Duncan McDane on February 14, 2016, 04:10:06 PM
I was imagining something bigger than human size, as the description says "they come out hunting". You don't do that when you're the size of a viper of eel. As I only have the Rulebook and Thaw expansion ( no downloads/errata, since I feel the rules are pretty clear in itself and I only invest in paper ) I wondered if I missed an update or erratum. But thanks for the answer, it's clear it's meant to be human sized at max ( the part visible ).
Now I'll have to find another excuse to get me the Reaper Bones Giant Tomb Worm  lol.
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 14, 2016, 04:45:00 PM
Maybe they don't count as large because there is a significant portion of them underground until they strike?
Title: Re: Frostgrave - Rules
Post by: farseer on February 14, 2016, 05:24:36 PM
Hello All

Just back from some forays into the white.  
We are using the accepted mass house rule for experience in regards to "machine-gun" wizards and limited availability of magic items when shopping.  Wizards only get 20XP for each spell cast, not for kills. That makes the non-combat wizards much more balanced to play and seems to offer more fun and better retention of players in campaign mode.  Another variant we are thinking of implementing is to allow a wizard to get XP equal to the printed cost of the spell when it is successfully cast.  The math is not as simple to add up like it is when in multiples of 10's, but we have brains  ;) and record keeping is as easy as a tick mark next to the spell name on the sheet, which we were doing anyway.

We had some questions I cannot find covered elsewhere.  I searched the Frostgrave Board and could not find an answer.

Page 71 Base Resources - Summoning Circle
What is the benefit with this upgrade?  All Base Resources that effect spells seem to give a bonus to a type of spell caster.  Assuming you must cast the spell with a target number based on the spells alignment (or lack thereof) to your school:
     1. You already have the Summon Demon spell so the same target to Summon Demon is made, with no bonuses, and then you still also have to cast Bind Demon.  This increases the odds the overall process will not succeed.  That does not seem like a 300gc upgrade when compared to what the other upgrades do for spells. There seems to be only two benefits we can think of:
          1a. You would not have the demon show up within one inch of you during game and so you can start it anywhere you want in your deployment zone.
          1b. Normally you have to get the spell off in game.  Normally that does not matter too much, but with house rules we are using that limit game turn length, this actually does show some benefit. However, house rules are making this one a benefit.  Rules as Written, this has little impact.
     2. If you do not have the Summon Demon spell, does Summoning Circle allow you to cast it?  If so you can buy the spell for 500gc per page 69 and it also binds the demon in game.  Otherwise you need to buy Bind Demon for 500gc, the Summoning Circle for 300gc and likely the Arcane Candle Base Resource for 100gc.  Overall that costs more than just buying the spell.  So I assume you must have Summon Demon already in order to use the Summoning Circle, which puts me back at bullet point 1.      
     3. If you roll a one, are you still attacked by the demon?  I think the Summoning Circle is supposed to prevent the demon from attacking you if you roll a one or maybe allow you to choose what type of demon you want summoned?  Those seem to make sense.  Which brings up another question:
          3a. Do you still take wounds from Out of Game Spells that fail?  I cannot seem to find an answer there as well.

Love the game!  Our FLGS league is starting to get juicy!

Thanks!  

  
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 14, 2016, 05:49:28 PM
3a - no, no health is removed, nor may you power-up a spell to cast it.  (p.74)
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on February 14, 2016, 08:09:04 PM
Ever been attacked by an angry demon, whose sole reason for existence in this dimension is because you tried to summon it, and rolled a 1?

I haven't. But every time I roll for that spell, my heart skips a beat. Might well skip several beats if the number displayed on the top of that die was a 1. So yeah, the main thing I imagine is the fact you don't have to cast it in-game anymore, thus circumventing the issue of being attacked by an angry demon out of nowhere. As nothing really happens out of game (no damage from failing to cast spells, no possibility of empowering), there should also be no attack - that's the protection offered by the proper circle. Being able to spend your first spell action on something different (even without a turn limit, you don't want to waste time and allow your opponent to get away with all the loot) and allowing more freedom of deployment certainly are useful too.

Oh and yes, I'm currently saving up for a circle, and the Bind Demon grimoire.
Title: Re: Frostgrave - Rules
Post by: Soss on February 17, 2016, 05:50:59 AM
I have a couple of Hunt for The Golem questions.

Book of the Contruct: I just want to confirm that this can be only used by the Wizard and not the Apprentice.

Contruct Hammer: Does this go away when the Construct dies and fails his dead roll? It is not an item so not sure.



Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 17, 2016, 02:00:12 PM
1: It says wizard so RAW it's wizard only otherwise it would say spellcaster.
2: When a soldier dies all magic items and equipment are lost so I would say yes it's gone.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 18, 2016, 01:17:34 AM
A raised Zombie carries a treasure off the board.

Can the wizard summon a new zombie?

This was answered no a long wile back and I am just finding out about it.

My follow up question is this: If you summon demon and have him carry off the treasure can you now summon a new demon?

If so how is this different?

Why after leaving the board (securing the treasure at a nearby fallback point I assume) can't I summon a new zombie or demon since the old one is out of play?

Finally can we get this in the Eratta please :-)
Title: Re: Frostgrave - Rules
Post by: Plus Four on February 18, 2016, 11:31:13 AM
I'm certain that somewhere in the 60+ pages covering rules queries someone has asked this question before but I'm not entirely clear on the question of upgrading weapons and magic items and item slots.

1.If I give my Man-at-Arms a magic sword does it replace his normal sword leaving his single item slot free for say Boots of Speed?

2. If I give my Treasure Hunter the +1 leather armour (replacing the mundane version) he can also have a Cloak of Protection for a total of +2 armour?

3. Could the said Treasure Hunter also be given a magic sword?

Thanks
Title: Re: Frostgrave - Rules
Post by: affun on February 18, 2016, 11:38:43 AM
I'm certain that somewhere in the 60+ pages covering rules queries someone has asked this question before but I'm not entirely clear on the question of upgrading weapons and magic items and item slots.

1.If I give my Man-at-Arms a magic sword does it replace his normal sword leaving his single item slot free for say Boots of Speed?

2. If I give my Treasure Hunter the +1 leather armour (replacing the mundane version) he can also have a Cloak of Protection for a total of +2 armour?

3. Could the said Treasure Hunter also be given a magic sword?

Thanks

No to all 3 - Equipping a magic item fills your slot. It's in the rules and the erreta.
Title: Re: Frostgrave - Rules
Post by: Roger on February 18, 2016, 07:56:52 PM
Ok now maybe Im reading this wrong, but I was under the impression that you could have a magic weapon or even 2 ,i.e. bow and sword and magic armour.
I have enchant armour and enchant weapon ,Im not giving them any extra items just making them better.
The way I was reading it was that they could not have more than 1 of a type of weapon/armour.
If a treasure hunter had a magic weapon and a magic dagger you would only get a +1 ,yes?
or have I been playing this wrong for 5 months?

Roger
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 18, 2016, 09:01:22 PM
http://leadadventureforum.com/index.php?topic=80477.msg1044912#msg1044912
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on February 19, 2016, 05:43:20 AM
That sounds like a houserule to me. Would change this to: Magic item, if it is armour or weapon does not fill a slot, if it is about the original equippment ... will ask my fellows.
Otherwise a soldier with a magic wepon cannot carry a treasure, since you need a slot, now don't you?  Or am I completely astray here?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 19, 2016, 05:49:21 AM
Treasure does not take up a slot (Joe has confirmed this in this thread).
http://leadadventureforum.com/index.php?topic=80477.msg1034627#msg1034627
Title: Re: Frostgrave - Rules
Post by: Pijlie on February 19, 2016, 06:35:45 AM
Does that mean constructs can carry treasure?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 19, 2016, 08:03:25 AM
Yes.
Title: Re: Frostgrave - Rules
Post by: Pijlie on February 19, 2016, 08:53:40 AM
That's good news for the Construct fans  :)

Another question: on the FG Facebook page a gentleman posed the question that Push would push the target 10" directly away from the caster and that would mean that, if the caster is placed BELOW the target, the target would be lifted a significant distance into the air and would subsequently fall down. In a lot of cases this would mean a fall of more than 3". Falling more than 7"down is instant death for most models.

I understand that Joe ruled that:

Okay. A little calmness. The answer is the spell works exactly as written. The target is pushed directly away from caster. If the caster is beneath the target, this would send the target up. To put it another way, draw a line between the caster and the target, now extend that line by the amount pushed. Then drop the figure to the ground as necessary. Line of sight is only important to determine if the spell can be cast, it plays no factor after that point. Anyway, that's how I wrote that's how I wrote the spell. It's a great spell, but also can be quite a limited one. Most people are probably a lot more scare of Elemental Bolt! Anyway, If you and your gaming group think it is too powerful, just house rule it. The correct answer is always whatever makes it the most fun for you and the people you are playing with.

A caster standing on the ground and casting Push against a target 3" inches up would lift the target 9-11" into the air depending on the angle. That would result in 13-15 damage against which armour is ineffective.

Joe, is it really your intention for a CN=8 spell with unlimited range (LOS) to be so deadly?
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 19, 2016, 10:37:44 AM
Yes. The spell is deadly, but only in certain circumstances.  Remember - this spell has to be cast, then it has to win an attack roll.  It will never damage someone standing on the ground, unless it happens to push them into a deep pit.  It can't do anything to someone who is standing with his back to a wall...

Trust me - Elemental Bolt is a much, much more dangerous spell.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 19, 2016, 10:40:58 AM
I actually managed to push an archer stationed on a 9" tower away from ground level. Unfortunately I managed to push them exactly far enough that they took a 2" fall onto a building further behind them! lol
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 19, 2016, 10:45:02 AM
In all seriousness though, if the Push spell is directly away in all directions (so up if cast from ground level upwards) does that mean if a wizard is in a tower casts the spell down at someone at ground level they aren't moved, as they're already touching an obstacle (the ground)?

(Sorry if it's a daft question - we'd played it as pushed horizontal originally, even if cast from different levels [which would have meant I'd done more than the 30 damage I did  ;)]).
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 19, 2016, 10:57:42 AM
Darkson - it is true, a wizard above the target, would basically push them into the ground. That is the RAW and I think it is best way to leave it. Sometimes its a useless spell, sometimes its a good spell, sometimes its a great spell - but then, that's true of most of them.

Now, I admit, in any game I played, I would implement a 'skid rule', so if the casting wizard was only slightly above the target, it would push him horizontally, but to make an official rule for that, I would have to start talking about degree of angle and I don't think that's in anyone's interest.

It sounds like your group is happy playing it the way you are - so I would suggest you just keep playing it that way.

 
Title: Re: Frostgrave - Rules
Post by: Duncan McDane on February 19, 2016, 11:20:51 AM

It sounds like your group is happy playing it the way you are - so I would suggest you just keep playing it that way.


Best advice ever  ;).
I think it's all about where you imagine the "pushing" starts. Is the force already there where the hands from the wizard end, then you'll have to work in a straight line from there, hence, angles.
Does the force who pushes the model start just in front of the victim ( ergo, a kind of one-direction-blast ), then it's simply a matter of pushing the model backwards in a straight line and apply what ( if anything ) happens to him.
Both sound very logical to me...
Title: Re: Frostgrave - Rules
Post by: Pijlie on February 19, 2016, 11:51:27 AM
Well, we'll just have to try it as explained here. But I see the popularity of climbing things declining dramatically  :?
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 19, 2016, 12:45:07 PM
Or maybe the popularity of Sigilists going up!
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on February 19, 2016, 02:17:14 PM
In our group no one has push, so far. To me it sounds like exactly that sort of spell the Gandalfs and Zedds of this world would do the most out of it, whereas the Rincewinds most likely cut their own toes of. ^^
And actually, there are far more archers around, keeping me from carelessly going up high places.  :D
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on February 19, 2016, 07:46:51 PM
Always played it as it's written and both me and my opponents thoroughly enjoyed seeing figures fly off and plummet to their doom. With mandatory sound effects, I'll happily admit. Don't want to be launched? Then don't find yourself on an elevation close to a spellcaster with Push (further away and the angle will be much less steep), in direct line of sight, with no obstacle behind you. To be fair, the 'no line of sight' bit is good advice under most circumstances anyway.

What really makes me wonder is how those individuals who dropped from several feet (I may or may not once have critted the result...) still managed to gather themselves by rolling a 9+ on the recovery. Suppose there's still enough snow around to cushion the blows a bit!
Title: Re: Frostgrave - Rules
Post by: Dud on February 20, 2016, 10:09:05 PM
Hi guys,
Can you tell if warrior armed with magical sword +2 to fight will have this benefit when being shot at? Same way when armed with swod and dagger. Cant find it anywhere in the book.
Second question, can wizard wear magical cloak and magical robes at the se time?
Thnx!
Title: Re: Frostgrave - Rules
Post by: Ravendas on February 21, 2016, 12:57:29 AM

A caster standing on the ground and casting Push against a target 3" inches up would lift the target 9-11" into the air depending on the angle. That would result in 13-15 damage against which armour is ineffective.

Joe, is it really your intention for a CN=8 spell with unlimited range (LOS) to be so deadly?

This example is missing many, many details. The angle is determined by the change in height between the caster, and the target, as well as the horizontal proximity of the two. The greater the height difference, and less the horizontal distance, the greater the angle that you'll be pushing them up into the air. Get close and low for the best effects.

Also, armor IS effective vs this spell. It's a +10 fight attack, which means the armor is subtracted from the score if the caster wins the fight roll. You just can't double dip and get armor to reduce the push, and reduce the damage from the fall.

As far as it being deadly, it's very situational. I'd imagine most peoples ruins to be of houses and towers, with backings and ruined ceilings and such, so that most would only get pushed back a few inches into the wall behind them, or the ceiling (possibly skidding into the back wall) and dropping back to the floor. Or, get pushed back into an adjacent taller building and fall a few inches. The only time you're really asking for trouble is if your character is exposed on a walkway or top of a building, which just changes the tactics a bit for playing against a heavy Push user.

It also changes the tactics for the player trying to capitalize on Push. They know to get the highest angle, their wizard needs to be as low as possible. This means they will pretty much be stuck on the ground floor of the board, which is a rather large detriment to the movement possibilities of the character.

Also, hello. My account finally got okay'd.

Edit: Joe has my permission to use my beautiful graphic in the next errata file ;)

(http://i.imgur.com/Cqvtqhd.png)
Title: Re: Frostgrave - Rules
Post by: Pijlie on February 21, 2016, 07:33:14 AM
Well, you certainly enjoy being right  :) and I certainly hope you are in respect to this not ruining the game. But as I said, we will try this out and see.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 21, 2016, 08:55:54 AM
Hi guys,
Can you tell if warrior armed with magical sword +2 to fight will have this benefit when being shot at? Same way when armed with swod and dagger. Cant find it anywhere in the book.
Second question, can wizard wear magical cloak and magical robes at the se time?
Thnx!

RAW yes they do, but we're thinking of at least removing the Fight bonus for sword/dagger vs shooting as we don't feel it makes a lot of sense.  I'd like to remove the F bonus due to magical weapons, but I've heard sensible arguments on why not to do that.

I might be being blind, but I don't see any magic robes on the list, just a Cloak of Protection, but if there is a magic robe I've missed (I've got the hardback, so can't word search) I'd say yes they can be combined, as long as they don't do the same thing. A robe of health/cloak of protection I'd allow; a robe of protection/cloack of protection I wouldn't.
Title: Re: Frostgrave - Rules
Post by: Dud on February 21, 2016, 10:08:18 AM
Thnx Darkson71, It doesnt make sense to me either, but rules are rules (better for my wizard as he will be harder to hit with elemental bolts since he just got fancy +2 to fight sword :D )
Regarding robes there are robes of arrow turning.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 21, 2016, 10:51:41 AM
Regarding robes there are robes of arrow turning.

You are correct - told you I was probably being blind. ;)

Yeah, I'd allow that.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 21, 2016, 01:26:54 PM
So I posted this earlier but it got overlooked....  o_o

A raised Zombie carries a treasure off the board.

Can the wizard summon a new zombie?

This was answered no a long wile back and I am just finding out about it.

My follow up question is this: If you summon demon and have him carry off the treasure can you now summon a new demon?

If so how is this different?

Why after leaving the board (securing the treasure at a nearby fallback point I assume) can't I summon a new zombie or demon since the old one is out of play?

Finally can we get this in the Eratta please :-)
Title: Re: Frostgrave - Rules
Post by: jp1885 on February 21, 2016, 02:18:37 PM
Personally I see no reason why a zombie, demon or anything else that can be raised or summoned during a game can't be be raised/summoned again once their predecessor has left the table.
Title: Re: Frostgrave - Rules
Post by: Ravendas on February 21, 2016, 02:34:34 PM
Personally I see no reason why a zombie, demon or anything else that can be raised or summoned during a game can't be be raised/summoned again once their predecessor has left the table.

Raise Dead text:
This spell can be used both ‘Out of Game’ and during the game. If successful,
the spellcaster adds one zombie to his warband (see Chapter 6: Bestiary). If the
spell is cast before the game, the zombie can be deployed normally. If it is cast
during a game, the zombie appears in base contact with the spellcaster. A
warband may only have one raised zombie at any one time.
If the zombie is killed
during a game, Raise Zombie can be cast again to create another. A raised zombie
does not count towards the warband size limit and remains with a warband until
the end of the game, at which point it crumbles into dust.

The spell adds a zombie to the warband. You can only have one zombie in your warband. Even if it walks off the table, it still counts as being in your warband, which means you can't raise another.

Not sure what there is to dispute? It doesn't ever say "Only one on the table", in which case sure, re-raise them.

Demons have the exact same problem. They count as having "Bind Demon" on them, which has this text:
The target demon must make an immediate Will roll versus the casting roll. If
it fails, the spellcaster gains control of the demon for the rest of the game. A
spellcaster may only have one bound demon at a time.

You gain control of it for the rest of the game, and you can only have one at a time. Even if it walks off the table, it's still yours, with your treasure. Just because it isn't on the table doesn't mean it doesn't exist. So, I'd say it's the same as the zombie, no re-casting just because it walked off the table.
Title: Re: Frostgrave - Rules
Post by: jp1885 on February 21, 2016, 02:45:27 PM
Fair enough.
I suppose they're say off table, still under control and guarding the treasure they've yoinked for you, as opposed to being dead.
Title: Re: Frostgrave - Rules
Post by: recceboss on February 21, 2016, 06:24:05 PM
I want to cast the 'summon demon' spell.

My wizard has a staff of casting [3], gloves of casting [+5 to 1 cast roll per game] and a candle of summoning [+1 to summon demon].

Is there any reason that my wizard can't use all 3 items together [as they are different items] and get +9 to a single summon demon roll?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 21, 2016, 10:44:30 PM
I want to cast the 'summon demon' spell.

My wizard has a staff of casting [3], gloves of casting [+5 to 1 cast roll per game] and a candle of summoning [+1 to summon demon].

Is there any reason that my wizard can't use all 3 items together [as they are different items] and get +9 to a single summon demon roll?

No reason why not at all...go for it (I love me some greater demon action)
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 21, 2016, 11:55:21 PM
Raise Dead text:
This spell can be used both ‘Out of Game’ and during the game. If successful,
the spellcaster adds one zombie to his warband (see Chapter 6: Bestiary). If the
spell is cast before the game, the zombie can be deployed normally. If it is cast
during a game, the zombie appears in base contact with the spellcaster. A
warband may only have one raised zombie at any one time.
If the zombie is killed
during a game, Raise Zombie can be cast again to create another. A raised zombie
does not count towards the warband size limit and remains with a warband until
the end of the game, at which point it crumbles into dust.

The spell adds a zombie to the warband. You can only have one zombie in your warband. Even if it walks off the table, it still counts as being in your warband, which means you can't raise another.

Not sure what there is to dispute? It doesn't ever say "Only one on the table", in which case sure, re-raise them.

Demons have the exact same problem. They count as having "Bind Demon" on them, which has this text:
The target demon must make an immediate Will roll versus the casting roll. If
it fails, the spellcaster gains control of the demon for the rest of the game. A
spellcaster may only have one bound demon at a time.

You gain control of it for the rest of the game, and you can only have one at a time. Even if it walks off the table, it's still yours, with your treasure. Just because it isn't on the table doesn't mean it doesn't exist. So, I'd say it's the same as the zombie, no re-casting just because it walked off the table.

So following this same logic if I cast mind control on an opponent then run him off with a treasure I cannot cast it again as I still have "control" on the opponent's minion until the game ends? Does the solder get to make will saves every round to see if he breaks free...and if he does does he now bring the treasure to his original warband?(Which is contrary to the ruling for this spell)

The main question I am asking is once a figure effected by a spell leaves the board is that spell considered out of play? Allowing spells limited to one per spellcaster/wizard to be cast again. What about a soldier with possess cast on him that leaves? Can the wizard cast possess on someone else or not?

And as much as I appreciate other players input I'd like Joe's opinion on this please.
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on February 23, 2016, 01:59:33 AM
If you end up with two of the same grimoire, can you sell one even if you haven't learned the spell yet?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 24, 2016, 12:54:41 AM
If you end up with two of the same grimoire, can you sell one even if you haven't learned the spell yet?

I would say yes as long as you have one of the spell in your library but the rules say you can only sell a grim if you know the spell so RAW no you can't.
Title: Re: Frostgrave - Rules
Post by: Drachenklinge on February 24, 2016, 06:42:15 AM
to add some fluffonal reason here ... you have two books, which you were barely able to read or learn. After finally learning it, you are sure enough to sell the other book.
Title: Re: Frostgrave - Rules
Post by: Duncan McDane on February 24, 2016, 10:08:26 AM
Timeshadow, I think it's the voluntary part of walking from the table and out of the game that causes the confusion here. Is "Mind Control" considered voluntary or not? That would answer all the other questions you have and it's up to Joe to rule here, I guess. I would say, no, it is not voluntary, because until the target disappears from the table he can fight the spell every time he gets activated. Meaning he/she is not happy with somebody toying with his/her mind. But again, Joe has the final say here...  ;).
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 24, 2016, 01:42:42 PM
ImhotephMagi - Yes you can sell a grimoire if you already know the spell in question or you have enough copy of the grimoire for that spell.

The Raise Zombie exit board question.  Yes, you can cast it again. Here is the general rule - if the spell is an 'In Game spell' you can cast it again when the target (or result) of that spell leaves the board. So you can raise another zombie, summon another demon, or Mind Control another soldier. The previous one will have stashed the treasure somewhere the warband can grab it on the way out of town!
Title: Re: Frostgrave - Rules
Post by: Ravendas on February 24, 2016, 01:58:47 PM
ImhotephMagi - Yes you can sell a grimoire if you already know the spell in question or you have enough copy of the grimoire for that spell.

The Raise Zombie exit board question.  Yes, you can cast it again. Here is the general rule - if the spell is an 'In Game spell' you can cast it again when the target (or result) of that spell leaves the board. So you can raise another zombie, summon another demon, or Mind Control another soldier. The previous one will have stashed the treasure somewhere the warband can grab it on the way out of town!

Okay, a little different from the rules as written. More for the errata!
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 24, 2016, 02:00:25 PM
ImhotephMagi - Yes you can sell a grimoire if you already know the spell in question or you have enough copy of the grimoire for that spell.

The Raise Zombie exit board question.  Yes, you can cast it again. Here is the general rule - if the spell is an 'In Game spell' you can cast it again when the target (or result) of that spell leaves the board. So you can raise another zombie, summon another demon, or Mind Control another soldier. The previous one will have stashed the treasure somewhere the warband can grab it on the way out of town!

Thank you, Joe. There was another reply back many pages where you said that a spellcaster could not raise another zombie if it left with treasure and I got to thinking about how many spells can "leave" the board. This is one you will want to make note of and put in the Errata since many ppl have been playing it otherwise.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 24, 2016, 02:01:54 PM
Yup, it needs to be in the errata.
Title: Re: Frostgrave - Rules
Post by: Azzabat on February 25, 2016, 07:11:29 PM
I agree. Within my club half of us view it one way and half the other. Definite clarification in an errata would be handy.
Title: Re: Frostgrave - Rules
Post by: Kilgore on February 28, 2016, 02:34:32 PM
Question regarding 'Elemental Ball' spell.

Description says
"The spellcaster chooses an enemy figure within 24” and line of sight and hurls a ball of destructive elemental energy at it. The target, and every figure (including friendly ones) within 1.5” and line of sight of the target, immediately suffers a +5 shooting attack (roll each attack separately). This spell may not target an enemy figure that is even partially obscured by another figure."

It says each attack is rolled separately. Are the modifiers for intervening terrain calculated separately for each figure within 1.5" of the target? Or is the modifier for all figures affected, the same as for the target  If a figure is within 1.5" of the target but out of line of sight of the caster are they still hit?

I guess what I'm trying to imagine is, is the elemental ball like a shell that explodes at the target location, and does damage to all nearby figures?

 
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 29, 2016, 02:52:51 AM
Question regarding 'Elemental Ball' spell.

Description says
"The spellcaster chooses an enemy figure within 24” and line of sight and hurls a ball of destructive elemental energy at it. The target, and every figure (including friendly ones) within 1.5” and line of sight of the target, immediately suffers a +5 shooting attack (roll each attack separately). This spell may not target an enemy figure that is even partially obscured by another figure."

It says each attack is rolled separately. Are the modifiers for intervening terrain calculated separately for each figure within 1.5" of the target? Or is the modifier for all figures affected, the same as for the target  If a figure is within 1.5" of the target but out of line of sight of the caster are they still hit?

I guess what I'm trying to imagine is, is the elemental ball like a shell that explodes at the target location, and does damage to all nearby figures?

This is a ball of "energy" exploding from the target. After successful cast roll to hit original target with los from caster. Hit or miss you
then drawing los from the original target to each roll hits vs all models within 1.5" of it.

So yes you are right it is like a shell that explodes on contact with first target.
 
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on February 29, 2016, 01:52:22 PM
Regarding the Silent Tower scenario - is it possible to place a model on/in the tower using a spell?  Specifically Leap or Push.
Title: Re: Frostgrave - Rules
Post by: Vin21 on February 29, 2016, 03:58:47 PM
Regarding the Silent Tower scenario - is it possible to place a model on/in the tower using a spell?  Specifically Leap or Push.

As soon as the model touches the tower, the magic would be null, so they would stop.
Title: Re: Frostgrave - Rules
Post by: gary42 on February 29, 2016, 05:18:58 PM
Maybe not Push?  Magic is already gone once the Push movement has started?  Just a thought.
Title: Re: Frostgrave - Rules
Post by: Plus Four on March 01, 2016, 04:49:33 PM
The game is designed to be played by more than 2 players at a time but I'm not entirely clear how deployment of treasure and war bands is supposed to work.

So far we're deploying within 6" of a corner which gives a larger area for the 9-12 treasures (potentially 16 if everyone uses Reveal Secret!!) required and treasure needs to be removed from the table edge 18" either side of the corner.

Is there an "official" way of doing it?
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 03, 2016, 11:06:50 AM
Plus Four - in truth, when I first designed the game, I really conceived of it as a 2-player game that 'could be' played by more, so I perhaps didn't spend as much time on Multi-player rules as I could have.  'Officially' there is no difference in rules to the 2-player version, which would have people setting up on board edges. I think going from the corners is a better idea, especially if you are playing on a 3' x 3' table.

Froggy - It states in the scenario that no form of magical movement may be used to place a figure in contact with the tower, so definitely no Leap.  Push isn't really 'magical movement' it's a an attack that causes movement so that is allowed. The figure would stop when it hit the tower anyway.

Kilgore - Like Timeshadow said.
Title: Re: Frostgrave - Rules
Post by: JohnDSD2 on March 04, 2016, 09:05:47 AM
Sorry if this has been answered before, my search didn't turn anything up.

Familiar - 'A spellcaster with a familiar gains +2 Health'

If the wizard is successful does this 'cascade' down to the apprentice?

Can the apprentice cast his own Familiar on top of the above, if it cascades?

I suspect I know the answer but always good to check.

Thanks.
Title: Re: Frostgrave - Rules
Post by: ChaosChild on March 04, 2016, 10:39:46 AM
The apprentice doesn't benefit from split stats and the familiar bonus would fall under that category.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 04, 2016, 12:17:17 PM
Sorry if this has been answered before, my search didn't turn anything up.

Familiar - 'A spellcaster with a familiar gains +2 Health'

If the wizard is successful does this 'cascade' down to the apprentice?

Can the apprentice cast his own Familiar on top of the above, if it cascades?

I suspect I know the answer but always good to check.

Thanks.

To gain the benefit the apprentice would need to cast it himself. ( I have seen many an apprentice with a familiar and the wizard without...lol darn dice)
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 05, 2016, 01:11:35 PM
I have a question about the "Construct Hammer" and the "Book of the construct"

Construct hammer: A construct equipped with this weapon is treated as wielding a magic TH weapon.

Book of the construct: Allows wizard to cast enchant weapon on a construct(not on his weapon) giving him the appropriate bonuses.

Do these two things stack giving a +1 fight TH magic weapon for that battle where enchant weapon was cast or would you need to choose which to use +1 fight or +2 damage or can enchant weapon even be cast as the construct is already carrying a magic weapon?

More Questions about Leap:

If the target of leap is on a 8" tower and I cast leap to move him to the ground which happens?
1: He moves to the spot on the ground safely
2: He moves to the spot on the ground but then takes 12 points of damage from falling.
3: Something else?

If the target of leap is beside a solid wall 9" tall how far past the wall can I move him? 1" or the full 10" and does he take falling damage?

Does the "caster" of leap need los to both the target and the destination or just the target.
Does the target have to go in a straight line or can it move around corners?
Title: Re: Frostgrave - Rules
Post by: Eric the Shed on March 11, 2016, 11:37:00 AM
Just a quick question about multiple combats - namely rats

Are we correct in assuming that if a pack of rats (wandering monster) attacks a character each rats will get the +2 fight benefit...if so this makes them totally lethal !

Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 11, 2016, 05:45:06 PM
I would assume so, and have always played it as such - I don't see anything in the rules that say they shouldn't.

Rat swarms are when Grenade comes in handy. ;)
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on March 12, 2016, 07:13:44 AM
Some corner-case scenarios once again, but fairly relevant (currently playing as a Summoner, and found a Circle of Protection grimoire).

How does the Circle interact with nearby or freshly summoned demons? If I learn the spell at some point (it's early in the campaign, and getting bind/summon demon to more agreeable levels is a priority), I was thinking about the following ruling: a spellcaster may not attempt to summon a demon if within a Circle of Protection. After all, the spell says no demon can enter the Circle - which would include entering it from another dimension! This also means a wizard can't cast the Circle, then safely attempt to summon a demon, knowing it can't be attacked if rolling a 1.
Wasn't sure how to rule the issue of demons already within an inch: either say that the next move cannot take them any closer to the centre of the Circle, and that they must leave it as soon as able, or push them back immediately until they are no longer within the area.

Spell would still offer some useful protection from rogue Imps of course. Or that angry Genie...
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 14, 2016, 02:15:34 PM
Since Summon demon allows the caster to have the demon appear within one inch I would allow him to summon if he was at the edge of the circle of prot meaning the demon would be outside the circle when summoned but within one inch of the caster. Otherwise no he could cast summon but if there is nowhere for the demon to manifest within 1" then it would not appear. Though in the end Joe should throw out an official ruling but this seems to be in the spirit of both spells.... Note if you rolled a 1 The uncontrolled demon summoned would not be able to approach the circled wizard and it seems like a very good use of a circle spell.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 16, 2016, 11:09:39 AM
You cannot cast Summon Demon if there would be no legal place for that demon to appear on the board. If there is a legal place, then you can cast it.

Rats like to gang tackle! They are treated just like another creature and each gets the +2 supporting figure bonus. Worth noting that rats move independently, so unless their is a target, they tend to scatter do to random movement.

Yes, you can enchant a Construct Hammer.

See the new errata I'm about to post for more Leap info, but no, he can't leap around corners.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 16, 2016, 11:16:24 AM
Updated Errata and FAQ here:

https://drive.google.com/file/d/0Bwx8Os21jzeXU2xuY1VORXFhd2c/view?usp=sharing

I have marked everything that has changed from the previous addition in red.
Title: Re: Frostgrave - Rules
Post by: steeldragon on March 16, 2016, 01:43:48 PM
Updated Errata and FAQ here:

https://drive.google.com/file/d/0Bwx8Os21jzeXU2xuY1VORXFhd2c/view?usp=sharing

I have marked everything that has changed from the previous addition in red.

Hi it seems I've been doing it wrong, I was doing alternate activation in the soldier phase... what I don't get is what is the point of the group activation for the Captain, if I'm doing all my activations before my opponent anyway... shouldn't he activate before the soldier phase?

Andres
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 16, 2016, 01:52:33 PM
Hi it seems I've been doing it wrong, I was doing alternate activation in the soldier phase... what I don't get is what is the point of the group activation for the Captain, if I'm doing all my activations before my opponent anyway... shouldn't he activate before the soldier phase?

Andres

Gang up attacks!!! Captain and soldier move into combat both then can get the bonus for ganging up.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 16, 2016, 04:19:51 PM
[Edit] Just ignore this post - thought the post I was replying to said "wizard", not "captain". Timeshadow has it covered.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 16, 2016, 05:54:14 PM
So just one more question about leap....hopefully  :D

I asked this a page or so back.

If my soldier is against a wall 9" tall and I cast leap on him and I want to move him past the wall do I:

1: Move him 10" past the wall?
2: Move him up 9" and 1" past the wall?
3: Can't move him past it since I don't have LOS, just to the top?
Title: Re: Frostgrave - Rules
Post by: Nooblord on March 16, 2016, 08:10:51 PM
Updated Errata and FAQ here:

https://drive.google.com/file/d/0Bwx8Os21jzeXU2xuY1VORXFhd2c/view?usp=sharing

I have marked everything that has changed from the previous addition in red.

Thanks for that. Couple of small things:

1st page, penultimate sentence, 'do' should be 'due'

1st page, last sentence, 'fo' should be 'of'
Title: Re: Frostgrave - Rules
Post by: MrKnify on March 18, 2016, 12:37:35 AM
Push, via winning combat or spell. If pushed of the edge of a building... (they fall) where do they calculate damage.
Combat loss push, from point pushed or just the drop.
Push spell, example causing model to travel further then distance to ground then down, or off the object then straight down.

I want to say being pushed backwards over the edge and falling on its head should have a chance of dealing damage even if under 3 inches of height. That is really in reference to push the spell as you are pushed/thrown 6".


Cheers.

Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 18, 2016, 01:10:13 AM
Push, via winning combat or spell. If pushed of the edge of a building... (they fall) where do they calculate damage.
Combat loss push, from point pushed or just the drop.
Push spell, example causing model to travel further then distance to ground then down, or off the object then straight down.

I want to say being pushed backwards over the edge and falling on its head should have a chance of dealing damage even if under 3 inches of height. That is really in reference to push the spell as you are pushed/thrown 6".


Cheers.



RAW it's just the drop distance but I agree that when you are pushed off a building you should take damage. Maby make a house rule that if you unwillingly drop any distance you take damage equal to the distance you fall.
Title: Re: Frostgrave - Rules
Post by: MrKnify on March 18, 2016, 01:47:43 AM
RAW it's just the drop distance but I agree that when you are pushed off a building you should take damage. Maby make a house rule that if you unwillingly drop any distance you take damage equal to the distance you fall.
[/quote

In that case it could be fight+distance vs fight
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 18, 2016, 04:39:05 AM
RAW it's just the drop distance but I agree that when you are pushed off a building you should take damage. Maby make a house rule that if you unwillingly drop any distance you take damage equal to the distance you fall.
[/quote

In that case it could be fight+distance vs fight

No because the chance of falling would not effect if you won or lost the battle only do extra damage after the fact.
Title: Re: Frostgrave - Rules
Post by: MrKnify on March 18, 2016, 08:56:10 AM
No because the chance of falling would not effect if you won or lost the battle only do extra damage after the fact.
OK. ... roll d20 + distance - armor if variable is negative no damage, if positive then receive as damage up to maximum allowable  (1.5 modifier)

OR

Lose fight pushed 1 inch only to fall 3 inches, take 1 damage for fall due to push.

Pushed as spell, measure your distance travelled parallel to the table, placing figure at that point where it would land. Measure from pushed point to landing point for actual fall height.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 18, 2016, 09:16:57 AM
Yup, rules as written is just the distant dropped. I think that is enough for most people, but if you want to make it rougher go for it.

Time Shadow - measure the Leap in actual distance travelled, so 9" up then 1" over, then fall, presumably. Maybe best to just stop on the top of the wall!
Title: Re: Frostgrave - Rules
Post by: zzharg on March 21, 2016, 01:34:09 PM
Okay Joe, some other questions for you that I'm pretty sure are new.

If I have a kennel, and am using the extra warhound it grants, can I switch that warhound out using an out of game spell such as animal companion or summon construct, which would normally replace a soldier in your warband?

Do normal shooting modifiers apply to magical attacks such as elemental bolt?

Does a wizard of apprentice gain extra xp for personally killing a captain? (Nothing mentioned in Sellsword, but I'm just checking)

Base bonuses seem to grant bonuses to the casting roll for certain spells. Between the tower, and the crystal ball, a total of +3 is granted to reveal secret spells.  Does this mean that it is possible for a soothsayer that has reduced the casting score on this spell with level bonuses to 5, to succeed on a roll of 2+?

Thanks in advance for your answers
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 21, 2016, 03:29:25 PM
The kennel allows you to keep one warhound in your warband that is above the normal warband limit. No substitutions.

All shooting modifiers apply to spells that produce shooting attacks. (except that you don't use the Shooting stat).

No bonus xps for killing a captain.

Yup - although I'd be surprised if anyone took Reveal Secret down to a 5.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 21, 2016, 04:38:37 PM
Yup, rules as written is just the distant dropped. I think that is enough for most people, but if you want to make it rougher go for it.

Time Shadow - measure the Leap in actual distance travelled, so 9" up then 1" over, then fall, presumably. Maybe best to just stop on the top of the wall!

So there should be a distinction between a wall/building and hindering terrain so people don't get confused because as read the spell says ignore "terrain" and that means walls and buildings for some people.
Title: Re: Frostgrave - Rules
Post by: Pseudok on March 22, 2016, 05:52:46 PM
Hello. Here's a wall of questions about the spell Possess.

1a. Can I have two instances of Possess in my warband, one cast by Wizard and one by Apprentice?
1b. If so, can they be cast on same target? Most other buff-type spells specifically say if multiple castings have additional effects.

2. Spell says the target is a demon for the rest of the battle. Does target stay a demon even if the casting of Possess is later removed?

3. Related to earlier question. I have cast Possess on one of my warband members, and an unsporting, nasty nasty enemy wizard casts a successful Bind demon on that possessed barbarian who fails Will roll (no, this didn't happen just half an hour ago, I swear!) Can I cast Possess on another member from my warband to effectively cancel Bind demon spell?

4. If enemy wizard casts a successful Bind demon on my Possessed wizard who fails the Will test, is there a way to regain control? Also - can opponent make group activations with the bound enemy wizard?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 23, 2016, 12:56:24 PM
Hopefully final leap question.

The fig I am leaping is beside a 4" tall building/wall and I wish to move it over/past this obstical. Do I:

1: move the figure directly 10" past/through the building/wall?
2: move it up 4" then over 6" then the figure falls 4" taking 6 damage?
3: move the figure up 4" over the width of the building/wall (lets say 2") then down 4" to land safely on the other side of the wall/building?
4: something else?
Title: Re: Frostgrave - Rules
Post by: jp1885 on March 23, 2016, 01:00:39 PM
Personally, option 3 - nice and simple.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 23, 2016, 01:14:29 PM
Personally, option 3 - nice and simple.

But it has been mentioned in previous reply that you cannot "leap" around a corner it's straight line movement up to to 10" distance.
Title: Re: Frostgrave - Rules
Post by: Azzabat on March 23, 2016, 03:21:27 PM
I'd envision a vertical leap as being like a standing jump or a Pole Vault. I'd even going so far as to say you'd leap up the height of the obstacle in inches, then across the thickness in inches, and then down the height again in inches with any extra movement being lost as you land on the opposite side.
Title: Re: Frostgrave - Rules
Post by: Doug ex-em4 on March 23, 2016, 03:35:14 PM
I think we played option 1 in the campaign we did a month or so ago. I'd say that's the simplest option.

Doug
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 23, 2016, 08:14:40 PM
Leap, it should be the true distance travelled. So up 4" over 2" then down 4". This is more exact measuring that some people want though.

Possess:

1a. Yes, both wizard and apprentice can have a Possess going
1b. No, you are either possessed or not, you can be more possessed!
2. No, it's only a demon as long as the Possess spell is active.
3. Nope, you cast your spell you takes your chances.
4. There are a few ways - the apprentice could cast Dispell, Spell Eater, Mind Control, or his own Bind Demon. There are (or will be) a few magic items that cancel spell effects. Some scenarios have magical cancelling effects. In general though, probably not the best idea to cast Possess on a wizard.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 23, 2016, 09:00:34 PM
Leap, it should be the true distance travelled. So up 4" over 2" then down 4". This is more exact measuring that some people want though.

So what about around corners then? If you can go up over and down can you go forward and around?
I am not trying to be a bug I just don't want someone saying if they can or can't do something and I hear people complain about leap all the time.

I always thought it was straight line movement........If you can go up over then down this would indicate that you can turn during the movement or as least change your trajectory during movement.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 23, 2016, 09:16:39 PM
I think there's a difference in being able to change your trajectory upwards then horizontally.
Title: Re: Frostgrave - Rules
Post by: Azzabat on March 24, 2016, 01:59:31 AM
I agree with @Darkson. There is a difference between going straight up/over/down ... and going around corners. If you leap over buildings you are still going in a straight line. You're not leaping onto the wall,, moving along the wall, and then down, you're going "straight" over it.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 24, 2016, 02:11:40 PM
I agree with @Darkson. There is a difference between going straight up/over/down ... and going around corners. If you leap over buildings you are still going in a straight line. You're not leaping onto the wall,, moving along the wall, and then down, you're going "straight" over it.

I understand this and you understand this but I know ppl who are darn literal with rules and I like to cap issues like this asap. I am just playing devil's advocate to make sure the rules are as clear as possible.
Title: Re: Frostgrave - Rules
Post by: gary42 on March 24, 2016, 02:58:03 PM
The spirit of this spell is pretty clear.  It's just a kinetic push. Straight away from caster till you hit something upright.  Doesn't slow you down through low lying (I.E. swamp, quicksand, ice etc.) But walls and trees will stop you.  If you get knocked of a height you take damage for how long the drop is.  Anything else seems way too complicated. 


I thought the dark days of rule lawyers was over!:)
Title: Re: Frostgrave - Rules
Post by: Azzabat on March 24, 2016, 03:28:56 PM
I thought the dark days of rule lawyers was over!:)

I think we've all got that 1 person we play against who will argue a point so blatantly obvious to other people so I fully understand where @Timeshadow is coming from.

I once had an opponent argue that his crossbowmen could move and fire when the rules clearly stated "Crossbowmen must remain stationary to fire." To everyone else it was clear you could not move (in the movement phase) and then fire (in the shooting phase), but he argued black was blue that he WAS stationary when he fired (in the shooting phase) ... as he'd moved in the movement phase, not the shooting phase. He was a nice guy normally but SUCH a rules lawyer.
Title: Re: Frostgrave - Rules
Post by: gary42 on March 24, 2016, 04:19:37 PM
I think we've all got that 1 person we play against who will argue a point so blatantly obvious to other people so I fully understand where @Timeshadow is coming from.

I once had an opponent argue that his crossbowmen could move and fire when the rules clearly stated "Crossbowmen must remain stationary to fire." To everyone else it was clear you could not move (in the movement phase) and then fire (in the shooting phase), but he argued black was blue that he WAS stationary when he fired (in the shooting phase) ... as he'd moved in the movement phase, not the shooting phase. He was a nice guy normally but SUCH a rules lawyer.

That's awesome...  "I WAS stationary...WHEN I fired!"   lol o_o :o ??? ;D
Title: Re: Frostgrave - Rules
Post by: MrKnify on March 25, 2016, 08:00:35 PM
OK. ... roll d20 + distance - armor if variable is negative no damage, if positive then receive as damage up to maximum allowable  (1.5 modifier)

OR

Lose fight pushed 1 inch only to fall 3 inches, take 1 damage for fall due to push.

Pushed as spell, measure your distance travelled parallel to the table, placing figure at that point where it would land. Measure from pushed point to landing point for actual fall height.
We are going to have a minimum of 1 damage if pushed and the result is a change in height.
Title: Re: Frostgrave - Rules
Post by: Sunjester on March 26, 2016, 08:17:43 AM
I think we've all got that 1 person we play against who will argue a point so blatantly obvious to other people so I fully understand where @Timeshadow is coming from.


The answer is simple, I do not play a second game with people like that! I do know/have known a few gamers (not many) that I just refuse to play, I don't invite them to join in games I am running and do not accept invitations from them.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 26, 2016, 10:42:22 AM
The answer is simple, I do not play a second game with people like that! I do know/have known a few gamers (not many) that I just refuse to play, I don't invite them to join in games I am running and do not accept invitations from them.

(Going off-topic) Which is great if you've got a wide variety of people to play, not so good if it's you and a couple of others. :(
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 26, 2016, 12:07:48 PM
The answer is simple, I do not play a second game with people like that! I do know/have known a few gamers (not many) that I just refuse to play, I don't invite them to join in games I am running and do not accept invitations from them.

Also there are some great people who are fun to play but are rules sticklers and if there is a disagreement are fine with a roll off if needed but still want to know for sure.
Title: Re: Frostgrave - Rules
Post by: tys123 on March 26, 2016, 08:53:51 PM
I am wondering what happens if there is a ramp up to the top of a wall behind you and you are pushed.

Do you

a) Stop at the bottom of the ramp as you have hit terrain
b) Stop when you reach head height on the ramp as all of you has now hit terrain
c) Get pushed up the ramp , horizontal from the top of the ramp and then fall the height of the ramp
d) Get pushed up the ramp and then continue up at the angle of the ramp before falling.

If you push a marble at a ramp it would be d) but then what angle does the ramp have to be before you stop dead instead of going up.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 26, 2016, 09:22:21 PM
I think that's something you'd have to house rule within your group, as I don't know of any wargame that goes into that much detail of physics etc. ;D
Title: Re: Frostgrave - Rules
Post by: gary42 on March 26, 2016, 11:52:06 PM
I think it depends on wether  it's  an unladen ramp or am African ramp lol
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 27, 2016, 01:26:54 PM
I think it depends on wether  it's  an unladen ramp or am African ramp lol

You mean African or European.... sheeh get your thread derailing quotes right...  lol
Title: Re: Frostgrave - Rules
Post by: gary42 on March 27, 2016, 05:12:12 PM
You mean African or European.... sheeh get your thread derailing quotes right...  lol

The bad is mine:)
Title: Re: Frostgrave - Rules
Post by: Soss on March 30, 2016, 04:47:26 AM
2 Questions, one may of been answered but I can't remember the ruling.

1) Can you sell weapons that you embed an enchant with? If so does the weapon get replaced with a non magic one of the same kind?

2) How does Invisibility effect a creatures choice to see who is closest to it when it moves? I remember a ruling that you can force combat and move into combat with someone that is invisible. 
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 30, 2016, 07:45:15 AM
1. Yes. No.
Title: Re: Frostgrave - Rules
Post by: Soss on March 30, 2016, 04:51:05 PM
1. Yes. No.

So the model then has no weapon? Or can you purchase a basic one for them?
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on March 30, 2016, 05:27:50 PM
Unarmed if it's a normal soldier, the only rules for purchasing weapons are for spellcasters. In other words, the soldier basically has to be replaced, unless they are to be used without their weapon.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 30, 2016, 06:58:29 PM
It's daft, but RAW and confirmed by Joe:
a) If a model loses it's weapon because of Decay, it's replaced free of charge from the weapon rack.
b) If a model loses it's weapon because it was sold (Embed Enchantment) then it's unarmed.

Or as I put earlier:

"Hello George, what are you doing?"
"Hello Arthur.  Got me sword decayed again - 3rd one this week, so just getting another from the weapons rack."
"Hmpphh. Lucky you, mine got enchanted and sold, so I just have to punch people now."
"Oh, I've got some spare swords in here, do you want to borrow one?"
"No, I can't do that."

Title: Re: Frostgrave - Rules
Post by: Pijlie on March 30, 2016, 07:44:00 PM
That sounds very silly. I count myself lucky that I don't have to play against the RAW-crowd. The lack of common sense would drive me crazy   :o
Title: Re: Frostgrave - Rules
Post by: Soss on March 31, 2016, 12:32:32 AM
I don't have the rule book in front of me but if you give a soldier a magic weapon does he lose his normal one?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 31, 2016, 12:59:02 AM
I don't have the rule book in front of me but if you give a soldier a magic weapon does he lose his normal one?
Yes it replaces his normal one but if next battle you give it to somone else he can use his old one.
Title: Re: Frostgrave - Rules
Post by: almic85 on March 31, 2016, 07:20:14 AM
Yes it replaces his normal one but if next battle you give it to somone else he can use his old one.


This confuses me a bit.

I understand it is a RAW thing, but surely it makes more sense to just house rule that you can't sell or swap a henchman's embedded weapon (enchanted or otherwise).

"Hey worthless thug, why don't you just give me that brand new shiny magic club I made for you and I will replace it a brand new generic one" says the Enchanter.
"Get stuffed this is my only means of defence AND it is is soo shiny!!!" replies the thug.

On a side note does the embedded enchanted weapon take up that soldiers single additional magic item?

Also if I give a soldier an enchanted weapon that was found as part of a treasure does he lose his standard weapon or does he carry both weapons into game?
Title: Re: Frostgrave - Rules
Post by: jp1885 on March 31, 2016, 09:17:35 AM
Not RAW, but my take on this...

If you embed an enchantment on a soldier's existing weapon, he/she keeps it - it cannot be swapped or sold. He he/she leaves or dies, then the weapon is gone. If the weapon is decayed, then it is lost and the soldier left unarmed.

If you give a soldier a magic weapon that has been found or bought, it is swapped with the original weapon, which is held in the vault. The magic weapon can be swapped or sold, with the soldier getting his/her original weapon back from the vault (amid much grumbling on their part no doubt!) If the weapon is decayed, then the soldier is left unarmed for the rest of the game, but can retrieve his old weapon from the vault after the game.

Seems the most sensible option to me!
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 31, 2016, 09:35:59 AM
If you embed an enchantment on a soldier's existing weapon, he/she keeps it - it cannot be swapped or sold. He he/she leaves or dies, then the weapon is gone. If the weapon is decayed, then it is lost and the soldier left unarmed.
Apart from this bit, I agree with you.  Joe has already said that is a weapon is Decayed then the soldier gets a (standard) replacement for the next game.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 31, 2016, 09:37:02 AM
That sounds very silly. I count myself lucky that I don't have to play against the RAW-crowd. The lack of common sense would drive me crazy   :o

Well, it was from the author as well, not just the RAW crowd (we're not playing it like that btw ;) ).
Title: Re: Frostgrave - Rules
Post by: jp1885 on March 31, 2016, 09:55:02 AM
Apart from this bit, I agree with you.  Joe has already said that is a weapon is Decayed then the soldier gets a (standard) replacement for the next game.

I really need to re-read this thread, and the FAQ :)
I think the catch-all answer to a lot of these questions is 'whatever you think is most sensible and all players agree upon. Otherwise dice for it!'
Title: Re: Frostgrave - Rules
Post by: Timeshadow on March 31, 2016, 12:37:48 PM
I really need to re-read this thread, and the FAQ :)
I think the catch-all answer to a lot of these questions is 'whatever you think is most sensible and all players agree upon. Otherwise dice for it!'

And just so everyone is clear magic ie embedded weapons can't be decayed. Only normal ones.
Title: Re: Frostgrave - Rules
Post by: jp1885 on March 31, 2016, 01:13:00 PM
Ah yes! Thanks for the reminder!
In that case...

Quote
Not RAW, but my take on this...

If you embed an enchantment on a soldier's existing weapon, he/she keeps it - it cannot be swapped or sold. He he/she leaves or dies, then the weapon is gone.

If you give a soldier a magic weapon that has been found or bought, it is swapped with the original weapon, which is held in the vault. The magic weapon can be swapped or sold, with the soldier getting his/her original weapon back from the vault (amid much grumbling on their part no doubt!)
Title: Re: Frostgrave - Rules
Post by: Soss on March 31, 2016, 06:50:06 PM
Is there anything stopping a wizard from buying a basic weapon and the giving it to a soldier? It seems to be the same as giving the soldier a magic weapon the wizard was carrying.
Title: Re: Frostgrave - Rules
Post by: Roger on March 31, 2016, 07:38:26 PM
I would imagine this is just to stop people spending a few games enchanting weapons for everyone ( mine would total 20 weapons ) wiz, apprentice,2 weapons each minimum,5 treasure hunters,2 rangers, and 2 infantrymen . at 150g each weapon sale price, thats 3000g.
so it sounds like a good rule to me.
Roger
Title: Re: Frostgrave - Rules
Post by: Soss on March 31, 2016, 10:53:14 PM
I would imagine this is just to stop people spending a few games enchanting weapons for everyone ( mine would total 20 weapons ) wiz, apprentice,2 weapons each minimum,5 treasure hunters,2 rangers, and 2 infantrymen . at 150g each weapon sale price, thats 3000g.
so it sounds like a good rule to me.
Roger

Ya but it is the same thing as being able to create 2 gromiores a turn which would sell for 500 gold versus 300 for the enchanted weapon. Plus creating a Grimoire requires one spell slot and this requires 2. I am looking at this option as a way for my enchanter to finally be able to make a little extra gold.
Title: Re: Frostgrave - Rules
Post by: Doug ex-em4 on March 31, 2016, 10:59:59 PM
RAW?

Doug
Title: Re: Frostgrave - Rules
Post by: tim in saskatoon on March 31, 2016, 11:10:43 PM
RAW?

Doug

RAW = Rules As Written
Title: Re: Frostgrave - Rules
Post by: Soss on March 31, 2016, 11:11:48 PM
RAW?

Doug

Read as written.
RAI is read as intended.
Title: Re: Frostgrave - Rules
Post by: JohnDSD2 on April 01, 2016, 07:52:36 AM
Here are a couple for the collective.

Can a Possessed Captain use his traits?

Can a Mind Controlled Captain use his traits?

I would think No and Yes would be the answer but happy to be corrected.

Thanks.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on April 01, 2016, 02:19:41 PM
I the eratta it states a mind controlled captain cannot use his traits. There is nothing to stop a possessed captain from using his traits though.
Title: Re: Frostgrave - Rules
Post by: Pharaoh262 on April 01, 2016, 09:36:57 PM
Loving Frostgrave. After read all 69 previous pages I just have 2 questions.

First, can you voluntarily fail a will test? For instance can I cast Insect Plague on my war hound and auto fail the Will test?

Second, is Planar Rift persistent like Mud and Fog or instant like Elemental Bolt?  Feels like a "tear in the fabric of the universe" would stick around for awhile.
Title: Re: Frostgrave - Rules
Post by: gervaz on April 03, 2016, 12:52:22 PM
I cannot provide reasonable answer to Pharaoh262 questions, but...
I have my own question:

Can you dispel invisibility spell, that already has been cast.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on April 03, 2016, 02:47:42 PM
I cannot provide reasonable answer to Pharaoh262 questions, but...
I have my own question:

Can you dispel invisibility spell, that already has been cast.

I would say no as dispel needs los and invisibility prevents it.
Title: Re: Frostgrave - Rules
Post by: Azzabat on April 03, 2016, 03:13:33 PM
I cannot provide reasonable answer to Pharaoh262 questions, but...
I have my own question:

Can you dispel invisibility spell, that already has been cast.

Invisibility actually states that it cannot be targeted by spells, so no you can't dispel it.
Title: Re: Frostgrave - Rules
Post by: tim in saskatoon on April 03, 2016, 04:42:31 PM
Can you dispel invisibility spell, that already has been cast.

No, but you can cast Reveal Invisible.
Title: Re: Frostgrave - Rules
Post by: gervaz on April 03, 2016, 05:23:25 PM
Thank you all for clarification. I was for opposite option.
Title: Re: Frostgrave - Rules
Post by: Hungraa on April 04, 2016, 07:28:39 PM
In my most recent game of frostgrave, after successfully casting Push, my Fight+10 roll was matched by the target models fight roll. What happens in this situation? In a shooting attack, ties mean that the target wasn't hit. In a standard fight attack, a tie means the models damage each other. I wasn't sure how the Fight roll triggered by Push should be treated.
Title: Re: Frostgrave - Rules
Post by: jp1885 on April 04, 2016, 07:39:40 PM
I think that your target simply doesn't get pushed - zero damage = zero inches pushed back.
Title: Re: Frostgrave - Rules
Post by: Hungraa on April 04, 2016, 08:32:02 PM
I think that your target simply doesn't get pushed - zero damage = zero inches pushed back.

The issue wasn't beating the target's armor, it's that our fight rolls were equal. In a melee this would mean damage IS dealt, so does that mean that he is pushed? Ordinarily I would say cut and dry "yes", but this isn't really a melee, and he is not damaging me in return.
Title: Re: Frostgrave - Rules
Post by: tys123 on April 04, 2016, 09:28:16 PM
I would say no.
If is a shooting attack a draw means he wasn't hit.

However looking at the rules all the other magic attacks say shooting attack while push just says attack.
I am assuming the word shooting was left off by mistake but it really needs Joe to confirm this.

It is also missed off for Scatter Shot.
Title: Re: Frostgrave - Rules
Post by: Azzabat on April 04, 2016, 10:24:57 PM
I always assume that unless it says "Touch" and it's something where the defender can slap the attacker back ... it's a shooting attack. Missiles, Magic or Mean language, all shooting.  :)
Title: Re: Frostgrave - Rules
Post by: Soss on April 04, 2016, 11:39:20 PM
2 Questions, one may of been answered but I can't remember the ruling.

1) Can you sell weapons that you embed an enchant with? If so does the weapon get replaced with a non magic one of the same kind?

2) How does Invisibility effect a creatures choice to see who is closest to it when it moves? I remember a ruling that you can force combat and move into combat with someone that is invisible. 

Anyone got an answer to the second question?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on April 05, 2016, 06:59:13 AM
Joe has said earlier that "Attack" is just that, an "Attack", neither a " Fight Attack" or "Shoot Attack".
Of course, that doesn't help answer the question but we've played it using the Shooting rules, so equal roll = equals no damage =equals no push (but at least you still get the XP for a successful cast).
Title: Frostgrave - Rules
Post by: talagarz on April 14, 2016, 11:03:12 AM
Hello,

Last night we had our first game of frostgrave, silly us waited far to long...

My wizard was on 1 wound left. My opponents wizard cast a succesfull spell steal health. My will roll missed by 1. Could I empower this roll and die so denying my opponents wizard his 3 life?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on April 14, 2016, 12:21:51 PM
Hello,

Last night we had our first game of frostgrave, silly us waited far to long...

My wizard was on 1 wound left. My opponents wizard cast a successful spell steal health. My will roll missed by 1. Could I empower this roll and die so denying my opponents wizard his 3 life?

Yes as long as you only needed one more you could. You couldn't go into negatives but you can definitely go to 0. I had an apprentice channel all his life down to 0 to empower an elemental bolt to go off..... then he rolled terribly and missed anyway but it was an epic moment that would have changed the game if he had succeeded as his target was about to leave with the last treasure and was already badly wounded.
Title: Re: Frostgrave - Rules
Post by: czaki on April 19, 2016, 12:14:33 PM
In witch order creatures are activated in The Creatures Phase?
Title: Re: Frostgrave - Rules
Post by: jp1885 on April 19, 2016, 12:57:35 PM
We just assign each creature a number range on the dice and then roll for it.
Title: Re: Frostgrave - Rules
Post by: gary42 on April 19, 2016, 02:55:35 PM
We just do it in the order they come on  the board.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on April 21, 2016, 08:22:35 AM
In witch order creatures are activated in The Creatures Phase?

I was about to ask this question myself!
Title: Re: Frostgrave - Rules
Post by: Timeshadow on April 21, 2016, 11:27:40 AM
Any order both players agree on or the player with the highest initiative roll chooses one first to activate then the next player then back and forth if there are a lot. This has never been an issue for our group as we think monsters have rights too :-) and always have them move in the most destructive manner possible regardless if it is aagainst opponent or our own models.
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 21, 2016, 08:46:55 PM
Like Time Shadow said - use the rule of 'most carnage', or just roll for random order if you can't agree.
Title: Re: Frostgrave - Rules
Post by: Thunder on April 22, 2016, 02:18:23 PM
Question about Dark Alchemy:

The Potion of Preservation says it doesn't let you have more than 1 apprentice at a time. How about captains? I'm assuming it works the same way for them, but just asking to be sure.
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 22, 2016, 03:34:02 PM
I think it is fine to hire a second captain - but as soon as the original comes out of carbonite, one of them is going to have to go, and remember they take whatever they are carrying with them.
Title: Re: Frostgrave - Rules
Post by: Soss on April 28, 2016, 06:03:56 AM
Just downloaded the Dark Alchemy, looks awesome. Excited to see a solo style campaign, great way to level up some low level warbands to compete against higher level ones. Little sad that Demon in a Bottle is gone but I am sooooooooooooooooooooooooooooooooooooooooooooooooooo excited for Elixir of the Chameleon. I always feared Elemental Bolts as a lower level wizard and now this can protect me. I have one question though.

What is the affect of being Poisoned?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on April 28, 2016, 08:20:29 AM
Just downloaded the Dark Alchemy, looks awesome. Excited to see a solo style campaign, great way to level up some low level warbands to compete against higher level ones. Little sad that Demon in a Bottle is gone but I am sooooooooooooooooooooooooooooooooooooooooooooooooooo excited for Elixir of the Chameleon. I always feared Elemental Bolts as a lower level wizard and now this can protect me. I have one question though.

What is the affect of being Poisoned?

See poison dart = only one action per round.
Title: Re: Frostgrave - Rules
Post by: Verhalvalla on April 28, 2016, 11:16:15 AM
Hi, 

Please confirm that all these criteria halve your movement:

Second movement in an activation
Rough ground
Linear obstacles
Carrying Treasure
Wounded

Thanks
Title: Re: Frostgrave - Rules
Post by: tim in saskatoon on April 28, 2016, 04:44:40 PM
Please confirm that all these criteria halve your movement:

Wounded


Wounded doesn't halve movement - it just reduces the model to a single action per turn.
Title: Re: Frostgrave - Rules
Post by: zellak on April 28, 2016, 05:15:50 PM
Can I use a Staff of Casting ; Brew Potion to help both Wizard and apprentice when brewing potions out of game ?
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 28, 2016, 09:49:20 PM
No, one or the other.
Title: Re: Frostgrave - Rules
Post by: zellak on April 28, 2016, 11:00:28 PM
Cheers Joe.

Great game by the way   :)
Title: Re: Frostgrave - Rules
Post by: jp1885 on April 29, 2016, 01:14:49 PM
Quick question - if I buy an arcane candle (in addition to a summoning circle) for my base, am I right in thinking that it only gives me a +1 during out of game summoning?
Title: Re: Frostgrave - Rules
Post by: blackacid on May 01, 2016, 01:32:59 PM
Had a question regarding the wizard eye spell, Mate and I had a game today and he was wanting to cast wizard eye FROM wizard eye, basically jumping his eye about the table, was wondering if this is A okay or a little bit too close to shenanigans? Cheers
Title: Re: Frostgrave - Rules
Post by: jp1885 on May 01, 2016, 01:51:22 PM
Isn't it only one eye per spellcaster? I'd rule it that the first one disappears before the second one can form through it.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 01, 2016, 03:53:08 PM
Each caster can only use their own Wizards Eye (in the FAQ I believe).
I would allow a caster to cast Eye through their own first eye, but then the first one would disappear and the second would still need to be in a legal place for the caster.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on May 02, 2016, 08:21:18 AM
Can a Captain who would is a game due to injury be healed for 100gc like a caster? They seem to be treated like them in most other ways but there is nothing specific I can find in Sellsword.
Title: Re: Frostgrave - Rules
Post by: daz on May 03, 2016, 09:05:25 PM
Hi
Been playing the game for a bit now and a great game it is, can anyone tell can a wizard use a bow?.
Must add i played D+D in the late 70's and have not played with figs for years, but this game has got me right back to the old days.
Just love it.
Darren
Title: Re: Frostgrave - Rules
Post by: ChaosChild on May 03, 2016, 10:27:29 PM
Yes, wizards can have a bow or a crossbow. See p19.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on May 04, 2016, 09:10:23 AM
Can a Captain who would is a game due to injury be healed for 100gc like a caster? They seem to be treated like them in most other ways but there is nothing specific I can find in Sellsword.

Anyone?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 04, 2016, 06:30:55 PM
If nothing is listed I'd assume not.
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 04, 2016, 06:32:36 PM
No. That rule applies to spellcasters only. That said, it's a perfectly reasonable house rule.
Title: Re: Frostgrave - Rules
Post by: Xintao on May 04, 2016, 06:50:36 PM
Do modifiers that boost the Fight stat count for defending against missiles? IE Thug with Strenght Spell has a fight of +4, does he get the +4 vs shooting?
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on May 05, 2016, 08:16:17 AM
No. That rule applies to spellcasters only. That said, it's a perfectly reasonable house rule.

Thanks Joe
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 05, 2016, 06:37:39 PM
Do modifiers that boost the Fight stat count for defending against missiles? IE Thug with Strenght Spell has a fight of +4, does he get the +4 vs shooting?

Yes (we had a wizard that had Fight +9, almost impossible to hit), but I'm thinking of removing all Fight modifers from defending from shooting, other than that on the models profile.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on May 05, 2016, 06:52:43 PM
Yes (we had a wizard that had Fight +9, almost impossible to hit), but I'm thinking of removing all Fight modifers from defending from shooting, other than that on the models profile.

Why would you do that? Shooting is fairly deadly as it is and you want to take away the ability to buff up to defend against it?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 05, 2016, 08:13:12 PM
It just feels "wrong" - taking a potion to make you stronger or waving a magic dagger around shouldn't make you harder to hit (in my view, YMMV).
If there were magic items/potions specifically for avoiding fire, say "Shining Sword" or "Potion of Agililty" that were like "this model is +X Fight vs shooting only" I'd be fine with them.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on May 05, 2016, 08:29:02 PM
It just feels "wrong" - taking a potion to make you stronger or waving a magic dagger around shouldn't make you harder to hit (in my view, YMMV).
If there were magic items/potions specifically for avoiding fire, say "Shining Sword" or "Potion of Agililty" that were like "this model is +X Fight vs shooting only" I'd be fine with them.

I agree to a point but in the spirit of simplicity there is no "Dex" or "Agility" stat it's all combined into the general "fight" stat which I see as the whole package. So a spell that gives +2 Fight isn't just making a person stronger it's making him faster tougher and more agile as well. Having two weapons is the only case where I see the +1 Fight not effecting a shooting attack but again in the spirit of simplicity it's just easier to leave it as is.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 05, 2016, 08:34:05 PM
Which is why I'm adding it as a house rule, and not expressing a desire that it's changed in official rules.
We've already added house rules to the game, so another isn't a problem.
Title: Re: Frostgrave - Rules
Post by: DegenerateElite on May 06, 2016, 09:44:44 AM
I think if I were houseruling it, I would make Shoot apply for both shooting attacks and dodging incoming shooting.

Fight is Strength.  Shoot is Dexterity.


That would encourage spending points on Shoot upgrades for the Wiz and Apprentice. 
Title: Re: Frostgrave - Rules
Post by: Timeshadow on May 06, 2016, 02:31:52 PM
I think if I were houseruling it, I would make Shoot apply for both shooting attacks and dodging incoming shooting.

Fight is Strength.  Shoot is Dexterity.


That would encourage spending points on Shoot upgrades for the Wiz and Apprentice. 

The only danger I see doing that is the eventual "defensive" shoot buff turning shooters into killing machines. but I like the idea.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 06, 2016, 07:13:03 PM
The only danger I see doing that is the eventual "defensive" shoot buff turning shooters into killing machines.
That would be my worry to - high Shoot models in hard to get to places would get that much better if they had their own Shoot added to their roll when fired on - at least with it being based on Fight they're more vulnerable (as they mainly have a low Fight score). 
Title: Re: Frostgrave - Rules
Post by: DegenerateElite on May 06, 2016, 07:15:13 PM
The game is balanced around incorporating the Fight stat into shooting, so you would have to port the base Fight stat over to the Shoot stat just as a defensive value.  Maybe list it as a split stat with first number being bonus to shooting and second as defense bonus.  Some base Fight stats are modified for two weapons already though, so that would probably need to be dropped.

It really wouldn't be confusing as no figure could "fake" a range attack without having the proper weapons.

This would allow the figures to keep their basic defensive values, and prevent spells, potions, and gear that boost Fight from being overpowered.  There are plenty of other potions and stuff that are designed to affect shooting on their own.

This obviously prevents soldiers from getting lots of weird shooting defense bonuses and encouages Wizards to invest a bit more in Shoot for defense.

Sorry to derail a bit here.....
Title: Re: Frostgrave - Rules
Post by: Pope1777 on May 08, 2016, 11:35:42 AM
I have a question regarding Campaign play.

What happens to XP gained in a game (from treasure etc) if the Wizard is killed as a result of a roll on the survival table? Is xp added (and levelled) before this roll, or (as I think) discounted and not applied?

I would not have thought that the xp goes to the apprentice who is going to get that big promotion?

Cheers.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on May 09, 2016, 02:39:31 AM
I have a question regarding Campaign play.

What happens to XP gained in a game (from treasure etc) if the Wizard is killed as a result of a roll on the survival table? Is xp added (and levelled) before this roll, or (as I think) discounted and not applied?

I would not have thought that the xp goes to the apprentice who is going to get that big promotion?

Cheers.

You choose the order of operations after battle so add your xp then do the rolls :-)

Regardless I would let the poor apprentice have his xp since he will really need it.
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 09, 2016, 09:57:20 AM
Sure, let the apprentice have them.
Title: Re: Frostgrave - Rules
Post by: Plus Four on May 09, 2016, 10:36:53 PM
This came up in our game on Friday and I'm not sure if we dealt with it correctly!

Opponents Thug moves to a treasure and then uses his second action to pick it up. My Thug uses both actions to move into contact with them. No combat takes place.

The following turn opponents wizard successfully casts Invisibility on Thug to render him and the treasure invisible.

Although the errata states that Invisibility is cancelled as soon as the model enters combat, we ruled that my Thug cannot attack his invisible opponent but also neither model can disengage as they're both still locked in combat.

Can anyone clarify what we should have done?
Title: Re: Frostgrave - Rules
Post by: jp1885 on May 10, 2016, 08:32:00 AM
As both figures are in contact, I'd suggest that they are locked in combat, even if the fighting hasn't taken place yet.
Therefore, being in combat, the invisibility spell cannot be cast on your opponent's thug. (That's how I'd play it anyway  :))
Title: Re: Frostgrave - Rules
Post by: Plus Four on May 10, 2016, 02:56:19 PM
That was our dilemma - it says it's cancelled if they ENTER combat (my emphasis) but because they're already IN combat they don't ENTER combat!

this was our RAW interpretation but somehow doesn't feel right
Title: Re: Frostgrave - Rules
Post by: jp1885 on May 10, 2016, 04:36:41 PM
I see what you mean. I think the rule of common sense and consensus applies here - I'd still go for 'no'.
Title: Re: Frostgrave - Rules
Post by: daz on May 10, 2016, 06:10:25 PM
Hi
Can someone shed some light on a few things in the game, Poison Dart, Grenade attack, Bone dart, after the spell is cast and roll for the attack ,do's the player being attacked make a fight roll the same as shooting?.
As it stand a poison dart has a +5 to it's attack , so the attacking player only needs to roll 7 or more to hit to break the armour of 10 for it to have effect, say on your wizard.
So do you roll as it was a shooting attack?.
Darren
 
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 10, 2016, 06:27:48 PM
Yes.
Title: Re: Frostgrave - Rules
Post by: daz on May 10, 2016, 06:46:00 PM
Yes.
Hi
Thanks for the help.
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 11, 2016, 10:41:47 AM
Plus Four, that is a very good question! I've had to think about this one a bit. I believe I'm going to have to errata Invisibility slightly to say 'the spells ends if the invisible figure is In Combat'. Thus you can't really cast it on a figure In Combat as it would end immediately. This also prevents players from using an invisible figure to tie up an enemy figure indefinitely by trapping them in a combat they can't escape.
Title: Re: Frostgrave - Rules
Post by: Plus Four on May 11, 2016, 04:53:11 PM
Thanks Joe!

I think we'll play this way going forward!
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 11, 2016, 07:08:38 PM
Hi
Thanks for the help.

I need to clarify my answer.  You don't roll it as a shooting attack (unless it specifically says so) so no cover modifiers or Shoot bonuses etc, but it is rolled in the same way - your wizard rolls their D20 attack plus the bonus from the spell, the target rolls their D20 and adds their Fight.
Title: Re: Frostgrave - Rules
Post by: DegenerateElite on May 12, 2016, 08:49:13 AM
This also prevents players from using an invisible figure to tie up an enemy figure indefinitely by trapping them in a combat they can't escape.

Those sort of tactics deserve a flogging.
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 13, 2016, 02:16:01 PM
Perhaps true, but better if I can write rules that just insure they don't happen!
Title: Re: Frostgrave - Rules
Post by: Hungraa on May 13, 2016, 02:37:29 PM
Question regarding modifiers:
In general do bonuses stack as long as they are from different sources?
An example would be my Enchanter. If his fight score is 5, he wields a +2 fight HW with a dagger, and he casts Strength and Combat Awareness on himself then he fights at +12. Is this correct? What about a Strength potion? Would that not modify the score further because of the Strength spell?
In the same potion category, would the Fleet Feet spell stack with the Elixer of Speed because they have different names?
Thanks!
Title: Re: Frostgrave - Rules
Post by: MrKnify on May 13, 2016, 04:11:34 PM
Plus Four, that is a very good question! I've had to think about this one a bit. I believe I'm going to have to errata Invisibility slightly to say 'the spells ends if the invisible figure is In Combat'. Thus you can't really cast it on a figure In Combat as it would end immediately. This also prevents players from using an invisible figure to tie up an enemy figure indefinitely by trapping them in a combat they can't escape.

I thought it ended if you preformed an action that was not a move action... you could not be in combat.
Title: Re: Frostgrave - Rules
Post by: ChaosChild on May 13, 2016, 05:43:37 PM
I thought it ended if you preformed an action that was not a move action... you could not be in combat.
You could be in combat, you just couldn't attack (which isn't mandatory anyway).
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 15, 2016, 11:44:01 AM
Hungraa - yes, you could stack all of the modifiers mentioned. Potions are also separate from spells unless the potion description says otherwise.
Title: Re: Frostgrave - Rules
Post by: tys123 on May 20, 2016, 10:00:42 AM
A couple of questions about Bones of the earth.

Are you classed as being in combat when it is cast on you or can you still continue to shoot or cast spells and are just unable to move until it is destroyed.

Also is it a creature that can be attacked by other allies.
So if BOTE is cast on my wizard can he activate the thug next to him at get him to move into contact and attack the bones with a +2 for friend in contact allowing the wizard to move and act normally if it is destroyed.
Title: Re: Frostgrave - Rules
Post by: jp1885 on May 20, 2016, 10:09:26 AM
The way I read the spell is that you're not automatically in combat with the hand, but are simply held in place. Therefore you can cast spells, shoot etc. but not move.

However, seeing as you have to fight the hand to free yourself, I'd allow one of your soldiers to assist, adding a +2 modifier (but perhaps not allow the soldier to attack the hand separately). Obviously your wizard (and soldier if he was helping out) would count as in combat, thus spending an action.
Title: Re: Frostgrave - Rules
Post by: Balim on May 21, 2016, 01:57:08 AM
Hello, my friends and I started playing the game some weeks ago, we have been building terrain so far, and we have played some scenarios. We got a question that I would like to share with you about fights: Can the winner of a fight push his opponent 1" away even if he doesn't do any damage? For example I roll a 11 in the dice with a +0 fight, and my opponent has 11 or 12 armor, so he doesn't receive any damage, but I won the fight anyway.

Thanks  :D
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 21, 2016, 07:44:36 AM
Yes, you only need to win the fight to push.
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on May 23, 2016, 01:24:13 AM
Hello, I'd like to apologize if I make any errors in this post since I am new to forums. I'll get less formal when I am more comfortable.

I have a few questions regarding the rules on the spell Control Construct, and have looked around for an existing answer, so if there is one, I failed to find it.

If I successfully cast Control Construct on a wild construct, and then I move it off of the battlefield, does it therefore join my warband? If so, does this apply to other players' constructs? The reason I ask this is because I had originally thought that when you use a control spell on anything, once the match is over, the spell wears off and it goes back to its original master/status. However, the mini-campaign of Hunt for the Golem, and the Granite Golem of course, has sort of begged a few questions. The text says it is in essence up to the players what to do if the Granite Golem is captured. It said, imprisoning such a creature is an extremely difficult and time-consuming task. Is this implying I must do something or have something established at my base for this, or was it typed for dramatic effect? It also says that if I capture the Granite Golem, I do have the option to "set it against my enemies". So this brings me to my first question, does this mean I can use captured constructs against my enemies? Can I keep the constructs that I steal? And what are the limitations on having the Granite Golem on your team (There has to be).

Thank you,
Devon H

Also, where (if anywhere) on this site can I post ideas for Frostgrave? I have many and would like to share them with other players/Joe if possible, even if they aren't accepted. I also like to discuss other players' takes on the game.
Title: Re: Frostgrave - Rules
Post by: Plus Four on May 23, 2016, 07:05:36 AM
I have a few questions regarding the teleportation discs in The Keep scenario.

1). If a model moves onto a teleportation disc into combat with a model already there do they teleport away?

2). A figure that has has been transported to another disc must be placed so their entire base is within the disc's area. What do you do if there is already a model on the base?

3). Do you move a treasure in order to accommodate a figure that has transported to a disc?
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 23, 2016, 11:45:25 AM
Like Clockwork - Welcome to the forum! Feel free to create a thread in the main area with any ideas you have, or anything (beyond specific rules questions) that you'd like to discuss about Frostgrave.

Your first instinct for the Control Construct spell is correct. It is a temporary effect and goes away with the game is over. A controlled construct will return to its original warband after the game.

The Granite Golem is a unique creature and rules that apply to him shouldn't be taken as rules for anything else. In truth though, there are no rules for the Granite Golem beyond those given in the scenarios and his profile in Hunt for the Golem. The ideas given for what to do with him after the campaign are just that, ideas. It is up to you and your fellow players to come up with how to handle any further games that include it.


Plus Four - 
1) a model only teleports if it 'ends a move' on the disk. So, if he moved onto the disk, Into Combat, the figure would teleport as his move just ended, but the other figure would not as he has not taken a move action.
2) The figure must be placed with as much of his base on the disk as possible, or, if that is impossible as close to the disk as possible.
3) No, just place the figure as best you can following the above rules.
Title: Re: Frostgrave - Rules
Post by: Plus Four on May 23, 2016, 04:17:01 PM
Plus Four - 
1) a model only teleports if it 'ends a move' on the disk. So, if he moved onto the disk, Into Combat, the figure would teleport as his move just ended, but the other figure would not as he has not taken a move action.
2) The figure must be placed with as much of his base on the disk as possible, or, if that is impossible as close to the disk as possible.
3) No, just place the figure as best you can following the above rules.

Thanks Joe
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on May 24, 2016, 08:55:17 AM
Couple of scenario questions:

We are playing the Ghoul King scenario in a couple of weeks and wondered what people were doing about wandering monsters? There is only access to the table once the levers are activated and the doorways opened. It looks like the ghouls popping out of the trapdoors and dropping from the roof are replacing them. Anyone else played this?

In the Bone Wheel the treasures are 8' up (I think) and you cannot climb on the wheel so can they only be removed with Telekinesis (while dodging the Banshees)?

Cheers
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 25, 2016, 10:44:24 AM
Ghoul King - I think the ghouls are probably enough trouble for most people, but if you want more wandering monsters, go for it.

Bone Wheel - The treasures are dangling down with the bodies and can be accessed by those on the ground.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on May 25, 2016, 01:04:24 PM
Ghoul King - I think the ghouls are probably enough trouble for most people, but if you want more wandering monsters, go for it.

Bone Wheel - The treasures are dangling down with the bodies and can be accessed by those on the ground.

We love trouble!

Thanks Joe
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on May 27, 2016, 06:09:06 PM
Constructs cannot carry anything correct? And I cannot give any construct I have a magic item? If so, I'd like to see a feature where you can embed a magic item (or even a potion) into a construct before you animate it, so you'd lose the item, but your construct has a unique ability.

I also just like the idea of a warband of only myself, my apprentice, and constructs, especially if the constructs have strange abilities.

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: ChaosChild on May 27, 2016, 06:39:08 PM
Depends what you mean by "carry anything". They can definitely carry treasure, and they have an item slot like any other soldier. But they can't be given a magic weapon or armour, since they don't have anything to upgrade.
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on May 27, 2016, 08:14:41 PM
So Constructs may carry treasure, thank you.

I understand I cannot give them weapons or armor, but can I give them magic items? For instance, can I give my medium construct Boots of Speed to give it +1 move?
Title: Re: Frostgrave - Rules
Post by: Randell on May 28, 2016, 11:22:41 AM
Couple of questions have cropped up in our games;

Mind control and wraiths.  In the haunted houses scenario one of my opponents controlled a wraith.  Can a wraith harm a wraith?  We ruled no.  We also ruled that immaterial meant they could travel through walls, but couldn't see through them.

Elemental Hammer. We ruled that the whole damage including the +5 could harm the wraiths as the whole weapon must be magical for that one hit.   Then I read on here that Joe had ruled only the +5 damaged creatures immune to non-magical weapons.  I thought that was inconsistent with how the spell would work and say grenade, which imbues a stone with magic, in that case only the +3 attack would damage wraiths etc.

Cover in melee - I can't see that anybody has asked this.  Cuurently we rule you have to get into base to base contact.  How do people treat attempted melee over walls and through windows etc?  I'm considering allowing hard cover but also either party could just walk away next activation, I. E. They are not held in combat.
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 28, 2016, 05:25:21 PM
Randell,

No a wraith can't harm a wraith. Just a lot of immerterial pushing and shoving. Correct, moving through walls doesn't mean they can see through them.

Elemental Hammer. I don't see it as inconsistent, the weapon carries a magical charge which can hurt the wraith, but the weapon itself is still mundane. Still, it doesn't make a great difference in the grand scheme of things, if your group prefers to play it the other way, go for it.

There is no cover in melee. Any obstacle is likely to be just as difficult for you as it is your enemy. Players will have to decide for themselves if a given piece of terrain is large enough that it prevents melee.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 28, 2016, 05:27:14 PM
Cover in melee - I can't see that anybody has asked this.  Cuurently we rule you have to get into base to base contact.  How do people treat attempted melee over walls and through windows etc?  I'm considering allowing hard cover but also either party could just walk away next activation, I. E. They are not held in combat.
We've played it as no cover, and the models are locked just as if they were in the open.  Most of our walls are quite thin (less than a 1" wide), so as a rule of thumb we play that if the cover is wider than a base and/or higher than either model you can't engage in combat, but if you can it's fought as normal.
In real life the fighters would be moving around.


[Edit - typed while Joe was answering.]
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on May 29, 2016, 08:55:11 PM
Thaw of the Lich Lord: The Horn of Hellfire - does this need to be given to a Wizard or their Apprentice, or can this be given to any model as long as it has the inventory space?
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on May 30, 2016, 05:34:02 AM
And adding on to that question ^ can constructs use that as well? As well as the Drinking Horn of Healing? There is nothing to suggest they can't, however it seems strange for a construct to be able to drink magical water and be healed, as constructs don't have any real form of healing (yet (<3)).

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: Randell on May 30, 2016, 09:01:28 PM
Thanks Joe and Darkson71.  Very handy having the author so available!!
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on May 31, 2016, 01:25:32 AM
If an animated construct falls in battle, can I roll to see if it survives like a soldier?

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on May 31, 2016, 05:59:08 AM
Apologies for the amount of questions, I am tired and my thoughts tend to escape me so I try to apply them quickly.

If I write a scroll of Write Scroll, can I use that scroll in the middle of a match? Example: Before game I successfully cast Write Scroll, and create a scroll of Write Scroll. I start a game, then decide I want a scroll of (spell I know). I then use the scroll of Write Scroll to write a scroll of whatever.

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 31, 2016, 10:49:23 AM
A few quick answers - 

Write Scroll can only be used Out of Game, even when used from a scroll.

Roll survival for Constructs just like you would any other soldier.

Anyone who can carry an item can use the Horn of Hellfire.
Title: Re: Frostgrave - Rules
Post by: punkrabbitt on June 02, 2016, 03:48:02 AM
Does the spell "Scatter Shot" require line of sight to a given potential target?
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 02, 2016, 08:13:12 AM
Yes. Attacks from scattershot are shooting attacks, which require line of site and are affected by cover.
Title: Re: Frostgrave - Rules
Post by: RedSquig on June 03, 2016, 10:21:00 AM
Hi!

Can i cast the spell revenant in the same game that i looted it and a soldier died.

The example, i check for the soldier injures, he died.
Rolling for the treasure i got the grimorie and i learn it.
Can i roll for the soldier?
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on June 03, 2016, 03:09:06 PM
If I have a pack mule in my warband, and I use Mind Control on an enemy figure, can I make that figure (assuming I sustain control long enough and it doesn't will itself out of my control) give my pack mule any item that they have?
That would be a way for me to steal equipment from another player.

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: Azzabat on June 03, 2016, 03:10:00 PM
Oooo, Sneaky. (I like it!)
Title: Re: Frostgrave - Rules
Post by: gary42 on June 03, 2016, 03:49:41 PM
Regardless of official ruling, I would sooo house rule that!:)
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on June 03, 2016, 03:59:43 PM
I've been trying to find any way I can permanently steal anything, such as a construct (wild or another players), soldier, item, ANYTHING. My enchanter is a thief at heart. But I understand if Joe has been purposefully avoiding granting players the ability to permanently steal things from other players, as it might ruin some aspects of the game. So I'll keep coming up with ways to steal, so that either Joe can fix it, or I'll finally have a way to take that which is mine.

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on June 03, 2016, 04:45:13 PM
IIRC Mind Controlled minis still count as being enemy models for the purposes as actions.

I'm the guy who asked earlier in this thread if I could cast leap on a Mind Controlled model as they were a temporary ally.

...

To make the model leap 10'' into the air and then take 10'' worth of fall damage. :D
Title: Re: Frostgrave - Rules
Post by: Plus Four on June 03, 2016, 10:07:24 PM
To make the model leap 10'' into the air and then take 10'' worth of fall damage. :D

It's already been confirmed that you cannot do this!
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on June 05, 2016, 08:38:48 PM
Following up my question about if I can use Mind Control and Pack Mules to steal items, through thorough analysis of the rules itself, even if I can, there is a slight miscalculation on my part. Figures can't just GIVE Pack Mules items, that is a unique action that Pack Mules can do. However, figures can EXCHANGE items with Pack Mules. So as long as I have a crap item that I don't want, a Pack Mule, and Mind Control, I can force an item trade between me and a player. I am still asking if this can work, as I might of missed something, or Joe might want to change that.

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: punkrabbitt on June 06, 2016, 07:29:54 AM
Can the spell "Push" be used to move a "Fog" spell?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on June 07, 2016, 02:40:39 AM
Can the spell "Push" be used to move a "Fog" spell?

I would say no as it is not a valid target figure. (But it's a good idea.... maby telekinesis but again not a valid target.)
Title: Re: Frostgrave - Rules
Post by: ScREaM on June 07, 2016, 12:18:22 PM
A question about Apothecaries:

Errata says:
Quote
If an apothecary is in base contact with a figure, it may use one action to use its healing potion on that figure. Apothecaries may carrying 1 item in addition to their free healing potion.

If this additional item is a potion too, can an apothecary use one action to use this other potion on a figure (not in the same turn off course) ? Or the "use a potion on a figure" is only for  healing potion ?
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on June 07, 2016, 04:57:13 PM
Perhaps they're not as well versed in other types of potions?  ::)
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on June 07, 2016, 11:04:13 PM
I ah ... can I cast Revenant on a dead Rangifer (via Book of the Rangifer)?

Rangifers cannot be in a warband alongside Undead, but what if they themselves are undead?

Do they somehow commit suicide or are magically protected from necromancy spells, or does Revenant spell overrule that?

---

'Nother question. Can you give a Captain from Sellsword two of the same weapon - i.e. two hand weapons or daggers, or must a two weapon combo be hand weapon + dagger/ shield?

Normally you don't get to choose you see. I ask, as I may have two enchanted hand weapons in my kitty right now. ;)
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 08, 2016, 02:48:04 PM
Yes, you can give a captain two of the same weapon, but he can only use one at a time. Bonuses do not stack.

I suppose you could have an undead Rangifer...

Apothecaries can only share their healing potion. 

Push cannot push Fog, it needs a solid target.

You cannot use Mind Control to steal items. In any way.
Title: Re: Frostgrave - Rules
Post by: ScREaM on June 08, 2016, 03:04:29 PM
Apothecaries can only share their healing potion. 

Thanks for your reply Joe :)
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on June 09, 2016, 05:53:12 AM
I suppose you could have an undead Rangifer...

But it explicitly says that if you ever have any undead as a part of your war band, they immediately leave. So I feel like it would contradict itself. I definitely like the idea, I am just trying to be a stubborn smart alec about it, cus somebody has to lol. But if that is how you say it could be Joe, I won't argue lol. I think the idea of an undead Rangifer is quite awesome.


Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on June 09, 2016, 08:35:52 AM
But it explicitly says that if you ever have any undead as a part of your war band, they immediately leave. So I feel like it would contradict itself. I definitely like the idea, I am just trying to be a stubborn smart alec about it, cus somebody has to lol. But if that is how you say it could be Joe, I won't argue lol. I think the idea of an undead Rangifer is quite awesome.


Thank you,
Like Clockwork

Yep - that's stubborn smart alec alright...
Unless we want to get into a discussion about the metaphysical mindset of the undead I would rule he can join. Sometimes you just have to decide what you want form this game and them play it...
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on June 09, 2016, 10:01:51 AM
Also, I assume that Revenant can only be used on living models which have just died, rather than undead models which have just "died"? :)

I am in no way planning to kill off my whole warband and raise them as undead. Nope. Never.
Title: Re: Frostgrave - Rules
Post by: gary42 on June 09, 2016, 03:15:36 PM
Maybe once the Ranger is undead it will no longer be in a war band with the living!
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on June 10, 2016, 08:14:07 AM
Maybe once the Ranger is undead it will no longer be in a war band with the living!

I like that!
Title: Re: Frostgrave - Rules
Post by: Pijlie on June 10, 2016, 02:54:30 PM
All this is very illustrative of the lurking madness glaring at you when you choose to play a game RAW.... o_o
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on June 10, 2016, 08:15:40 PM
I would just like to apologize for stretching out the Undead Rangifer thing, I just remember reading the rules and dismissing it as not applicable. I am not trying to be stubborn or anything.

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 11, 2016, 07:53:50 AM
Apply 'The Rule of Cool'.

It would be cool to have an undead Rangifer in my warband. Is this going to give me an unfair advantage? No. Then do it.
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on June 11, 2016, 10:14:23 PM
Apply 'The Rule of Cool'.

It would be cool to have an undead Rangifer in my warband. Is this going to give me an unfair advantage? No. Then do it.

Agreed


Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: punkrabbitt on June 12, 2016, 01:02:48 AM
When Spell Eater is successfully cast to remove an in play spell, which Spellcaster actually takes the wound?
Is it the Spellcaster who's just cast "Spell Eater"? Or is the the Spellcaster who originally cast the spell that is being dispelled?

From the description ...  it could be read either way. the spell description

"This spell cancels the effects of any 1 spell currently in play, and the Spellcaster immediately takes 1 point of damage. It cannot unsummon a creature, but it can cancel the control of a creature.
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on June 12, 2016, 01:09:40 AM
And bouncing off of that ^ What exactly is the difference between Dispel and Spell Eater? They seem to do exactly the same thing, same target number, both involve Line of Sight, except Spell Eater also deals damage.

Thank you,
Like Clockwork
Title: Re: Frostgrave - Rules
Post by: Timeshadow on June 12, 2016, 02:00:09 AM
And bouncing off of that ^ What exactly is the difference between Dispel and Spell Eater? They seem to do exactly the same thing, same target number, both involve Line of Sight, except Spell Eater also deals damage.

Thank you,
Like Clockwork

The only difference is the school of magic and that spelleater damages the caster.
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 12, 2016, 08:05:04 AM
The caster of Spelleater takes the damage. Necromancy can get rid of spells, but it is painful. Still, that's generally better than trying to use Dispell which would be -6.
Title: Re: Frostgrave - Rules
Post by: markdienekes on June 16, 2016, 04:53:51 PM
For the summoning circle, to bind the demon one must also do the will test for the demon as standard, or does simply casting it succeed? Also, if my summoner casts its successfully but fails to bind it, can the apprentice try to bind it?
Title: Re: Frostgrave - Rules
Post by: RedSquig on June 17, 2016, 07:52:14 AM
Summon Monster

[...] The Demon is treated as though it is already subject to a Bind Demon spell [...]

So you dont need to cast bind demon when using a summoning circle
Title: Re: Frostgrave - Rules
Post by: ScREaM on June 17, 2016, 09:02:11 AM
Summon Monster

[...] The Demon is treated as though it is already subject to a Bind Demon spell [...]

So you dont need to cast bind demon when using a summoning circle

That's not what rule say for the Summoning Circle:

Quote
A summoning circle allows the wizard to cast Summon Demon spells Out of Game. In such a case, the wizard may attempt to cast Summon Demon,
followed by Bind Demon. If both spells are successful, the demon joins the wizard’s warband for the next game only. This demon does not count
towards the warband’s maximum size. The wizard may not cast Bind Demon while this demon is in play.

Imho, only wizard is involved in summoning Demons Out of Game with a Summoning Circle, if he succeeds in Summon Demon Spell but fails the Bind Demon spell, Apprentice can not try to bind this demon. Rule only talks about Wizard, not Spellcaster.
Title: Re: Frostgrave - Rules
Post by: RedSquig on June 17, 2016, 10:20:22 AM
That's not what rule say for the Summoning Circle:

Ups, my bad! apologies
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 17, 2016, 10:35:48 AM
The demon gets a Will roll to resist Bind Demon as normal.
Title: Re: Frostgrave - Rules
Post by: ScREaM on June 17, 2016, 10:38:14 AM
The demon gets a Will roll to resist Bind Demon as normal.

Thanks for this very interesting point!


@RedSquig: no problem :)
Title: Re: Frostgrave - Rules
Post by: markdienekes on June 18, 2016, 01:32:06 PM
Thanks for the clarification!
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on July 02, 2016, 12:26:04 AM
If I have both the Amulet of the Ghoul King and the Book of Bones, can I have a (single) Zombie, a (single) Skeleton, AND a (single) Ghoul?

It isn't quite clear, but from the wording it makes it sound like you could (given you have both items) have ONE of each.


Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 02, 2016, 08:12:25 AM
No. You are still limited to one, they just give you options on what the one would be.
Title: Re: Frostgrave - Rules
Post by: ChaosChild on July 02, 2016, 06:05:08 PM
If I have both the Amulet of the Ghoul King and the Book of Bones, can I have a (single) Zombie, a (single) Skeleton, AND a (single) Ghoul?

It isn't quite clear, but from the wording it makes it sound like you could (given you have both items) have ONE of each.


Thank you,
LC
No. The Amulet lets you summon a ghoul INSTEAD of a zombie. The Book of Bones allows you to raise a skeleton OR an armoured skeleton INSTEAD of a zombie. So having both items gives you a lot of choice, but not any more quantity.
Title: Re: Frostgrave - Rules
Post by: zellak on July 03, 2016, 06:28:26 PM
Bones of the Earth

Does the combat with the skeleton hand work like a normal fight ?

ie.... say the skeletal hand gets a 20 and the ensorcelled target   ( say a wardog ) rolls a 1

Is the dog dead ?

Following on from this... if the wardog had 4 Bones of the earth cast on him, would the skeletal hands count bonuses for allies in the fight ?
Title: Re: Frostgrave - Rules
Post by: Dranask on July 04, 2016, 01:56:34 PM
Adding to Zellack's comments

Does the bones of Earth have an armour value, I've assumed not.
Title: Re: Frostgrave - Rules
Post by: nvrsaynvr on July 04, 2016, 09:45:15 PM
I had the same problem with Example 5 page 37 that spree had many months ago - C1 is not a "friendly figure" and therefore does not provide support according to the rule as written.  But there is another problem with the example.  It says "the only situation" that support modifies the attack is when A1 or A2 attacks B1.  But surely it also applies if B1 attacks A1 or A2?

I would suggest changing the first sentence of the support rule to be:
Every figure also in combat with the opponent and not in combat...
And tossing in a: (and vice versa) into Example 5.
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 05, 2016, 02:12:55 PM
Bones of the Earth can damage an opponent. (The Dog is Dead) It does not have any armour, so simply winning the fight, with any result will destroy it.

Multiple Bones of the Earth do not support one another. They are not creatures, they are spell effects. They never offer support in any circumstances.

Nvsaynvr - the enemy of my enemy (so long as he's not attacking me) is my friend. So, an uncontrolled creature that is attacking the same figure as you counts as a supporting figure. You are, however, correct. It would apply if B1 attacks A1 or A2. Supporting figures are worked out exactly the same way no matter which side is the attacker in combat.
Title: Re: Frostgrave - Rules
Post by: Dranask on July 07, 2016, 11:41:42 AM
Nvsaynvr - the enemy of my enemy (so long as he's not attacking me) is my friend. So, an uncontrolled creature that is attacking the same figure as you counts as a supporting figure. You are, however, correct. It would apply if B1 attacks A1 or A2. Supporting figures are worked out exactly the same way no matter which side is the attacker in combat.

So I assume you get that support if the attacked figure is also in contact with a third player.
Title: Re: Frostgrave - Rules
Post by: zazq on July 08, 2016, 03:05:47 AM
alright, i just read 78 pages of QA and 6 pages of errata, and my question is about THAT ONE SPELL.

As of right now, can i Leap to the top of a 6" building that is 5" away from me?  The hypotenuse is 7.8, but the most recent joe post indicated that you go to the wall and then up, which would result in 11".   



Title: Re: Frostgrave - Rules
Post by: Timeshadow on July 08, 2016, 04:25:43 AM
alright, i just read 78 pages of QA and 6 pages of errata, and my question is about THAT ONE SPELL.

As of right now, can i Leap to the top of a 6" building that is 5" away from me?  The hypotenuse is 7.8, but the most recent joe post indicated that you go to the wall and then up, which would result in 11".   





Hi and welcome.
You measure actual distance (ie through the air/the hypotenuse).
Title: Re: Frostgrave - Rules
Post by: zazq on July 08, 2016, 04:50:47 AM
and the falling stuff indicates that i can totally end a leap in the air.
Wall spells can float in the air and are climbable, and you can end your movement mid climb. 

So can i leap up and hang on to the side of a floating wall, and rain death down upon mine enemies?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on July 08, 2016, 05:28:00 AM
and the falling stuff indicates that i can totally end a leap in the air.
Wall spells can float in the air and are climbable, and you can end your movement mid climb.  

So can i leap up and hang on to the side of a floating wall, and rain death down upon mine enemies?

I don't know about floating walls. As far as I know they need to be on a surface of some kind or at least parts of them do.
Also though it's not stated if you are half way up a wall I'd personally rule that you couldn't shoot. You kind of need both hands to climb.
I'd ask Joe just to be safe.
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 08, 2016, 09:18:52 AM
Walls don't float. They need to be on a surface. Fog can float.

As for clinging on to a wall and shooting. I'm going to leave that judgement to the players on the scene. Terrain is too diverse for me to make sweeping statements about what you can and cannot do on a specific piece. That said, if you are truly clinging on to a sheer wall, I would say no.

Dranask - yes.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on July 08, 2016, 11:12:37 AM
As for clinging on to a wall and shooting. I'm going to leave that judgement to the players on the scene. Terrain is too diverse for me to make sweeping statements about what you can and cannot do on a specific piece. That said, if you are truly clinging on to a sheer wall, I would say no.

Because a lot of our terrain is very mixed (old Mordheim cardboard, GW 40k plastics, plaster-built, Maulifaux) we've always played that you can shoot from any surface unless specified before the game, because of the "crumbling" description in the rules.

Has lead to some interesting dilemmas, such as "should I spend the second action to continue to climb and get behind that upper wall, or take the shot from here now and be exposed to returning fire".
Title: Re: Frostgrave - Rules
Post by: peterstiles on July 09, 2016, 01:20:18 PM
Breeding Pits suggest a ceiling height of 10" for dungeons. Whilst in caverns that sounds  reasonable,  for classic 2" wide dungeon corridors that sounds rather strange?
Title: Re: Frostgrave - Rules
Post by: Skrapwelder on July 09, 2016, 06:46:01 PM
This may have been asked before but I can't find any reference:

Spells cannot be improved to a casting number less than 5. Is this the base casting number or the Wizard's personal casting number? Would a Wizard be able to reduce an Opposed or Neuatral school's spell casting number to the point where he was paying no penalty?
Title: Re: Frostgrave - Rules
Post by: punkrabbitt on July 09, 2016, 11:01:20 PM
Breeding Pits suggest a ceiling height of 10" for dungeons. Whilst in caverns that sounds  reasonable,  for classic 2" wide dungeon corridors that sounds rather strange?

I would assume this is for determining fall damage as opposed to actual scenery building... fully interior boards are frequently 2D maps, with walls etc shown as black spaces on the map.
Title: Re: Frostgrave - Rules
Post by: zazq on July 10, 2016, 12:35:36 AM
This may have been asked before but I can't find any reference:

Spells cannot be improved to a casting number less than 5. Is this the base casting number or the Wizard's personal casting number? Would a Wizard be able to reduce an Opposed or Neuatral school's spell casting number to the point where he was paying no penalty?

Upon leveling up, a wizard may improve a known spell, by lowering the casting number by 1.  (p73)

For starting wizards, the casting number will be the same as the base casting number listed in the spell's description plus the penalty if a spell is from outside the wizard's school.  (p27)

So yes, any wizard can drop any spell down to casting number 5 if they use enough levels on it.
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on July 12, 2016, 10:19:51 AM
I don't have the rules to hand, but even then something which has caused confusions in game.

Supporting figures in combat.

Three models are fighting, 2 allies/ 1 enemy. Each side makes one attack, the allied model having a support bonus.

A third allied model joins the combat after the initial dice rolls. Does this receive the bonus for supporting models, or does it make just a regular attack?

We've played it as no, but could this be clarified?
Title: Re: Frostgrave - Rules
Post by: jp1885 on July 12, 2016, 10:23:08 AM
I'd say the third model receives the bonus.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on July 12, 2016, 03:27:52 PM
Yes, the 3rd ally gets a bonus (of +4).
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on July 12, 2016, 11:15:40 PM
The saga of dumb questions continue...

A allied Undead Rangifer via Book of the Rangifer + reverent spell.

...Yup, beating that bush again.

Does that count as a Rangifer in the Run of the Rangifer scenario for the purposes of Wraiths? I rule no.

...

As a side note we'd killed or push off the table all the Rangifers before the Wraith actually turned up, which was why it was an issue. (...Like conservationists culling badgers to keep the rest of the population up. Yeah, we're the good guys here).
Title: Re: Frostgrave - Rules
Post by: jp1885 on July 13, 2016, 08:23:17 AM
An undead Rangifer would be unable to (un)live with itself and would spontaneously combust. +5 shooting attack against anyone within a 2" radius  ;D
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on July 13, 2016, 01:19:32 PM
An undead Rangifer would be unable to (un)live with itself and would spontaneously combust. +5 shooting attack against anyone within a 2" radius  ;D

This reminds me of the designer's comment on the question of whether a Mordheim figure could take two spears and attack first twice:  "Sure it's legal, but I'd punch anyone who tried."
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on July 14, 2016, 01:44:53 AM
An undead Rangifer would be unable to (un)live with itself and would spontaneously combust. +5 shooting attack against anyone within a 2" radius  ;D

It's already been confirmed that you can have an undead rangifer actually, simply because that is an awesome idea, and doesn't create any form of unfair advantage.

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Plus Four on July 14, 2016, 03:53:14 PM
However, I believe you might have missed the point - just because you can do a thing doesn't mean you should do the thing!!
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on July 14, 2016, 04:16:10 PM
Which I suppose would be the stance as to whether the Undead Rangifer counts as a Rangifer for the Rangifer hating undead. ;)
Title: Re: Frostgrave - Rules
Post by: zazq on July 14, 2016, 09:35:03 PM
Rangifers have Hate Undead, which gives them +1 Fight and magical attacks vs undead creatures. 

The Revenant spell works everything not an undead, construct or demon, and so it could target a recently deceased Rangifer.  The only things that change are the soldier's will and that it gains the undead keyword. 

So an undead rangifer would still hate undead, and other rangifers would hate it at well as other undead.  If it somehow managed to attack its self, it would get +1 fight and magical attacks to hit its self. 
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on July 14, 2016, 11:50:43 PM
Undead Rangifers were discussed a few pages ago, and approved. My question was in reference to their use in that particular scenario, and was a dumb one at that. :P
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on July 15, 2016, 05:46:29 AM
Undead Rangifers were discussed a few pages ago, and approved. My question was in reference to their use in that particular scenario, and was a dumb one at that. :P

I was just reiterating for you. I don't have the Lich Lord book on me at the moment, so I can't verify it for you.

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: gary42 on July 15, 2016, 06:47:22 AM
Dudes...  I think we're into "Your game... Your rules territory.
Title: Re: Frostgrave - Rules
Post by: Flawless on July 17, 2016, 10:01:34 AM
Hey guys,

sorry if this question was already asked, but i couldn't find the right answer through the search-function.

Can you take a treasure off the board via the telekinesis spell? And if so does it count as claimed? Because the spell says you can only move unclaimed treasures with the spell i think that this shouldn't work or the treasure is then lost if you could move it off the board? I would like to have an official clarification on this if possible.

Thanks in advance  :)
Title: Re: Frostgrave - Rules
Post by: tyrionhalfman on July 17, 2016, 03:20:03 PM
My understanding is that only treasure carried off the board by a member of your warband has been won by your warband, but I guess you could send it off the board to deny your opponent from claiming it
Title: Re: Frostgrave - Rules
Post by: Roger on July 17, 2016, 05:26:32 PM
The telekenesis spell only moves the treasure 6" and LOS , you could move it towards the edge but someone would have to use an action to pick it up and take it off the board, as off the board isnt in line of sight  :)

Roger
Title: Re: Frostgrave - Rules
Post by: zazq on July 18, 2016, 12:32:31 AM
while i don't think you can telekinesis a treasure off the edge of the board, i don't think its due to line of sight.
Line of sight is required for targeting the spell, such as with Leap.  You don't need line of sight to the destination of the leap, just to the initial target.
So you could telekinesis a treasure you can see to a location you can't see.


Even if you can move it off the board, you wouldn't win the treasure at the end of the game.  That requires a soldier to carry if off.

edit: nope wrong on all accounts.  Telekinesis specifically says you must maintain line of sight the whole time.  Roger's Rule of Telekinesis stands.
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 18, 2016, 02:22:07 PM
You have to carry treasure off to claim it. Telekinesis can take it right up to the edge, but not off.
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on July 18, 2016, 02:46:02 PM
Throwing treasure away into the unknown is unpredictable. The treasure falls into an unseen gully. Loot Goblins run up and steal it, etc.

By the same note, soldiers whom I leap off the table (Bridgekeeper from the Holy Grail style) tend to come back a few coins short, and with extra bruises. They however know how to roll when they take a fall. :)
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 19, 2016, 03:35:39 PM
It is worth remember that, in most cases, the edge of the table is a abstract concept - it is the line at which we say a figure 'makes good his escape', it is not a line that magically teleports people or objects back to base. (well, at least not usually...this is Frostgrave after all). 
Title: Re: Frostgrave - Rules
Post by: Skrapwelder on July 21, 2016, 01:01:14 AM
I know that there is a limit on the number of subjects that you can control with a Control spell like Control Animal, Mind Control and the three Undead control spells.

Is there a limit of how many of the different things a Wizard could control at any one time if they had all the various control spells. Example: Could a wizard control an enemy soldier, an animal, a Demon, and an Undead all at the same time?
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on July 21, 2016, 08:56:13 AM
As written you can have multiple spells in action at once. The only examples against this are where individual spells say they can't be used again whilst they themselves are still in play, without overriding the original effects.

IIRC there's no separate section of the book which states the maximum number of controlled enemy models at once (similarly there's no section which reads you can't have a wall spell and a fog spell in play at the same time).
Title: Re: Frostgrave - Rules
Post by: zazq on July 22, 2016, 07:27:07 PM
By the rules it seems to be that each caster (so both your wizard and your apprentice), if they have the approprate spells, can each have:
one summoned or bound demon, one controlled animal, one controlled construct, one controlled undead, one mind controlled anything.


Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on July 23, 2016, 10:18:35 PM
If Dark Alchemy replaces the rules on potions, does this mean Demon-In-A-Bottle does not exist anymore? It does not exist on the Potion table in Dark Alchemy, and it makes sense that it should no longer be able to be brewed, but does that mean it as an item is no longer existing in the game?

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Timeshadow on July 24, 2016, 02:08:58 AM
The simple solution is no more can be made or found. Any still in anyone's inventory are irreplaceable. This only becomes a problem if someone had stockpiled them. 3-5 should be no problem. After that I'd just have them become the sell price in gold.
Title: Re: Frostgrave - Rules
Post by: Azzabat on July 24, 2016, 02:46:06 AM
Dang! I'd built an entire strategy and Wizards experience around brewing Deamon in a Bottle.
Oh well, time to try another one.
Title: Re: Frostgrave - Rules
Post by: Philhelm on July 26, 2016, 06:22:51 AM
A question about "New Treasure" from the Thaw of the Lich Lord and Into the Breeding Pits; the treasure table states the following (from TotLL):

Quote
After playing a Thaw of the Lich Lord scenario, a player that has acquired treasure may exchange one roll on the regular treasure table for a roll on the Lich Lord treasure table below. Players may only make one roll on this table after each game, unless otherwise stated by a specific scenario.

I can only roll on the table once, if a TotLL scenario was played.  However, may I still purchase the items that have a purchase price?  If so, do I need to play a TotLL scenario to do so, or are the items always available for purchase?
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 26, 2016, 11:03:58 AM
Not officially. You can buy them any time.
Title: Re: Frostgrave - Rules
Post by: zazq on July 26, 2016, 05:24:46 PM
so this came up about Demon in a Bottle and other summoning things actions.  Do they get to act this turn?

1) wizard uses Summon Demon and makes an imp, which appears 1" from him.  Can he use group activation (which triggered earlier in the round) to now move the demon?
1.1) or can the demon sit there until the soldier phase and then act?

2) soldier is group activated the wizard phase, and pops a demon in a bottle, does it get to act right then?
2.1) or does it wait until soldier phase to act?

3) soldier activates in soldier phase and pops a demon, does it get to act in that soldier phase?

So what happened was that my wizard group activated and moved towards the enemy wizard, whom was 10" away.  I moved 6", then tried and failed to shove a bone dart into his face.  A thug along for the ride moved 6" forward as well, and popped his bottled demon.  Then in the soldier phase the demon ran up and ate the enemy wizard and my opponent got pissy about it.
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on July 26, 2016, 05:48:20 PM
Group activation is for models that are within 3" at the start of the turn - the demon isn't on the board yet, so wouldn't fit that description. During the soldier phase, however, the demon can be activated: after all, that's when you can activate all the people which you haven't activated yet.

I guess you could alternatively create a demon in the wizard phase, then activate him in the apprentice phase via group activation.
Title: Re: Frostgrave - Rules
Post by: zazq on July 26, 2016, 06:47:46 PM
but what about #3?  can a demon be spawned in the soldier phase and still act in that soldier phase?
Title: Re: Frostgrave - Rules
Post by: Plus Four on July 26, 2016, 07:27:45 PM
Yes - the demon is able to activate during the soldier phase.
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 27, 2016, 07:51:13 AM
Yes, only number 3 is viable.
Title: Re: Frostgrave - Rules
Post by: R0nin078 on July 28, 2016, 08:55:42 AM
Hello Everyone!!!!

First of all, I would like to say: Congratulations Joe!!! I´m a big fan of the game. Thanks to Frostgrave I return to play miniature games. So Thanks!

Second. I have a few questions:

Into the breeding pits: When a Wizard start to turns into a Beastcrafter, the cost for hire soldiers increase, but in the description of the gnolls you say that the beastcrafter can hire gnolls.
If the beastcrafter hires gnolls, he must pay the increise or not?


Thaw of the Lich lord & Dark Alchemy.

I would like to confirm if the only to soldier that can exchange items are the Apothecary and the pack mule.

Thanks again and sorry for my poor english
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on July 28, 2016, 12:07:27 PM
Pretty sure the mention of Beastcrafters in the Gnoll description is just thematic, and has no impact on game mechanics. Gnolls count as normal soldiers for all intents and purposes, and can be used as alternative soldier figures in all warbands as per the normal rules - which includes the increased price when hired by a Beastcrafter.

Apothecaries and pack mules can give items during a game, but all figures (aside from the captain, who keeps his stuff) can exchange items between games.
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 28, 2016, 12:28:34 PM
Hey Ronin,

Thanks for stopping by - I'm glad you enjoy the game.

Coenus has everything correct. The increase cost of soldiers for the Beastcrafter is taking into account that he has to work hire to get soldiers to follow him, and tends to end up with unsavory characters like gnolls, but one shouldn't worry too much about specifics. Pay the gold, define the look of your soldiers any way you want.
Title: Re: Frostgrave - Rules
Post by: R0nin078 on July 28, 2016, 01:27:41 PM
Thanks for the reply!
Title: Re: Frostgrave - Rules
Post by: Dranask on July 30, 2016, 12:31:04 AM
Yes, only number 3 is viable.

To clarify,
As I read what has been said, it would seem you are implying that a demon created by cast/scroll/bottle in a turn can then be activated in the same turn when you get to the soldiers' phase.
Title: Re: Frostgrave - Rules
Post by: Plus Four on July 30, 2016, 04:25:24 AM
Yes that's correct.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on July 31, 2016, 10:31:23 PM
ELEMENTAL SHIELD - When cast this shield absorbs the next 3 points of damage against the spell-caster "from any source". Does this include spell failure damage? I hope/think I know the answer but as written it is ambiguous...
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 01, 2016, 09:10:02 AM
Should be 'from any external source'.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on August 02, 2016, 04:03:57 PM
Should be 'from any external source'.

As I had thought/hoped - thanks Joe
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on August 02, 2016, 10:55:55 PM
The House of Longreach:

Does a model need to elect to teleport through the portals, or does any model in contact immediate teleport?

 - ie. If a model is pushed into a portal
 - Or, if I were to spawn a wandering creature, like an Imp, and through its action phase where it moves to the nearest model  (at the other side of the portal) "trick" it into teleporting (or how about just summoning the Imp right on top of the portal to start with?)

Similarly can inanimate objects like treasure be levitated through the portals?

Can a model teleport to a another portal which has a model on it already? Is the model on it pushed away, is the new model pushed, or do you re-roll the result (presumably not the last one due to the treasure vault). We ruled it as place the new model in base contact with the portal, just not on top of it.

Can a model teleport with its first action, half move with its second off of the portal, then move back onto the portal again with that action? (I'm asking this to obtuse at this point, we ruled only one teleportation per turn)

Or, no, stop asking questions you're just being a dick again. ;)
Title: Re: Frostgrave - Rules
Post by: Timeshadow on August 03, 2016, 01:11:47 AM
The House of Longreach:

Does a model need to elect to teleport through the portals, or does any model in contact immediate teleport?

 - ie. If a model is pushed into a portal
 - Or, if I were to spawn a wandering creature, like an Imp, and through its action phase where it moves to the nearest model  (at the other side of the portal) "trick" it into teleporting (or how about just summoning the Imp right on top of the portal to start with?)

Similarly can inanimate objects like treasure be levitated through the portals?

Can a model teleport to a another portal which has a model on it already? Is the model on it pushed away, is the new model pushed, or do you re-roll the result (presumably not the last one due to the treasure vault). We ruled it as place the new model in base contact with the portal, just not on top of it.

Can a model teleport with its first action, half move with its second off of the portal, then move back onto the portal again with that action? (I'm asking this to obtuse at this point, we ruled only one teleportation per turn)

Or, no, stop asking questions you're just being a dick again. ;)

A model needs to move through the door to activate a portal and must be alive(as stated in the rules no undead or treasures). How they move is irrelevant. You can Leap a model through a door. If you are behind a door and a wandering monster goes through it as it moves toward you or due to random movement then it should be transported. If a model is pushed due to spell or loosing combat yes it should teleport.

Yes a model can go to another "portal" that already contains another model. They are described as doors not portals so I used the heroquest doors for them. This allowed me to choose which side of the "door" my model arrived on allowing me to choose if I want to be in base to base with an enemy on one side of a door or just appear on the other side. I guess you could randomize which side a model appeared on or have an opponent choose (if you are cruel). If both sides are blocked I would just put the model in contact with the side of the door.

Second A model can enter a door with it's first action then with it's second action go back through the door it just arrived through....why not.

Third
Title: Re: Frostgrave - Rules
Post by: zazq on August 03, 2016, 06:38:15 AM

any form of movement, including leaping and pushing causes living creatures to trigger teleport.  a wandering monster who spotted a soldier through a doorway would indeed rampage into the door and possibly be teleported.  As it requires passing through the doorway to teleport, you can't spawn an imp and have it teleport, but you could spawn it right next to the door and hope its random movement causes it to enter the door.

undead, constructs, treasure, arrows, and other not living creature things can't use the doors.

Passing through a door doesn't generally end movement, and i'd rule that you could hop back and forth through the doors, using 1" of movement per and rolling again and again until you end up banished to hell or something.  you can totally end up at doors other people are standing near, probably in the nearest available space.  there's not really such thing as being 'inside' a doorway. 

Unrelated:  today i had a frost giant wander onto the board and charge my wizard.  it was no bueno.
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on August 03, 2016, 08:50:48 AM
Well particularly in that scenario what happened was one player had a couple models in the vault before the other, killed the creatures, then stood by the teleporter. This allowed both sides to camp the portals through the "any enemy model which is free to move may engage your model if you move whilst within 1'' of them". Though those combats stalemated due to the lack of minis involved.:)
Title: Re: Frostgrave - Rules
Post by: Timeshadow on August 04, 2016, 03:34:55 AM


Passing through a door doesn't generally end movement, and i'd rule that you could hop back and forth through the doors, using 1" of movement per and rolling again and again until you end up banished to hell or something. 


I disagree with this statement. I think that as soon as a model is teleported the current move action ends but a second move could be made to teleport once more. This prevents exactly what you are describing a model teleporting all over the table until he gets where he wants using 1" per teleport. This would allow models far too easy a time finding the hidden cellar.

Though we could wait til Joe responds.
Title: Re: Frostgrave - Rules
Post by: ImhotepMagi on August 04, 2016, 06:22:25 AM
Can a wizard carry a staff of power and a 2 handed weapon at the same time. If so, can he use its power reserve without actively wielding it? My gut says no but I have a player that is convinced he can just carry it around for the extra power.
Title: Re: Frostgrave - Rules
Post by: Malebolgia on August 04, 2016, 08:17:33 AM
Question about Captains. In his rules about "Additional equipment" it says:

"Each weapon or piece of armour so purchased counts as one item for the purposes of carrying items."

Does this also count for free items (hand weapon and leather armour)?
So if I create a Captain with leather armour, hand weapon, bow, shield does this take 2 or 4 item slots?
Title: Re: Frostgrave - Rules
Post by: R0nin078 on August 04, 2016, 12:48:20 PM
Count as 2 items
Title: Re: Frostgrave - Rules
Post by: Dranask on August 04, 2016, 02:23:04 PM
Count as 2 items

I'd disagree, it clearly states -
Quote
A captain may carry up to 5 items, including any of the standard weapons and armour purchased as above.
The Free hand weapon and armour are included in the list and whilst the item is free it is still 'purchased' all be it for zero gold.

Of course you will soon equip him with magic gear instead and probably before you get to the mx 5 with your 'free' hand weapon and armour so the 'argument' maybe be irrelevant.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on August 04, 2016, 02:55:02 PM
Quickie on the Wall spell as I am about to model some markers.

Does the Wall continue through terrain? Eg I cast wall at the centre of a 3" wide street with 2" high walls on either side - Is the Wall created:

1/ 3" wide blocking the street but ending at the walls
2/ 6" wide continuing through the walls onto either sides

Just wondering how others play it?
Title: Re: Frostgrave - Rules
Post by: R0nin078 on August 05, 2016, 06:55:36 AM
You are right Dranask. After another reading you are right, the free items are free for money porpouses.
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 05, 2016, 11:37:26 AM
All items count towards a the captain's maximum, whether or not they are paid for.  So a starting captain, using his 'free' gears only counts as carrying two items.
Title: Re: Frostgrave - Rules
Post by: Malebolgia on August 05, 2016, 11:59:32 AM
Thanks! So my starting captain would have 1 free slot left. Check!
Title: Re: Frostgrave - Rules
Post by: jp1885 on August 05, 2016, 02:14:21 PM
Quickie on the Wall spell as I am about to model some markers.

Does the Wall continue through terrain? Eg I cast wall at the centre of a 3" wide street with 2" high walls on either side - Is the Wall created:

1/ 3" wide blocking the street but ending at the walls
2/ 6" wide continuing through the walls onto either sides

Just wondering how others play it?

Personally I'd say option 1.
Title: Re: Frostgrave - Rules
Post by: Valvorik on August 06, 2016, 02:04:51 PM
Also about Wall spell.

Can a Wall spell be created to separate two figures that are in contact and "in combat" - thus making them not in combat?  Similarly can a Wall spell be created to run between a figure and a treasure marker it has moved into contact with but not yet picked up?

Rob
Title: Re: Frostgrave - Rules
Post by: zazq on August 06, 2016, 09:34:18 PM
Also about Wall spell.

Can a Wall spell be created to separate two figures that are in contact and "in combat" - thus making them not in combat?  Similarly can a Wall spell be created to run between a figure and a treasure marker it has moved into contact with but not yet picked up?

Rob

i want to know this too.  i want the wall spell to be the all purpose everything solution to the game.
Title: Re: Frostgrave - Rules
Post by: punkrabbitt on August 06, 2016, 09:36:40 PM
i want to know this too.  i want the wall spell to be the all purpose everything solution to the game.

Walls are awesome. So is Leap.
Title: Re: Frostgrave - Rules
Post by: Valvorik on August 07, 2016, 01:27:32 AM
Yup Leap is handy, team move with wizard, soldier move next to treasure, wizard line up, actions, soldier pick up treasure, wizard Leap soldier way before foes can target him.  Up there with TK for moving treasure.  One reason we use pits (put treasure in pit) and elevations etc. to make lines of site and such harder for those things.

Back to Wall, my sense is since for Shoot you can't target one specific target in a combat as "narratively they are jumping around", I don't think you should be able to 'target the wall' between figures in combat, and similarly a treasure 'in contact' is effectively so close I would say no again, but interested to hear if the designer of this great game has a view.
Title: Re: Frostgrave - Rules
Post by: m4jumbo on August 07, 2016, 02:05:10 AM
Also about Wall spell.

Can a Wall spell be created to separate two figures that are in contact and "in combat" - thus making them not in combat?  Similarly can a Wall spell be created to run between a figure and a treasure marker it has moved into contact with but not yet picked up?

Rob

Not an official answer at all, but we had this come up in one of our games where a wall could potentially separate two figures in contact.  We decided on letting a dice roll randomly determine which side of the wall either figure would end up on.  It was entertaining and made it so putting a wall up in the middle of combat wasn't something you could count on ending up in the caster's favor.
Title: Re: Frostgrave - Rules
Post by: jameson_thornton on August 07, 2016, 05:43:22 AM
Quick question (hopefully). If an invisible figure 1" away from a treasure token prevents an opponent's figure from collecting said treasure, does the invisible figure remain invisible?
Title: Re: Frostgrave - Rules
Post by: Gardensnake on August 07, 2016, 06:24:30 AM
Quick question (hopefully). If an invisible figure 1" away from a treasure token prevents an opponent's figure from collecting said treasure, does the invisible figure remain invisible?

I'm curious about this too.

Thanks,

William
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 07, 2016, 08:47:30 AM
In invisible figure will not stop a figure from picking up treasure unless it forces combat.

The wall spell, I'm going to have think about casting it into combat, but I like the idea of placing the wall and then rolling for which side each figure is on!
Title: Re: Frostgrave - Rules
Post by: jp1885 on August 07, 2016, 11:40:20 AM
The wall spell, I'm going to have think about casting it into combat, but I like the idea of placing the wall and then rolling for which side each figure is on!

Sounds like a workable and, more importantly, fun solution!
Title: Re: Frostgrave - Rules
Post by: Plus Four on August 07, 2016, 12:01:11 PM
In invisible figure will not stop a figure from picking up treasure unless it forces combat.

And by doing so the figure will, by default, no longer be invisible!
Title: Re: Frostgrave - Rules
Post by: Greystorm on August 08, 2016, 06:25:34 PM
Does anyone feel, that Wizards eye take the point of any terrain out of the game?

We have considered saying that a Wizard's Eye must sit in Eye-height of the spellcaster.

Thoughts?



Troels
Title: Re: Frostgrave - Rules
Post by: Timeshadow on August 09, 2016, 11:18:44 AM
i want to know this too.  i want the wall spell to be the all purpose everything solution to the game.

It has been brought up before and no a wall cannot separate 2 figures already in combat but could be placed between 2 figures within 1" so as to allow them to move freely.

Edit: I didn't see Joe's current reply. I also like the idea of randomly determining which side figures are on.
Title: Re: Frostgrave - Rules
Post by: zellak on August 09, 2016, 12:29:39 PM
Does anyone feel, that Wizards eye take the point of any terrain out of the game?

We have considered saying that a Wizard's Eye must sit in Eye-height of the spellcaster.

Thoughts?
Troels

It makes Dispel and Spell Eater much more important spells to have in your collection.

Magic defences should be tactically important to.

Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on August 09, 2016, 12:58:52 PM
Does anyone feel, that Wizards eye take the point of any terrain out of the game?

We have considered saying that a Wizard's Eye must sit in Eye-height of the spellcaster.

Thoughts?



Troels

It's like a lot of other spells in that if used well becomes very effective and would make a regular opponent have to come up with counter eg Fog or Wall in front of the Eye (see I'm doing it already) - I have used it a couple of times and it is OK if you remember you have it!
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 09, 2016, 04:22:17 PM
Does anyone feel, that Wizards eye take the point of any terrain out of the game?

We have considered saying that a Wizard's Eye must sit in Eye-height of the spellcaster.

Thoughts?

I'm in agreement with zellak and Bishop Cockthrottle. In can be powerful if used in the right way, much like every other spell, and it can be almost 100% negated with the right counter spell.

And of course, if doesn't negate cover. A player just needs to be aware of LOS from the eye when placing/moving their models.
Title: Re: Frostgrave - Rules
Post by: Plus Four on August 09, 2016, 04:28:07 PM
I've seen & read that many players try to counter the LoS issue by casting Wizards Eye more than 3" high on a piece of terrain in order to negate Wall spells and other intervening terrain.

But remember that Joe has already ruled that Fog doesn't have to be touching the ground and a subsequent Wizards Eye can be cast from the previous version which means that some counters can be countered!
Title: Re: Frostgrave - Rules
Post by: Rowland on August 12, 2016, 08:55:29 PM
Could someone clarify the rules for a Basilisk please. Do you still need to roll against the Petrify spell when in combat with the Basilisk, if so then presumably a fail would mean you could not defend yourself?
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on August 18, 2016, 08:58:38 AM
I've seen & read that many players try to counter the LoS issue by casting Wizards Eye more than 3" high on a piece of terrain in order to negate Wall spells and other intervening terrain.

But remember that Joe has already ruled that Fog doesn't have to be touching the ground and a subsequent Wizards Eye can be cast from the previous version which means that some counters can be countered!

Absolutely - but every time you have to react to a counter is a time you are not doing what you might need to do for your warband ;-)
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 18, 2016, 05:11:55 PM
And every time you counter one of your opponent's spells you stop them from doing what they need for their warband, so I don't see an issue.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on August 19, 2016, 01:06:40 PM
And every time you counter one of your opponent's spells you stop them from doing what they need for their warband, so I don't see an issue.

Hi D71 - not sure if you thought I was disagreeing with you there - I wasn't our kid ;-) just pointing out that it makes the game more interesting and has effects on play that may, at first, not be obvious
Title: Re: Frostgrave - Rules
Post by: recceboss on August 19, 2016, 04:37:46 PM
Rulebook LOS rule states:
'Unless the target is completely concealed from view, it is considered to be in line of sight'.

Is this causing anyone any difficulty?
I have had my wizard shot at because the hand the model is holding his staff with happens to be above head height and stuck out slightly above a wall & another figure shot at because he was vaguely visible through the window slats of several buildings.
In both instances, it was claimed the figures weren't 'completely' concealed and were therefore viable targets; technically correct I suppose but struck me as not being within the 'spirit' of a friendly game :(

Any house rules out there to counter the rules lawyers/power players/win at all costs merchants?

Other than taking a hobbit/dwarf warband; or crouching/prone figures..... :)
Title: Re: Frostgrave - Rules
Post by: Vin21 on August 19, 2016, 05:27:56 PM
I tend to play it by ear with whoever I'm playing, because if it works one way and someone can only see my hand and I get shoot at, undoubtedly during the game it will go the other way and I'll only be able to see their foot and shoot at them!

But by rule of thumb I'd say if you move and think you were in cover, say to your opponent 'am I in cover?', then adjust as neccessary so they can't shoot at you straight away. If they then move and can see you, well then you're out of luck and gonna get shoot at!

Don't forget the shooting modifier table, as if you only had your hand out, you'd get a +4 Heavy Cover modifier!

Also, the +1 'intervening terrain' modifier would have been applicable for your guy shot through the windows, so if he was shoot at through three building windows, you would get a +3 modifier.
Title: Re: Frostgrave - Rules
Post by: Dranask on August 19, 2016, 06:51:48 PM
Tend to play that LOS of a weapon, cloak etc is not a valid target, because of the differing sizes scales 25mm to heroic 32, we tend to feel a hand or foot to be ignorable. Arm or leg and OFC head all attackable on a 4+ to the target. If the intent was to hide from the shooter then tweaked movement is allowed. OFC this sort of play is a two way street, some I have played who claim my model 'A'  can't see their model 'B', then attempt to shoot my 'A' with 'B' find I become a real arse. As I will attempt to target a finger!

Seriously though if a target is in cover say behind a tree then yes I can see him through the branches, but really? No I give cover and generally get it back.

As an aside I play 4 player games and have often hidden my model very well against one player leaving the model in plain view of other players! Doh!
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on August 19, 2016, 11:19:03 PM
A simple area to house rules to fit the model's used. We tend to say any part of the model where hitting it won't hurt (billowing cloak, point of pointy hat, extended sword) doesn't count for line of sight, while any part of the actual body does. For some sculpts, I might add arms to that, limiting it to legs, torso and head (which are all more practical to target with a bow anyway).
Title: Re: Frostgrave - Rules
Post by: zazq on August 20, 2016, 11:01:47 PM
hey here's yet another Leap question, but the answer probably applies to jumping as well.  There is a low building a few inches away from a tall tower. 

1) Can a soldier make a running jump off the low building, smack into the tower at the same height as the low building, and proceed to climb upward?

2) The jumping rules let you jump any direction 1" without moving first, does this let you jump upward?  Could you use this to skip over 1" fences?  how about starting a climb with an upward jump, thus reducing the total movement cost of the climb by half an inch?

3) Can a soldier be Leap'd up against the tall tower wall and stick there?  or can he not go into climbing mode because its not his activation?  what if it WAS his activation through group activation?

4) In my group our buildings rarely have lips on the upper edges to grant cover, and so crossbowmen stick to the sides and use the edge as cover.  I'm pretty sure that works just fine, but does it really?

5) Just to make sure, you can't mantle sideways while hanging off a wall right? when climbing you can only move up or down?
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 22, 2016, 10:24:08 AM
1) Only if your opponent agrees that it is cool.
2) The 1" jump movement still counts as 1" of movement. It cannot be used intentionally to avoid paying movement penalties.
3) Leap and stick - yes. He lands on a convenient edge. The target of the leap cannot take any other actions in the turn he is leaped.
4) I'm going to leave that one to your gaming group.
5) You can climb in any direction.
Title: Re: Frostgrave - Rules
Post by: Timeshadow on August 22, 2016, 10:28:26 PM
So it was asked on another fourm:

Can a captain use his tricks of the trade to get a bonus to magical shooting attacks like with the horn of hellfire or potion of fire breath or even a grenade potion?
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 24, 2016, 10:35:24 AM
No.
Title: Re: Frostgrave - Rules
Post by: zazq on August 27, 2016, 10:27:47 PM
"The 1" jump movement still counts as 1" of movement. It cannot be used intentionally to avoid paying movement penalties"

So you can't jump up 1" when adjacent to a wall and then start climbing?
does this also mean you can't jump 1" over a short fence, instead having to scale it both up and down at double cost?
does this also mean that you can't take a running leap into a Mud spell, covering more distance than you could otherwise before splatting into the filth?
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 29, 2016, 07:32:17 AM
Correct. Essentially, the jump rule should be only be applied for situations not covered by other forms of movement.
Title: Re: Frostgrave - Rules
Post by: Thulis on September 05, 2016, 03:36:37 AM
Hello!  I'm a new Frostgrave player and have a few questions.  Apologies if any of these have been addressed already - its a big thread!  :) 

1 - I grab a treasure token with a zombie and move the zombie off the board.  I then cast Raise Zombie to get another zombie active on the board.  Do I still get to keep the treasure the first zombie moved off the board, or does that zombie carrying the treasure crumble to dust on the way back to my lair? 

2 - Out of the various summoned creatures (zombies, constructs, animal companions and demons) which can have their control effects cancelled by a Dispel or Spell Eater?  I'm positive that demons can, but not sure about the others. 

3 - Similar to the above, what happens if a summoned construct or zombie is taken over by another spell caster by an appropriate Control spell, and then that spell is dispelled?  Does the construct/zombie return to its original controller, or go wild? 

4 - Can an apothecary or pack mule use their action to feed another character a potion?  In the rules and FAQ, unless I'm missing something, it seems to indicate that they can pass an item to another warband member who can then use it in their own turn.  However, in several video battle reports I've seen (Ash's - awesome battle reports, btw), the apothecaries/pack mules are shown walking up to a wizard and pouring a potion down their throats.  Is that the way it was intended? 

That's all for now.  Any clarification would be great!! 
Title: which d20 for push attack?
Post by: ffoulk on September 05, 2016, 10:56:44 PM
When I roll a d20 to see if a push spell succeeds do I reuse the value for the attack or roll again?

If I reuse can I empower it to add to the attack beyond the minimum needed to succeed?
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on September 05, 2016, 11:19:23 PM
The Push spell is resolved using a second d20 roll for the attack, and indeed all other attack spells require a further roll independent from the casting roll and using just the modifiers in the spell description (i.e. the +10 in Push), although shooting penalties may apply to ranged magical attacks (the attack roll, not the casting). Casting rolls are relevant only to those spells that are resistable, i.e. without an attack but requiring a Will roll.
Title: Re: Frostgrave - Rules
Post by: zazq on September 06, 2016, 05:25:44 AM
1 - I grab a treasure token with a zombie and move the zombie off the board.  I then cast Raise Zombie to get another zombie active on the board.  Do I still get to keep the treasure the first zombie moved off the board, or does that zombie carrying the treasure crumble to dust on the way back to my lair? 

Yes, this has already been answered in this thread.  you keep the treasure, and can also summon another zombie.  You can also mind control people carrying treasure and move them off the board, resulting in the soldier going away, and you getting the treasure.

2 - Out of the various summoned creatures (zombies, constructs, animal companions and demons) which can have their control effects cancelled by a Dispel or Spell Eater?  I'm positive that demons can, but not sure about the others. 

This has also been answered.  The control aspect of summon demon can be dispelled, but no other summon can.  None of them disappear when dispelled.  You can also have a summoned creature and a controlled creature of the same type using the 2 spells for that, regardless of anything else.

3 - Similar to the above, what happens if a summoned construct or zombie is taken over by another spell caster by an appropriate Control spell, and then that spell is dispelled?  Does the construct/zombie return to its original controller, or go wild? 

Hmmm ya know, this one is new.  If you summon a zombie and someone else steals it, you can't summon another one.  Because zombie control is yours by right and theirs by spell, only the spell could be dispelled, resulting in you getting your zombie back.  The only weird one is the demon.  It is probably the case that the newer control effect on the demon has the most power, but you could probably target either player's control effect with a dispel.  Dispelling both would result in a wild demon.

4 - Can an apothecary or pack mule use their action to feed another character a potion?  In the rules and FAQ, unless I'm missing something, it seems to indicate that they can pass an item to another warband member who can then use it in their own turn.  However, in several video battle reports I've seen (Ash's - awesome battle reports, btw), the apothecaries/pack mules are shown walking up to a wizard and pouring a potion down their throats.  Is that the way it was intended? 

Apothecaries can not give away their potion, and can only use it on other people within 1" of them.  I'm not sure the rules even let them drink it themselves.  Pack mules can't use a potion on someone else, but could give it to them and let them use it on their turn. 
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on September 07, 2016, 12:36:33 PM
A fight is occurring in a 1-2 inch wide tunnel between two models who fully occupy this section. Using the Into the Breeding Pits rules, tunnels are 10 inches high.

Can a third model, stuck behind either combatant, climb up the wall and then over the combat to the other side?
 
This query comes from playing the Lair of the Ghoul Scenario using cave terrain. The ninja ghouls were used to great effect to block entire warbands in narrow corridors, and whilst the combat eventually resolved themselves, it was a definite speed bump (compounded with an inability to retreat off the board due to scenario's rules).
Title: Re: Frostgrave - Rules
Post by: Timeshadow on September 07, 2016, 05:12:07 PM
A fight is occurring in a 1-2 inch wide tunnel between two models who fully occupy this section. Using the Into the Breeding Pits rules, tunnels are 10 inches high.

Can a third model, stuck behind either combatant, climb up the wall and then over the combat to the other side?
 
This query comes from playing the Lair of the Ghoul Scenario using cave terrain. The ninja ghouls were used to great effect to block entire warbands in narrow corridors, and whilst the combat eventually resolved themselves, it was a definite speed bump (compounded with an inability to retreat off the board due to scenario's rules).

I would say yes to climbing but you would need to climb a full 3" up ( ie 6" move) to pass above them then move over an inch past the fight (probably another 3" or an 6" move) to avoid it completely. Not impossible but it would take most models 2 full turns of movement before dropping down to the floor past the fight.
Title: Re: Frostgrave - Rules
Post by: ffoulk on September 08, 2016, 03:54:38 PM
I have to say I do not get how/why underground tunnels are 10" tall when they might only be an inch or two wide... I had assumed it was a misprint and was meant to say 10 feet tall, because 60 foot high celings in a six foot wide corridor seems nuts.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on September 09, 2016, 08:19:26 AM
I have to say I do not get how/why underground tunnels are 10" tall when they might only be an inch or two wide... I had assumed it was a misprint and was meant to say 10 feet tall, because 60 foot high celings in a six foot wide corridor seems nuts.


We wondered about this as well - just House rule it...
Title: Re: Frostgrave - Rules
Post by: jp1885 on September 09, 2016, 10:40:00 AM
Yeah house rules would apply here i think. Maybe large chambers could be 10", with corridors being lower?
Title: Re: Frostgrave - Rules
Post by: ffoulk on September 09, 2016, 07:39:12 PM
For sure, I've just been applying common sense. Be interesting to know what the official take on it is though 'cos I can imagin some rules lawyers finding ways to exploit it  lol lol lol
Title: Re: Frostgrave - Rules
Post by: Tanin on September 21, 2016, 03:31:50 AM
Hi, long time lurker, first time poster.

The other week while playing Frostgrave came across a situation that ended up in a heated debate which was only resolved at the time via a dice off.

Basically I had cast Glow on my opponants soldier who was about to grab a treasure chest. He did no more and quaffed a potion of invisiblity. I argued that although the soldier was invisible the Glow was still active, he argued that the potion would hide the Glow.

Thoughts?
Title: Re: Frostgrave - Rules
Post by: jp1885 on September 21, 2016, 08:38:31 AM
Welcome to the forum!
That's a very tricky one with both players having a valid argument. I think you did the right thing by dicing for it.
Title: Re: Frostgrave - Rules
Post by: Vin21 on September 21, 2016, 11:13:40 AM

Basically I had cast Glow on my opponants soldier who was about to grab a treasure chest. He did no more and quaffed a potion of invisiblity. I argued that although the soldier was invisible the Glow was still active, he argued that the potion would hide the Glow.


The glow would still be active, but as he was invisible it would be rendered moot until he performed an action that made him become visible again.
Title: Re: Frostgrave - Rules
Post by: joe5mc on September 21, 2016, 12:53:17 PM
As Vin said, he's glowing, but since he is invisible so is the glow. If he became visible again, the glow would once again 'be active'.

In the tunnel debate. The tunnels are 10 inches high because blocking up a tunnel can effectively end a game. By making the tunnels high, it gives some leeway for getting around this issue. Feel free to house rule as you see fit. So, for climbing up, over and around, yes, it's legal. Odd, but legal.
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on September 22, 2016, 02:52:50 PM
Silly question: Constructs, and other summoned creatures which take up a warband slot. This original model can be *any* model from the original warband, bar the wizard + apprentice right? So does this cover extra warhounds added via the base upgrade option then?

Warhounds are a bit meh compared to large constructs you see... Though about as expendable. :P
Title: Re: Frostgrave - Rules
Post by: Malebolgia on September 22, 2016, 03:07:07 PM
Normal slots = 8+2
Kennel = 8+2+1

So he can't replace a Warhound...but if you have a Warhound, you can buy a Kennel to free up a slot for the golem/companion/etc. :)
Title: Re: Frostgrave - Rules
Post by: Saragarhi on September 22, 2016, 07:11:09 PM
I'm happily addicted to Frostgrave, which has been very well received by our local gaming group, so thanks Joe for developing the game and supporting the rules on this forum!

A few questions that I couldn't find answered:
1) I understand the wall spell requires a solid foundation, so cannot be cast in mid air, in contrast to fog. However, is it possible to stack walls on top of each other (I'm thinking of ways to use it to block line of sight)? If it is possible to stack walls on top of each other, what happens if the lower layer disappears (crumbled/spell expires etc.), do you lose the entire stack of walls, or does the upper wall simply fall to the ground, replacing the one previously under it?

2) For the spells that create a terrain like element (mud, fog, wall), can these be subjected to removal by dispel/ spell eater spells, is there a difference in this regard between the permanent spells (mud) and those that already have a chance of disappearing (fog/wall)?

3) How much information do you have to reveal at the start of the game, in terms of warband composition, spell choice and additional items like potions etc.? Obviously in an extended campaign against regular opponents this isn't such an important issue, but I'm thinking that the impact of spell negating/diminishing spells (draining word, forget spell) is either enhanced or diminished depending on how much of your opponents repertoire they have revealed to you?

4) I could see hints of this being answered previously, but haven't been able to find the post with the full details. Time store, can you use the extra action for any purpose (casting spells/combat/movement), or is it restricted in scope?

Cheers,
Andy 
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on September 27, 2016, 01:59:45 PM
Normal slots = 8+2
Kennel = 8+2+1

So he can't replace a Warhound...but if you have a Warhound, you can buy a Kennel to free up a slot for the golem/companion/etc. :)

Hmn, I'm not 100% on that the rules read:
 
Animate construct - out of game - If the spell is successfully cast then the construct immediately becomes a member of the warband, taking the place of a soldier.

Animal companion - out of game - The animal takes the place of a soldier for the purposes of maximum warband size.

Kennel - allows a wizard to keep one war hound in his warband about the normal size limit.

As I read it, the warhound joins the warband as an additional soldier. This is done before the game (as the warband roster cannot be altered during "out of game" roles). So when it comes to the game the warhound is already in the warband for the purposes of counting who is and who isn't a soldier in the list, and so would be counted as a "soldier" for the purposes of out of the game tests.

So, again as I read them, as a warhound is added before any out of game roles and counts as a soldier, it could then count as a soldier for any pre-game spell casting. ...Um, joe5mc?  ???
Title: Re: Frostgrave - Rules
Post by: ffoulk on September 27, 2016, 04:18:41 PM
I read the rules re kennels to indicate that I can keep a warhound in addition to the normal warband, I don't believe the kennel allows it to be substituted, thus increasing the actual size limit beyond said dog.

I think if it was tried with the group I play with there would be cries of cheese. You might even have to wear the hubcap of shame.

Title: Re: Frostgrave - Rules
Post by: Wyrmalla on September 27, 2016, 04:34:54 PM
I don't use the spells myself, I was going to let my opponent do it. Though I am the guy who clarified the Undead Rangifer rules. :)

The rules may be read as it allows for an additional soldier to be used and this must be a warhound, but again, it doesn't state that this warhound can't then be replaced by another model during the game, just that you get a free one on the roster.
Title: Re: Frostgrave - Rules
Post by: jp1885 on September 27, 2016, 06:41:56 PM
Say you have a ten man warband. The kennel gives you an additional warhound on top of that. You cannot replace this extra hound with, say, a knight, but if the extra hound dies you can buy a new one.
Title: Re: Frostgrave - Rules
Post by: Froggy the Great on September 27, 2016, 09:30:22 PM
And Animal Companion does not give you an extra slot above 10, yes?
Title: Re: Frostgrave - Rules
Post by: Thargor on September 27, 2016, 10:31:06 PM
Animal Companion puts the animal in place of a soldier, so the total number does not increase.
Title: Re: Frostgrave - Rules
Post by: Wyrmalla on September 27, 2016, 10:40:39 PM
Aye, specifically I wasn't inferring that the +1 slot could then have the warhound swapped out for another soldier. Rather than as the warhound is added to the roster before a game, the warhound then counted as a soldier for the purposes of selecting any given "soldier" to replace with an animal companion, etc as part of the pre-game rolls.

Though I don't use any spells which could this, I'm now wanting to create a Dog/ Shoggoth like creature similar to The Thing as a representation of this skewed line of thinking. :)
Title: Re: Frostgrave - Rules
Post by: Malebolgia on September 28, 2016, 07:44:23 AM
My current warband has an inn and a kennel and my wizard knows the Animal Companion and Raise Zombie spell. So in my last game I had:

Wizard
Apprentice
Soldier 1: Captain
Soldier 2: Templar
Soldier 3: Barbarian
Soldier 4: Treasure Hunter
Soldier 5: Archer
Soldier 6: Crossbowman
Soldier 7: Infantryman
Soldier 8: Tunnel Fighter
Soldier 9 (inn): Bear (Animal Companion)
Soldier 10 (kennel): Warhound
Soldier 11: Zombie (does not fill a slot)

So with an inn and kennel and some spells you can bring a big warband to the table.
Title: Re: Frostgrave - Rules
Post by: Vin21 on September 28, 2016, 11:04:27 AM
...the warhound is added to the roster before a game, the warhound then counted as a soldier for the purposes of selecting any given "soldier" to replace with an animal companion, etc as part of the pre-game rolls.

The wording for Kennel is as follows:
Allows a wizard to keep one war hound in his warband above his normal warband limit.

It only states that you can have an extra war hound, it doesn't mention that the war hound is a standard Soldier.  So from a technical RAW point of view (as well as cheese), you can't swap it out for an animal companion, or any other Soldier replacing option.
Title: Re: Frostgrave - Rules
Post by: joe5mc on September 29, 2016, 02:40:21 PM
A kennel allows an extra warhound. That is it. It can't be exchanged for anything.

Saragahri - sorry for my slow reply to your questions, I've been mulling them over.

1) I can't see any reason why not. However, i would rule that if the lower one disappears any above it are also destroyed.

2) Dispell will get rid of any of them. I can see the argument for the other side, but it would involve specifying in each case, and that doesn't seem worth it.

3) Officially, everything. It just leads to less arguments/hurt feelings. However, if you and your opponents want to play secret rosters, go for it.

4) Anything.
Title: Re: Frostgrave - Rules
Post by: Saragarhi on October 05, 2016, 01:37:32 AM
Thanks Joe. I've been using the fog spell a lot. Knowing that it can be dispelled may come as a relief to my campaign opponents!

Cheers,
Andy
Title: Re: Frostgrave - Rules
Post by: joe5mc on October 05, 2016, 02:02:42 PM
It will, but if they are just dispelling the things you cast, your guys will have the 'initiative'. (not really the initiative, to be clear, since this is a rules thread)
Title: Re: Frostgrave - Rules
Post by: Gabbi on October 06, 2016, 02:26:42 PM
A couple questions (hope they wasn't already answered - I did some search and found nothing).

1) Walls created with Elementalists' Wall spell have a given thickness? I'm making a template with a 5mm thick 'poliplat', would it be ok?

2) The "hasty shoot" modifier (to shooting attacks) says it applies if the shooter previously moved during the activation. This means that a model thna shoots then moves doesn't suffer it?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on October 06, 2016, 02:46:56 PM
1. Technically it has no thickness (though still climbable), but I doubt it will make any difference.

2. Correct.
Title: Re: Frostgrave - Rules
Post by: Gabbi on October 06, 2016, 03:18:26 PM
Thanks!
Title: Re: Frostgrave - Rules
Post by: Balim on October 08, 2016, 06:47:34 PM
Hello, I recently purchased the into the breeding pit's book and after playing some games a doubt came to my mind. If I'm using a strike death scroll, can a sigilist use capture incantation? and if so, how is the scroll resolved?. Thanks :)
Title: Re: Frostgrave - Rules
Post by: joe5mc on October 11, 2016, 10:46:15 AM
Good question! Capture incantation reduces the 'power' of a spell. So, even though it wouldn't stop the spell from succeeding it would reduce its effectiveness. So, reduce the Casting Number of the spell by 5.
Title: Re: Frostgrave - Rules
Post by: jp1885 on October 15, 2016, 08:43:19 PM
Something that came up in my last game: an apprentice cast Fast Act on his wizard, so he activated first in the next round.
We ruled it that said wizard wouldn't be able to group activate anyone else - were we correct?
Title: Re: Frostgrave - Rules
Post by: jp1885 on October 18, 2016, 10:53:40 AM
Oh, and one other question - if I successfully cast Familiar, and survive a game, does the familiar stay with me, or do I have to cast again next time?
Title: Re: Frostgrave - Rules
Post by: joe5mc on October 18, 2016, 03:05:11 PM
Correct, since the wizard is no longer activating in the 'Wizard Phase', he can only activate alone. 

The Familiar stays until it is killed and does not need to be rolled for before each game.
Title: Re: Frostgrave - Rules
Post by: jp1885 on October 18, 2016, 03:56:07 PM
Neat - thanks Joe!
Title: Re: Frostgrave - Rules
Post by: KevinE on October 27, 2016, 05:55:24 PM
Hi,
In the Living Museum scenario, does using Telekinesis to move a treasure token cause one of the statues to come to life?

Thanks
Kevin
Title: Re: Frostgrave - Rules
Post by: Roger on October 27, 2016, 07:34:29 PM
Yes, we reasoned that moving the treasure was what brought the statue to life , so we played it that way.

Roger
Title: Re: Frostgrave - Rules
Post by: Plus Four on October 27, 2016, 07:56:11 PM
Yes, we reasoned that moving the treasure was what brought the statue to life , so we played it that way.

Well, we play that it doesn't - telekinesis  just moves the treasure - as the statues come to life when the treasure is picked up!
Title: Re: Frostgrave - Rules
Post by: Roger on October 28, 2016, 07:01:50 PM
Ah, but then it would have to be lifted for it to be moved ,Yes ?
Telekenesis ignores terrain as long as you can see it,so it would have to be lifted in order for it to move over terrain.
But hey, whichever way works for you, but fighting the monsters is half the fun,plus you dont know which one
will be activated.
Roger
Title: Re: Frostgrave - Rules
Post by: Wraith01 on October 29, 2016, 05:24:10 AM
The way I picture it is like the massive stone boulder scene from Indiana Jones.
The treasure is the switch, if it's moved the statue activates.
Title: Re: Frostgrave - Rules
Post by: Plus Four on October 29, 2016, 03:36:48 PM
The way I picture it is like the massive stone boulder scene from Indiana Jones.
The treasure is the switch, if it's moved the statue activates.

When we play the treasure is magical and activates when it is touched by a living creature!!
Title: Re: Frostgrave - Rules
Post by: R0nin078 on October 31, 2016, 08:59:35 AM
Hi everyone!!!!

Yesterday we play with the dungeons rules from the breeding pits, using corridors, closed doors etc.
During the game came up the following questions:

1)   During the first initiative roll a 1 in the dice appears so, we triggered a trap, in that case was the Whispers trap, and all the miniatures are close to the entrance door. Luckily the wizard pass the will roll, but… If the wizard fails the will roll the other player can make the 6” move to move the wizard out of the game?
2)   A warhound can open doors, expending one action or 2” of their movement?
3)   What happens when a wizard casts blinding light to a soldier with combat awareness? The rules says that he cannot attack and the Fight skill is reduced to 0. The +2 F for the combat awareness still remains? A soldier blinded can add +2 when supports in combat? Can cause damage if he defends himself from an attack?
4)   Using the rules of doors. Can the miniatures support on combat between doors?
For example:

 
A soldier is in a door, blocking the entrance, (red A) the Soldier B that is not in front of then, can support the soldier that is in front of the A in red?

The other day we use the House rule that between doors you can add the +2 for supporting miniatures, what do you think?

Thanks a lot and forgive my poor English
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 01, 2016, 11:06:05 AM
Hey Ronin,

1) No, you cannot move an opposing figure off the board.
2) Yes.
3) The model is reduced to a +0 Fight no matter what modifiers he currently has. He can still support in combat. Yes, he still causes damage if he wins a fight.
4) Follow the strict wording of the rule 'Every friendly figure also in combat with the target figure...'  It is hard to tell in your example, because none of the figures are actually touching. If both B figures are touching A, then one can support the other. If not, then no. The second A figure, not in the doorway is irrelevant as it isn't in combat with anyone.

Feel free to house rule it anyway you like though!
Title: Re: Frostgrave - Rules
Post by: Gabbi on November 03, 2016, 08:17:07 PM
I have a question on Apothecary. It is said he starts the game with a healing potion. How this works? Can I assign the potion to whichever member of my warband I like, or th Apothecary has some way to give the potion to other members during play? If so, would the heal thanks to the Apothecary action, or they'll have to spend one of their actions to drink it?

Maybe this is solvable just by reading the rules, but I've searched the book and found nothing (i.e. a "give item to others" action, for example).
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on November 03, 2016, 10:48:15 PM
Check the FAQ: https://drive.google.com/file/d/0Bwx8Os21jzeXU2xuY1VORXFhd2c/view
"If an apothecary is in base contact with a figure, it may use one action to use its healing potion on that figure. Apothecaries may carry 1 item in addition to their free healing potion."

Additionally, if the potion was not used during the game, it may be transferred to another model in the same way other items can be switched in between games: the apothecary will start the next game with a new potion regardless.
Title: Re: Frostgrave - Rules
Post by: ecurtz on November 04, 2016, 01:22:40 AM
Additionally, if the potion was not used during the game, it may be transferred to another model in the same way other items can be switched in between games: the apothecary will start the next game with a new potion regardless.

Wait, what!? Is that actually in the rules somewhere because it seems completely unbalanced.
Title: Re: Frostgrave - Rules
Post by: Gabbi on November 04, 2016, 11:01:31 AM
Thanks.

Also I took the "keep potion if unused"  as for granted because even if two potions would theorically repay the apothecary cost in gold, you have a second less obvious cost: one of your eight precious soldier slots. So it doesn't seem unbalanced at all, to me.

Speaking of soldier slots, the Captain is in addition to the 8 soldiers you can hire, or is one of the eight?

One further question: there's no disengage action  in the game? Your only option is winning a fight and push your opponent?
Title: Re: Frostgrave - Rules
Post by: Malebolgia on November 04, 2016, 11:26:02 AM
Captain is a soldier, so fills a regular slot.
And no disengaging...so win a fight and push yourself back or push the enemy away :) (and hopefully roll a 20 and destroy him!)
Title: Re: Frostgrave - Rules
Post by: R0nin078 on November 04, 2016, 11:35:39 AM
Hi.

Quick question.

You start a fight and unfortunately you loose the fight and the other player decides to push you away. You can use your second action leaving the combat and move all the inches from your movement stats?

Thanks!!!!
Title: Re: Frostgrave - Rules
Post by: Malebolgia on November 04, 2016, 11:42:17 AM
Yes. The second move will be halved, the first time you take a move in a phase you move up to your Move stat. Same goes for shooting or casting a spell.
Title: Re: Frostgrave - Rules
Post by: R0nin078 on November 04, 2016, 11:47:29 AM
Yes. The second move will be halved, the first time you take a move in a phase you move up to your Move stat. Same goes for shooting or casting a spell.

the second move will be halved if your first action is move, but my question it´s regarding if you can move away from another miniature if the other player push you away and you have one action to move. escaping from the fight
Title: Re: Frostgrave - Rules
Post by: Malebolgia on November 04, 2016, 12:02:03 PM
That's what I say ;)
Action 1: you fight and lose. The opponent pushes you back 1".
Action 2: you move and move away 6" (for instance). As long as you're not moving closer, the opponent cannot force combat on you.
Title: Re: Frostgrave - Rules
Post by: Gabbi on November 04, 2016, 12:21:09 PM
Ok thanks!
So if my soldier is engaged by two enemies and wins the fight, can push himself away disengaging from both?
Title: Re: Frostgrave - Rules
Post by: R0nin078 on November 04, 2016, 12:26:10 PM
Ok thanks!
So if my soldier is engaged by two enemies and wins the fight, can push himself away disengaging from both?

I don´t have the rules in front of me right now, but I think you push your enemies away not vice versa.  ???
Title: Re: Frostgrave - Rules
Post by: Malebolgia on November 04, 2016, 12:31:51 PM
You can choose to push the enemy model away 1" or push your own model away 1". It's under 'Combat' in the rulebook.
Title: Re: Frostgrave - Rules
Post by: jp1885 on November 04, 2016, 01:30:22 PM
You know I always forget to take a second action after winning combat!
If you kill your opponent, or push/get pushed away, is your second action move really 6"? Having being in combat for the first action, I always assumed that a second action move would be 3", regardless what the first action was. However after re-reading the rules, it doesn't state this anywhere - Silly me!
Title: Re: Frostgrave - Rules
Post by: Malebolgia on November 04, 2016, 01:46:58 PM
It is really nice for spellcasters, archers and crossbowmen too. Shoot & scoot becomes a lot more interesting if you can make afull Move :)
Title: Re: Frostgrave - Rules
Post by: Darkson71 on November 04, 2016, 02:39:16 PM
Additionally, if the potion was not used during the game, it may be transferred to another model in the same way other items can be switched in between games: the apothecary will start the next game with a new potion regardless.
That makes the apothecary a more attractive proposition.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on November 04, 2016, 02:42:36 PM
It's only a 2nd MOVE action that cause a models movement to be halved, not just making a Move as a 2nd action (something one of our players kept getting wrong).
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 06, 2016, 10:56:36 AM
Correct. If you did something other than move with your first action, your second action would use your full movement stat.
Title: Re: Frostgrave - Rules
Post by: Gabbi on November 24, 2016, 12:33:05 AM
Sorry to ask, but this evening it seems we were unable to find any ruling to nail it: a spellcaster in combat cannot casts spells, but what about a target in combat? Can a Wizard cast "Leap" on one of his soldiers engaged in combat?
Title: Re: Frostgrave - Rules
Post by: jp1885 on November 24, 2016, 08:38:30 AM
Yes, you can have your wizard leap someone out of combat (it's in the errata).
Title: Re: Frostgrave - Rules
Post by: Gabbi on November 24, 2016, 09:44:36 AM
Thank you  :)

One more question: what's the penality to be ignored mentioned in Furious Quill regarding casting it in combat?
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 24, 2016, 10:32:16 AM
That's a bit of poor writing Gabbi (I think left over from an earlier incarnation of the rules). Basically you may cast it on someone In Combat without fear of casting it on anyone other than the intended target. This is now true of any non-shooting spell, but wasn't always.
Title: Re: Frostgrave - Rules
Post by: Gabbi on November 24, 2016, 11:06:04 AM
Thank you :)
Title: Re: Frostgrave - Rules
Post by: Doug ex-em4 on November 24, 2016, 02:10:13 PM
Solo rules suggestions? I'll bet there must have been some talk on here or in the main forum about solo play but I can't find anything via a search. Can anyone point me at any discussions or rules questions on this subject. I'm not averse to making my own back-of-a-fag-packet rules but it's always interesting to see other people's take.

Doug
Title: Re: Frostgrave - Rules
Post by: jp1885 on November 24, 2016, 02:17:48 PM
Solo rules suggestions? I'll bet there must have been some talk on here or in the main forum about solo play but I can't find anything via a search. Can anyone point me at any discussions or rules questions on this subject. I'm not averse to making my own back-of-a-fag-packet rules but it's always interesting to see other people's take.

Doug

If you haven't already done so, download the Dark Alchemy supplement (or wait for the Frostgrave Folio book to come out as it's included in that).
Title: Re: Frostgrave - Rules
Post by: Doug ex-em4 on November 24, 2016, 03:56:13 PM
Ahhh- OK; thanks jp. All I need now is somewhere that'll sell it to me without me having to register and give loads of info totally unnecessary for a download purchase but very necessary for subsequent bombardment of crap from various sources (I'm looking at you, Osprey.... >:( >:( >:( )
Title: Re: Frostgrave - Rules
Post by: Ogrob on November 24, 2016, 04:08:55 PM
I've bought all the PDFs from Osprey. Zero spam. Just make sure you opt out of the newsletter.
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 24, 2016, 05:01:02 PM
You can also buy all of the PDFs at Wargames Vault, if that helps.
Title: Re: Frostgrave - Rules
Post by: Doug ex-em4 on November 24, 2016, 05:20:55 PM
Thanks for your input chums.

I know it sounds grumpy but I get annoyed by websites that put obstacles in the way of me making a simple purchase.

Nevertheless, I'm looking forward to Dark Alchemy.

Doug

Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on November 24, 2016, 09:25:48 PM
Loving Forgotten Pacts, I love the pacts, I love the items, I love the scenarios, no disappointment here. Excited for "The Ravages of Time" in the Folio.

Question about the Ring of Focus. It says "Two or more" available actions. Does this include movement? Meaning, I do not need to use time store or something else to utilize the ring, I simply need to have my spellcaster sit still and focus on the spell for the bonus?

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on November 25, 2016, 03:08:44 AM
Another question, this one about Mystic Brands.

It says that a brand may not be placed on a soldier that is a Demon or Undead, however there are ways that a soldier may turn into a Demon or Undead (Revenant, Possess, etc.). Should you place a brand on a soldier, then say, cast Possess on said soldier, what happens? Does the brand then vanish, or does Possess just fizzle? Or does the spell still apply?

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Randell on November 25, 2016, 11:57:32 AM
Two quick questions;

1. Scattershot. I know it's been asked before, but I couldn't see an official answer.  As it's an area effect spell, does the spellcaster need line of sight to targets within 12"
2. Bones of the earth.  Can only the target fight the hand?
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 25, 2016, 11:59:30 AM
Glad you like Forgotten Pacts, Like Clockwork

In answer to your questions. Yes, the movement action counts. Basically, you just can't use it if you are wounded or subject to some other rule whereby you only have one action a turn.

Mystic Brands - play that one exactly as written. You can't cast it on a soldier who is demon or undead. If they become one later, they keep it, but can't get it back once it is used.
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 25, 2016, 12:02:47 PM
Scattershot causes shooting attacks, so yes, it needs line of sight.

Bones of the Earth, tough call, but I'm going to say no. If you start treating it like a normal combat where others can get involved, it gets messy.
Title: Re: Frostgrave - Rules
Post by: Bishop Cockthrottle on November 25, 2016, 12:37:15 PM
Scattershot causes shooting attacks, so yes, it needs line of sight.


Interesting take on Scattershot. I had always seen it as a sort of magical frag grenade from above which would rain down death indiscriminately

Not all shooting attacks need LOS though? Grenade could catch someone behind cover if it is level with them eg the end of a wall? Bad attempt now to show what I mean (1 and 2 are targets, C is caster and G is the Grenade casting point

               1   G  2
WWWWWWW

                   C
Title: Re: Frostgrave - Rules
Post by: tyrionhalfman on November 25, 2016, 01:34:09 PM
The way I understand it with "shooting" spells the caster must have LOS with a target spot or figure but if successfully cast the effects affect anyone in a certain radius which could include other figures not in LOS with the caster?
Title: Re: Frostgrave - Rules
Post by: Azzabat on November 25, 2016, 03:31:53 PM
We've always played it that you have to be able to see the person/target you are aiming at.

This stops you aiming at the corner of a building and hitting someone behind it that you are 100% unable to see. Otherwise it can make certain Spells overpowered and inhibit people from closing in for combat.
Title: Re: Frostgrave - Rules
Post by: tyrionhalfman on November 25, 2016, 04:21:11 PM
We've always played it that you have to be able to see the person/target you are aiming at.

This stops you aiming at the corner of a building and hitting someone behind it that you are 100% unable to see. Otherwise it can make certain Spells overpowered and inhibit people from closing in for combat.

But some spells affect an area rather than just one figure, so the target figure must be in LOS, but others not in LOS to the caster but in range of the target are affected yes?
Title: Re: Frostgrave - Rules
Post by: Azzabat on November 25, 2016, 07:35:23 PM
True, but take the situation where you've carefully crept up and hidden your figure around the corner of a wall so he cannot be seen by an opposing spellcaster. The Spellcaster then says "Oh ... I cant see you, I didn't see you sneak up, and I have no idea you're actually there ... but I'm going to cast "grenade", an anti-personal area effect spell on the corner of that building so i catch you in the blast area."

We've found it Best to take the description "target" to mean an individual, unless the spell says "target point" like Mud.
Title: Re: Frostgrave - Rules
Post by: tyrionhalfman on November 25, 2016, 07:55:08 PM
Fair enough I see your point, it could be misused by an unscrupulous opponent
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on November 25, 2016, 08:23:37 PM
I may just not be finding it in the book, but how does one actually GET the spell Mystic Brand? There is a lot of information on it and how they work, but nothing on how you get it. There isn't a grimoire in the treasure table, and it doesn't specify a special method of attaining it (Like how you learn Demonic Servant from making a pact). Can you buy it for 500gc like any other grimoire or is there a specific way to learn the spell?

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 27, 2016, 12:51:55 PM
The grimiore got left out of the treasure table (my fault), but you can start with it or you can buy the grimoire as normal.

Title: Re: Frostgrave - Rules
Post by: lager on November 30, 2016, 07:12:27 PM
Hi Joe, first of all thank you very much for Frostgrave. I have played my first three games with my brother last weekend (Dark Alchemy) and we had best time since we were kids (15 years ago...).
I have just simple question - does the effect of Mystic Brand spell last for many games (as long as it is not voluntarily broken/dispelled etc.) or does it last only one game and then has to be recast?
Thanks again!
Title: Re: Frostgrave - Rules
Post by: critsmash on December 01, 2016, 12:35:47 PM
So this happened yesterday: my infantryman was in combat with a knight. The knight was inside a fogged area (which was previously cast by my wizard). I wanted to push the knight away with the push spell, but him being inside the fog I did not have los. I did however have los to my infantryman and as it has been established; spells can be cast into combat and push has to be randomized. I rolled a dice and unfortunately ended up pushing my infantryman out of the combat. So the question is, if I rolled differently would the knight be pushed even if he was not in los since he was in combat with someone who was?  o_o
Love the game! 
Title: Re: Frostgrave - Rules
Post by: Malebolgia on December 01, 2016, 01:15:14 PM
Why is Push randomized?

Quote from: Push spell
The target suffers an immediate +10 attack. Instead of taking damage from this attack, the target is moved 1” directly away from the spellcaster for every point of damage he would have taken. If this pushes the target into a piece of terrain or the edge of the board, he stops immediately. Other figures do not stop (or get hit by) a pushed figure – they are assumed to step out of the way. If the target is pushed off a height, he suffers falling damage as normal.

The only errata to Push was: "Push – ignore rough terrain when calculating movement from this spell."

So it's not a Shooting spell, so no randomization as far as I can see. So if your wizard could not see the Knight (I assume he was entirely in the fog area?), then you could only push the Infantryman...and it wouldn't involve randomization.
Title: Re: Frostgrave - Rules (New Errata - Link in First Post)
Post by: critsmash on December 01, 2016, 01:57:53 PM
No, you don't get experience for using a magic item, even it it basically works the same as casting a spell.

An spell which causes you to roll an attack needs to be randomized. Others do not.

I was assuming it was randomized because of this quote by Joe, but I'm not entirely sure of course. 
Title: Re: Frostgrave - Rules
Post by: critsmash on December 01, 2016, 02:03:15 PM
Push works normally against a target in melee except like all shooting attacks the target would be randomized.

Invisibility prevents missile attacks and Los it unfortunately it does nothing to figures in melee. If you move within 1" normal rules apply. It (as of raw does count as cover/intervening, and can be locked in combat.

...And this one by Timeshadow, but the knight was entirely covered by the fog so the los is what I would contest in this case, and what was contested by my opponent. 
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 01, 2016, 02:17:20 PM
Your target was the knight, but he wasn't in line of sight, so ergo you wouldn't be able to target him. Therefore you wouldn't be able to cast push at him. That's how I'd play it anyway.
You could argue that, as the knight is in combat with your infantryman, you know someone is there, but by being hidden with fog, you wouldn't be able to get a 'lock' on him to focus the spell on.
Title: Re: Frostgrave - Rules
Post by: Malebolgia on December 01, 2016, 02:53:21 PM
That's a bit of poor writing Gabbi (I think left over from an earlier incarnation of the rules). Basically you may cast it on someone In Combat without fear of casting it on anyone other than the intended target. This is now true of any non-shooting spell, but wasn't always.

See this quote from Joe, especially the part in red. And Push isn't a shooting spell, just an attack spell. And since the Knight was entirely foggy you couldn't target him.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 01, 2016, 02:53:26 PM
Hi Joe, first of all thank you very much for Frostgrave. I have played my first three games with my brother last weekend (Dark Alchemy) and we had best time since we were kids (15 years ago...).
I have just simple question - does the effect of Mystic Brand spell last for many games (as long as it is not voluntarily broken/dispelled etc.) or does it last only one game and then has to be recast?
Thanks again!

Many thanks for giving the game a try! To answer your question, Mystic Brand can last multiple games, and is not removed unless broken or dispelled.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 01, 2016, 02:56:10 PM
As for the 'Push in a Cloud'.

As others have stated, Push doesn't generate a shooting attack, so the target is never randomized. You always hit who you are aiming at. So, you couldn't use it they way you mentioned (although it is perfectly reasonable to see why you might think so). This actually makes Push a much more useful spell.
Title: Re: Frostgrave - Rules
Post by: Vin21 on December 01, 2016, 02:57:02 PM
If an enemy (who was in contact with one of my warband) was hidden behind a solid wall and I didn't have LoS, I would assume I couldn't a. target him, or b. aim at my guy to possibly randomly hit the enemy even if I can't see him.

The same would be with fog, if you can't see them, you can't hit them!
Title: Re: Frostgrave - Rules
Post by: critsmash on December 01, 2016, 02:59:13 PM
Awesome! thank you for your answers, guys!
Title: Re: Frostgrave - Rules
Post by: lager on December 01, 2016, 07:30:25 PM
Thank you Joe, this is what I was hoping for :)
Title: Re: Frostgrave - Rules
Post by: Plus Four on December 06, 2016, 04:46:24 PM
Has anyone worked out how the new OOG Summon Daemon table works?

I can't see how you'd ever be able to get a result higher than 15! Am I missing something??
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on December 06, 2016, 06:14:13 PM
There is an item for a +1 on Summon Demon spells (Candle of Summoning I think) in the original treasure table. Demonic Servant from the new book can grant an extra +1, on top of which you could use the Pentaculum (Demonic Boon) for an extra +3. Although you have to be lucky to get it, a further +2 could be given by a Staff of Casting. So, assuming all the above can be combined and all used Out of Game, it is possible to get a result over 15.. but not likely or easy (thankfully)!

EDIT: The new Blade of Feasting also has the ability to add a +1.
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 06, 2016, 09:45:25 PM
Edit: Never mind this query - just re-read the rules and it's plain as day!
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 06, 2016, 09:47:01 PM
There is an item for a +1 on Summon Demon spells (Candle of Summoning I think) in the original treasure table. Demonic Servant from the new book can grant an extra +1, on top of which you could use the Pentaculum (Demonic Boon) for an extra +3. Although you have to be lucky to get it, a further +2 could be given by a Staff of Casting. So, assuming all the above can be combined and all used Out of Game, it is possible to get a result over 15.. but not likely or easy (thankfully)!

EDIT: The new Blade of Feasting also has the ability to add a +1.
Aren't those items for in game use only? The new demon summoning rules are for out of game aren't they?
Title: Re: Frostgrave - Rules
Post by: Plus Four on December 07, 2016, 06:36:15 PM
They all work OOG! The summoning circle allows you to cast summon daemon as an OOG spell therefore Summoning Candle & Staff of Casting work.

The other 2 specifically state they work OOG!
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 08, 2016, 08:57:43 AM
You know I always assumed that magic items only work in-game o_o shows how much I know!
Title: Re: Frostgrave - Rules
Post by: Arcdroid on December 09, 2016, 10:56:44 AM
During yesterdays game two questions about forcing combat came up. Maybe you can help me solve them:

Has the choice to force combat be made at the first possible moment, or would it be possible to "intercept" the enemy later at any point of its movement while it is still inside the 1" distance?
This could be used to intercept with two models at the same time for the obvious advantage of ganging up on the enemy. Otherwise it would nearly never be possible as one model would be the first to come within range and stop the enemy advance before his buddy could help him.
The rule text "This can happen at any point along the path of a figure's movement." was interpreted that it doesnt need to end it's movement within 1".

Does "Any time a figure moves within 1" of an enemy figure, that..." mean that if the enemy wizard is 1/2" inch away from my knight but just casts a spell and never "moves" I cannot force combat with him? Or is this interpretation too literal?
Title: Re: Frostgrave - Rules
Post by: Malebolgia on December 09, 2016, 11:03:56 AM
As far as we understand, you can force combat once you move *within* 1"...so at 1", at 0.5", etc. If it would be "at 1"" there was no choice. Makes sense too and makes it more tactical in use.

And if you only cast a spell (or shoot or pick up uncontested treasure, etc.) force combat does not trigger, since you do not move.
Title: Re: Frostgrave - Rules
Post by: Corvus5200 on December 11, 2016, 12:50:37 PM
I have a question about +2 dmg daggers when used as a second weapon.  I assume it ends up giving the +1 dmg (-1+2).  Is this right?
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 12, 2016, 03:29:22 PM
Correct.
Title: Re: Frostgrave - Rules
Post by: Corvus5200 on December 12, 2016, 05:05:17 PM
Thanks, Joe.  I'm sure it's in there some where, but I felt like a monkey doing a math problem looking for it.
Title: Re: Frostgrave - Rules
Post by: Knabe on December 12, 2016, 08:37:28 PM
Quick inquiry about scrolls:

1) Scrolls with out of game spells, can they actually be used out of game?  Such as Scroll: Reveal Secret or Scroll: Familiar.

2) To create a scroll using Write Scroll, the only requirements are that you successfully cast Write Scroll and that you know the spell.  So that means you can use Write Scroll to create a Scroll: Strike Dead that is automatically cast and has an 18 as the Will number to beat?  (Note: no one in the group has done this, just a question/discussion that arose)

Thanks.
Title: Re: Frostgrave - Rules
Post by: Arcdroid on December 13, 2016, 09:43:02 AM
As far as we understand, you can force combat once you move *within* 1"...so at 1", at 0.5", etc. If it would be "at 1"" there was no choice. Makes sense too and makes it more tactical in use.

And if you only cast a spell (or shoot or pick up uncontested treasure, etc.) force combat does not trigger, since you do not move.

Thank you for your input.

But I think it feels somewhat strange that you could engage en enemy in a melee if he tried to flee but if he stays cool you have to remain frozen in charge while he smilingly reloads and shoots you point blank with his crossbow from half an inch away.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 13, 2016, 10:35:18 AM
Knabe:

1) Yes  2) The first part of your statement is correct. However, see the errata which better explains the rules for using scrolls for spells which your wizard knows.

Arcdroid: The force combat rule primarily exists to keep figures from moving past other figures, allowing them to either block an area or bodyguard another figure, not to jump on any figure that is close to you. Feel free to house rule it to 'performs any action within 1"' if you and your gaming group prefer.
Title: Re: Frostgrave - Rules
Post by: Arcdroid on December 13, 2016, 12:50:26 PM
If that is the intention of the rule, that's perfectly fine. And it is a good mechanic that my wizards dog often uses to protect his master from hostiles. Or at least uses to slow them down :D
Using it offensively is a mechanic our gaming group is used to from DnD/Pathfinder roleplaying games so we assumed it was intended to work in a similar way.

But it would be correct if my dog waited for the enemy to come into close combat with my wizard before forcing combat, given that the enemy is then still within 1" to give my wizard a +2 to his roll in the ensuing fight?

Thank you for taking the time to clear up the rules in this way, you created a great game.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 14, 2016, 11:55:43 AM
Yes, that's legal, but in that specific case, I would think it would be unwise. Keep your wizard out of combat whenever possible! It would make more sense to have the dog intercept.
Title: Re: Frostgrave - Rules
Post by: Karadek on December 14, 2016, 03:47:15 PM
Hi everybody!  I'm new to the forum, new to playing Frostgrave.  I've been playing miniatures games for ages, though, so nothing new there.

I do have a question, and forgive me if it's overly simple.  In my first demo game, the other wizard cast Possess on himself, bogging down my Templar for pretty much the rest of the game.  It was irritating.  It was my first game, before I owned my own copy of the rules. 

Once I got my copy, I was reading the spell descriptions and it says "may only be cast on a member of the spellcaster's own warband" and they count as Demons for all intents and purposes.    It also says that Possessed models are subject to Banish and Bind Demon.  Looking at the newest errata for the game, it says that Possess may be cast on animals, undead, demons, constructs, and illusionary soldiers."   It doesn't mention spellcasters. 
So my questions are:

1.  Can a Wizard cast Possess on himself? 

2.  If they do, can they continue to cast spells?

3.  If so, and I Banish them, they are removed and roll on the injury table, right?

I appreciate any and all responses.
Title: Re: Frostgrave - Rules
Post by: Malebolgia on December 14, 2016, 04:10:51 PM
Hi Karadek! Welcome to the forum!

The erratum gives the creature types as additions to the spell, not as required types. So basically, the erratum clarifies you can cast Possession on constructs/demons/etc. if they are part of the warband, in addition to the 'normal' warband members.
Since a wizard is a member of the warband, it can be cast on the wizard. There is no mention on casting spells while being Possessed, so yes, this can be done. And yes, if Banished they are removed from the game and thus make an injury roll.
Title: Re: Frostgrave - Rules
Post by: KevinE on December 14, 2016, 09:40:49 PM
A couple of questions relating to situations that occurred in recent games:

If shooting into combat you must randomly determine the target of the shooting attack, but what happens if the shooter does not have line of sight to all of the figures involved in the combat (e.g. if one or more is completely hidden by intervening terrain)? Is the target randomly determined from only those figures that the shooter can see or from all the figures in the combat?

In a multiple combat where A1 and A2 are fighting B1 and B2 respectively, if A1 activates and kills B1 with his 1st action, can he then use his 2nd action to move away from the combat (not passing B2) or must he stay and support A2?

Thanks,

Kevin   
Title: Re: Frostgrave - Rules
Post by: hadrien on December 20, 2016, 08:02:38 AM
Hi everyone,

Started playing Frostgrave with a fairly large group as a campaign recently and I loved it.

Some question came up, I took a look around this thread, rode the errata and tryed the search bar but I couldn't find any answer. Forgive me if this has been ruled out before.

1. How many minor demon coming from a "demon in a bottle" potion can a warband have at the same time in game, is it 1 for the warband, or is it limiteless ?

2. A soldier is under the influence of the "mind control" spell, he has a "demon in a bottle" in his inventory, can the controler of the soldier (ie : the mage who launched "mind control") make this soldier use his "demon in a bottle", if so, which warband the demon will be linked to, the original warband of the soldier, or the controler warband ?

3. Can a spellcaster cast "Dispel" on an invisible opponent in order to dispel its invisibility ?

4. A spellcaster wants to cast "Dispel" on an opponent who is under the benefit of a "beauty" spell. In order to cast "dispel", does the spellcaster have to first perform a will roll against the casting number of "beauty" ?

5. This last question seemed to have been ruled out in two different way, at the first pages of this topic, I'm just asking it again to be sure.
A spellcaster is mind controling an opposite sodier, can he launch "leap" on this soldier in order to make him perform a vertical move of 10' in the air, inflincting him 15 dmg from the fall ?

Title: Re: Frostgrave - Rules
Post by: Malebolgia on December 20, 2016, 08:26:00 AM
1. The spell "Summon Demon" says "A spellcaster may only have one bound demon at a time". Since Demon in a Bottle *summons* and binds a demon, I'd say 1 demon.

2. Since the soldier *temporarily joins the warband*, I'd say the demon joins the caster's warband. Sneaky move 8)

3. Invisibility says "The target figure becomes invisible and may not be attacked or targeted by spells (although he may still be affected by area effects, such as the blast radius of a Grenade spell)". SO no targeting the invisible model with Dispel. I think Joe wrote it this way to make Reveal Invisible more interesting (otherwise it was moot and it was better to take Dispel).

4. Beauty only requires models *attacking* them to make a Will roll. Dispel isn't an attack and thus is unaffected by Beauty.

5. I'll leave this for another one. I'd say he can...but that one's pure evil lol
Title: Re: Frostgrave - Rules
Post by: hadrien on December 20, 2016, 08:55:59 AM
Thank you for your answers,

1. That's what I thought at first sight.

But, the errata goes : "the demon generated by this magic item is "bound" to the warband as a whole and thus does not count towards any spellcaster's limit of one bound demon".

So the question could be re-phrased as such : Does a warband as a limit on bound demon ?

2. Thank you ! Let's see what Joe as to say to that.

3. That's what I thought as well. Invisibility gets pretty good with this option, cause "reveal invisibile" is way too situational to be a common choice of your opponent.

4. I would agree with you... but :

The errata goes "A will roll is required to attempt any action which would have an immediate potential negative impact on a target. This includes anything that would cause an attack roll against the target, or immediate damage, or any reduction of the Beauty's stats or fighting ability".

So, my question might arise from the fact that I am not a native speaker. What I would like to know is : "what is an immediate potential negative impact on a target ?".

Does the list following is all-inclusive ? I don't understand the world "include" as such, cause the translation would not mean "all-unclusive" in my langauge. But I might be wrong.

5. Well, thanks again my good sir !



Title: Re: Frostgrave - Rules
Post by: ScREaM on December 20, 2016, 09:02:50 AM
Hi,

1. How many minor demon coming from a "demon in a bottle" potion can a warband have at the same time in game, is it 1 for the warband, or is it limiteless ?
As per errata file:
Demon in a Bottle – The demon generated by this magic item is ‘bound’ to the warband as a whole and thus does not count towards any spellcaster’s limit of one bound demon.
If you play as written, there's not limit. In my player group, we now only use potions from "Dark Alchemy" extension, Demon in a Bottle has been removed from available potions and it's more balanced without this one...

2. A soldier is under the influence of the "mind control" spell, he has a "demon in a bottle" in his inventory, can the controler of the soldier (ie : the mage who launched "mind control") make this soldier use his "demon in a bottle", if so, which warband the demon will be linked to, the original warband of the soldier, or the controler warband ?
When under Mind Control, affected soldier is part of your warband so if he uses its "Demon in a bottle" potion, it's bound to your warband, not its original one.

3. Can a spellcaster cast "Dispel" on an invisible opponent in order to dispel its invisibility ?
Nope, you can't as he can not be targeted at all. But Reveal Invisible Spell and Cordial of Clearsight (Dark Alchemy potion) will work.

4. A spellcaster wants to cast "Dispel" on an opponent who is under the benefit of a "beauty" spell. In order to cast "dispel", does the spellcaster have to first perform a will roll against the casting number of "beauty" ?
As per the errata file:
A Will roll is required to attempt any action which would have an immediate potential negative impact on a target with a Beauty spell. Dispel has a negative impact so Will roll is required

5. This last question seemed to have been ruled out in two different way, at the first pages of this topic, I'm just asking it again to be sure.
A spellcaster is mind controling an opposite sodier, can he launch "leap" on this soldier in order to make him perform a vertical move of 10' in the air, inflincting him 15 dmg from the fall ?
I'd say you can't.
Title: Re: Frostgrave - Rules
Post by: Malebolgia on December 20, 2016, 09:07:26 AM
Doh! Forgot the errata (even though you mentioned it...double doh)

1. Going by the errata you could have an infinite amount of bound demons due to Demon in a Bottle, since they override the limit from Summon Demon. Nasty! Then again, we don't use the potions table from the main book anymore ;). Dark Alchemy is our go-to table.

4. Well, Dispelling Beauty seems like an immediate potential negative impact on the beautiful target ;). So I'd say: attack roll. But curious to see Joe's answer on this one.
Title: Re: Frostgrave - Rules
Post by: hadrien on December 20, 2016, 11:04:28 AM
Ok then, thank for your inputs.

I don't know what Joe will say, hope he will find time to answer.

By the way, it's just my opinion but I disagree with you regarding question #4 :

I can admit than in this configuration "dispeling" has a potential negative impact on the target, whereas dispeling is not, in itself, a "negative" spell (not sure if I'm clear here).
I would say that here, "dispeling" beauty could lead you to cast another spell that will be potentialy negative, if you manage to cast it. So... It's a long reach but let's admit that it is a potential negative impact.
But, according to me, it is in no way "immediate", cause another spell would be needed to create any "real" negative impact on the target.

Yeah, well, it's just, like, my opinion, man.
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 20, 2016, 03:51:38 PM
Okay, hadien, here goes:

1) You can have as many demon in bottles as you want. I think this is probably a terrible tactic in a campaign sense (the cost just isn't worth the benefit), but because of the mess it can make in a single game I removed it from the potion list when I write Dark Alchemy.

2) Thanks for giving me another reason to be glad I dropped the potion! I'm going to say - it won't work. Think of these demons as 'pre-programmed' to come out and fight for the original warband. So you can make a figure use it, but it will still fight for the figures original warband.

3) Not unless he can see him. 

[Should I ever write a second edition. The Reveal Invisible Spell will be improved to True Sight and also allow the caster to see through magic such as Beauty and Monstrous Form. We'll see if it ever happens.]

4) Yes, it does no harm to the target.

5) Absolutely not. Leap requires a willing target - and a mind-controlled figure will not take any action that will definitely cause damage such as falling. Charging a Frost Giant, sure, he'll do that, because he might just win, but jump up in the air with the intention of dying - no.
Title: Re: Frostgrave - Rules
Post by: hadrien on December 20, 2016, 10:30:01 PM
Thank you very much for your quick answers, and thank you for this great game !

If by any chance you can understand french, have a look at our campaign forum :

http://lesloupsdutemeraire.forumactif.org/t4469-campagne-lotharingen-la-cite-du-duel-etrenel (http://lesloupsdutemeraire.forumactif.org/t4469-campagne-lotharingen-la-cite-du-duel-etrenel)

There is a great map of the city we are playing in. Campaign managers are actually doing it in two clubs in two nearby cities, and for time to time we will have meet-up games where warbands from the two parts of the city (ie : from the two clubs) will be fighting against each other.

And... I actually do have an other question, if you don't mind. According to me answer is very obvious, and I feel a little silly for asking, but I could not find a definitive ruling on that. Once again I tried the forum, sorry if this has been rules out before :

6. A caster under the influence of a "potion of invulnerability" chooses to empower a casting by spending health point. Does he actually looses health point or does the potion prevents any loss ?
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 21, 2016, 03:52:03 PM
Glad you are enjoying the game!

I'm afraid I don't read French, though I've seen some pretty impressive things coming out of France. The publishers there have done a great job with it.

6) He absolutely takes damage. The Invulnerability prevents damage from external sources.
Title: Re: Frostgrave - Rules
Post by: KevinE on December 21, 2016, 10:10:49 PM
A couple of questions relating to situations that occurred in recent games:

If shooting into combat you must randomly determine the target of the shooting attack, but what happens if the shooter does not have line of sight to all of the figures involved in the combat (e.g. if one or more is completely hidden by intervening terrain)? Is the target randomly determined from only those figures that the shooter can see or from all the figures in the combat?

In a multiple combat where A1 and A2 are fighting B1 and B2 respectively, if A1 activates and kills B1 with his 1st action, can he then use his 2nd action to move away from the combat (not passing B2) or must he stay and support A2?

Thanks,

Kevin   

Another question - normally you cannot pick up a treasure if there is an opposing figure within 1" of it, but Telekinesis allows a spellcaster to move an unclaimed treasure - does it count as unclaimed for the purposes of the spell if there is an opposing figure within 1" ?

Thanks again,

Kevin
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 22, 2016, 07:00:08 PM
Another question - normally you cannot pick up a treasure if there is an opposing figure within 1" of it, but Telekinesis allows a spellcaster to move an unclaimed treasure - does it count as unclaimed for the purposes of the spell if there is an opposing figure within 1" ?
A claimed treasure is one a model has picked up.
I've used telekinesis to move a treasure a model was standing next to (but didn't have an action to claim).
Title: Re: Frostgrave - Rules
Post by: joe5mc on December 22, 2016, 08:17:55 PM
Yup, you can definitely do that.
Title: Re: Frostgrave - Rules
Post by: Plus Four on December 22, 2016, 08:22:16 PM
A claimed treasure is one a model has picked up.
I've used telekinesis to move a treasure a model was standing next to (but didn't have an action to claim).

We do this all the time in our games!
Title: Re: Frostgrave - Rules
Post by: KevinE on December 22, 2016, 09:57:19 PM
Thanks for the replies everyone.

Any thoughts on my original 2 questions?

Thanks again,

Kevin
Title: Re: Frostgrave - Rules
Post by: Darkson71 on December 23, 2016, 01:46:04 PM
1. Not sure if it's correct, but we use the same rule as Mordheim and Necromunda in that combat is "swirling melee" and although the models don't move, the "characters" would be, so if you can see one combatant you can see them all.
BUT...
That was earlier when we didn't realise that only Attack spells are randomised (something Necro and Mord don't have), so I think going forward we'll continue to do that for Attack spells but spells that can be happily cast into combat will need LOS.

2. That's not multiple combat, that's two separate combats?
Title: Re: Frostgrave - Rules
Post by: KevinE on December 23, 2016, 05:29:38 PM
Thank you - that was pretty much what I thought, but I thought I'd get a second opinion, especially with the shooting into combat question as we'd had 2 examples of that in recent games.
In the first my man-at-arms was in combat with an opposing treasure hunter next to a ruined building. An archer from the opposing warband had a clear line of sight to my man-at-arms, but his treasure hunter was out of sight round the corner of the building. I was quite happy to let him have the +4 cover bonus as his figure would have been mostly hidden but he decided to move his archer and shoot at someone else instead.
In the second my apprentice was in combat with an opposing war hound beside a wall. The opposing wizard wanted to use elemental bolt against my apprentice, arguing that the war hound was entirely hidden by the wall. I pointed out that the war hound was unlikely to just be snapping at the apprentice's legs and would probably be partly visible as it attacked. Again I was happy to allow the war hound the +4 cover bonus but that became irrelevant as the random roll to see who was hit resulted in my apprentice being hit anyway.
Thanks again,
Kevin
Title: Re: Frostgrave - Rules
Post by: jp1885 on December 23, 2016, 05:59:39 PM
Throwing a spanner in the works, I'd rule the opposite - if you can't see your target, you can't shoot at it. Simples!
But it's your game, so your call :)
Title: Re: Frostgrave - Rules
Post by: Psychlic Bob on December 23, 2016, 10:47:06 PM
A warband member with a magical weapon dies in the game and then gets a Dead result on the save table - the item is lost?
Title: Re: Frostgrave - Rules
Post by: KevinE on December 24, 2016, 07:25:57 AM
Page 50 of the rule book:
'On a 1-4, that soldier has been killed, and he should be removed from the Wizard Sheet. Any items this soldier was carrying are lost.'

Kevin
Title: Re: Frostgrave - Rules
Post by: critsmash on January 06, 2017, 10:47:06 AM
Can a summoned demon be carried on between games or do they have to be re-summoned? My opponent summoned a major demon during our last game and wants to keep it...
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 06, 2017, 12:30:37 PM
Can a summoned demon be carried on between games or do they have to be re-summoned? My opponent summoned a major demon during our last game and wants to keep it...

He can keep it, summoned demons do not disappear at the end of the game.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 06, 2017, 01:48:17 PM
I respectfully disagree - I thought they dissapeared once the game was over, lke zombies for example.
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 06, 2017, 01:57:21 PM
I respectfully disagree - I thought they dissapeared once the game was over, lke zombies for example.

Raise Zombie spell clearly states:

"A raised zombie does not count towards the warband size limit and remains with a warband until the end of the game, at which point it crumbles into dust."

Nothing like that in Summon Demon spell description.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 06, 2017, 02:10:24 PM
Well I'll give you that - it doesn't say either way in the rules or errata.
I'm happy to be proved wrong - let's see what Joe says :)
Title: Re: Frostgrave - Rules
Post by: critsmash on January 06, 2017, 02:25:15 PM
Appreciate the input, ScREaM and jp1885. I've been looking at the spell list to find out about this, summon demon spell: "...the demon is treated as though it is already subject to a bind demon spell". Bind demon spell says "...gains control of the demon for the rest of the game" which I took to mean the in the game currently played on the table. This is also a touch spell, not out of game like raise zombie as far as I know. If it counts like a permanent member like a construct, will it have to roll on the injury table between games if it is killed for instance...? It does not say anything about counting towards warband members and so on so I tend to agree with jp1885 on this for now. My opponent disagrees, of course so until we know for sure we might just houserule so that if he can come up with a creative name for the demon, and take care of it all by himself (feeding, walks etc), he can keep it  :D
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 06, 2017, 02:46:33 PM
The general concensus on the FG facebook age is 'no' (I had to ask as my main wizard is a summoner) - as someone there pointed out, a demon does not take up a warband slot, so cannot count as a permanent member :) (which is a shame as my wiz managed to summon a greater demon a couple of games ago!)
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 06, 2017, 03:19:03 PM
My personal favour would be to make it disappear at the end of the game but it's not clearly stated in the rules if it stays between games or not.

But according to the Bind Demon spell that lasts until end of the game, it would be OK that the demon leaves the warband after the game as it's not controlled anymore.

I'd be happy too to read what's Joe say about that :)

@critsmash: Summon Demon can be an Out Of Game spell if player has a Summoning Circle in his basement (but he'll need to cast Bind Demon after this OOG Summon Demon spell success)
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 06, 2017, 03:28:14 PM
Summon Demons go away at the end of the game, unless a rule specifically states otherwise.
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 06, 2017, 03:34:25 PM
Summon Demons go away at the end of the game, unless a rule specifically states otherwise.

Thanks for your fast and clear reply Joe :)
Title: Re: Frostgrave - Rules
Post by: critsmash on January 06, 2017, 03:57:08 PM
Thank you for the replies!
Title: Re: Frostgrave - Rules
Post by: LiamFrostfang on January 06, 2017, 04:57:37 PM
thought so...drat foiled again.  thanks joe  8)
Title: Re: Frostgrave - Rules
Post by: Arcdroid on January 10, 2017, 08:14:47 AM
If a "Bones of the earth" wins the fight roll with it's captive, does it cause damage? Or does it only stop the target from moving for another turn?
Title: Re: Frostgrave - Rules
Post by: Karadek on January 11, 2017, 05:05:13 PM
If a "Bones of the earth" wins the fight roll with it's captive, does it cause damage? Or does it only stop the target from moving for another turn?

I believe it just holds the target in place. 
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 11, 2017, 06:58:52 PM
I'm probably overthinking this, but it came up in a recent game.

Some things trigger when a model contacts a treasure (such as Fools Gold and the Genie) as opposed to picking it up (wandering monsters).

If a model is say 1" from a treasure, contacts it to set off either of the abovethings, can they then continue with the rest of their move?
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 11, 2017, 07:45:36 PM
I'd say the event is triggered if the model uses an action to pick up the treasure, rather than being in base contact / within 1" - I always assumed that was the case always - I must re-read the rules!
Title: Re: Frostgrave - Rules
Post by: critsmash on January 12, 2017, 09:15:20 AM
If a "Bones of the earth" wins the fight roll with it's captive, does it cause damage? Or does it only stop the target from moving for another turn?

I could've sworn that I've seen a reply from Joe in this thread that bones of the earth causes damage. Thats how we play it anyway...annoying spell! 
Title: Re: Frostgrave - Rules
Post by: Arcdroid on January 12, 2017, 12:15:21 PM
The search didn't really turn up anything about it, but then again maybe my Search Forum spell fumbled...
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 12, 2017, 01:10:09 PM
The search didn't really turn up anything about it, but then again maybe my Search Forum spell fumbled...

It's page 78 on this thread (google search returned a better result than board search):

Bones of the Earth can damage an opponent. It does not have any armour, so simply winning the fight, with any result will destroy it.

Multiple Bones of the Earth do not support one another. They are not creatures, they are spell effects. They never offer support in any circumstances.

Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 12, 2017, 05:53:41 PM
I'd say the event is triggered if the model uses an action to pick up the treasure, rather than being in base contact / within 1" - I always assumed that was the case always - I must re-read the rules!

From the Fool's Gold spell:
Quote
When any figure comes into contact with the Fool’s Gold, the treasure token immediately vanishes and is removed from the game.

Like I said, I might be overthinking it, but there does seem to be a difference in the timing of certain triggers (sorry, can't link the others as I don't have the rulebook in pdf form).
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 12, 2017, 06:28:26 PM
Oh yeah, there's certainly a difference! I'd say that if a creature is spawned (say a genie) then it would immediately go into combat with whoever made contact, thus ending that figure's movement.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 12, 2017, 07:24:56 PM
Oh yeah, there's certainly a difference! I'd say that if a creature is spawned (say a genie) then it would immediately go into combat with whoever made contact, thus ending that figure's movement.
Which isn't what the Genie rule says (must be set up upto 2" of the figure that set it off, closer than to any other figure).

That said, when we played the game the question was raised we (both myself and my opponent) misread it, as the Genie is the same as Wandering Monsters in that its when a treasure is picked up, so it's really just Fool's Gold (as far as I can see).

So can a model that touches a Fool's Gold treasure continue their move (assuming they have movement left)?
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 12, 2017, 08:02:37 PM
Ah, I see... (In our game, the genie never showed up so we never had this issue). If the genie appears 2" away, I guess the figure that touched the treasure can move away as said genie is not within 1".…?

As for fool's gold, I see no reason why movement can't continue, but am happy to be proved wrong!
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 13, 2017, 11:16:20 AM
Bones of the Earth - it does cause damage. (I would likely rethink that for a 2nd edition, but that's the rule as it stands).

Fool's Gold - vanishes immediately when a figure comes into contact with it. If that figure has movement or actions remaining, it may continue to use them.

There seems to be an idea floating around that you can pick up treasure within 1" - not so - the rules state that you must be in contact with the treasure.

A figure that is spawned does not get to immediately act. It may Force Combat if a figure moves within 1" (so a figure within 1" has a problem) but otherwise it waits until the creature phase.
Title: Re: Frostgrave - Rules
Post by: Karadek on January 13, 2017, 04:46:01 PM
Bones of the Earth - it does cause damage. (I would likely rethink that for a 2nd edition, but that's the rule as it stands).

Fool's Gold - vanishes immediately when a figure comes into contact with it. If that figure has movement or actions remaining, it may continue to use them.

There seems to be an idea floating around that you can pick up treasure within 1" - not so - the rules state that you must be in contact with the treasure.

A figure that is spawned does not get to immediately act. It may Force Combat if a figure moves within 1" (so a figure within 1" has a problem) but otherwise it waits until the creature phase.

It's so awesome having the game's creator on here.  Thanks Joe!
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 13, 2017, 09:03:47 PM
Thanks Joe.
Title: Re: Frostgrave - Rules
Post by: Knabe on January 17, 2017, 01:55:25 AM
Hello All,

A question about Draining Word - do the effects of multiple castings stack?

The FAQ says "Power Word – The effects of  multiple castings of this spell do not stack, even if cast by different spellcasters."

Since this is similar to Draining Word, does this also apply to that spell?

We have multiple Sigilists in our current campaign and are seeking clarification.

Thanks,
Knabe
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 20, 2017, 11:23:04 AM
You can have multiples if you have multiple wizards, but they don't stack. Just back one another up if one gets dispelled.
Title: Re: Frostgrave - Rules
Post by: Peoples Champ on January 24, 2017, 12:49:22 AM
New to the game but loving it. Had a couple of questions around treasure carrying namely
- can you use the teleport or leap spell carrying treasure and if you use leap do you half the distance?
- can a pack mule carry more than one piece of treasure?

Cheers
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 24, 2017, 08:13:09 AM
Hey People Champ - thanks for giving the game a try, I'm glad you are enjoying it.

1. Yes you can use both spells while carrying treasure and it doesn't effect the distance
2. No. Items and Treasure are completely different things when it comes to carrying capacity. The Mule may still only carry one treasure.
Title: Re: Frostgrave - Rules
Post by: Tokhuah on January 24, 2017, 10:10:38 AM
Snipped rule for reference:

"All human figures in Frostgrave have at least one slot for carrying items. Wizards
have five slots, apprentices have four, and soldiers have one. For soldiers, this
single item slot is in addition to whatever equipment they receive as standard
(listed in their stat-lines)."


Is it legal to equip Thugs with bows (at 5gc each per Wizard cost) to carry in their item slot and use to shoot things?  I use Thugs as an example but really any soldier not listed with a ranged weapon would apply to the question.


On another topic, can you choose to have a Summoned Demon, Zombie, or even a soldier intentionally move off a structure that is high enough to kill them?
Title: Re: Frostgrave - Rules
Post by: Malebolgia on January 24, 2017, 10:35:40 AM
The Soldiers chapter says:

"Unlike wizards and apprentices, the stats of a soldier never increase except through magic or the use of magic items. Soldiers have only one item slot. This is in addition to the gear they normally carry as listed under their notes. Essentially, each soldier can carry one potion, magic weapon, or magic item, unless otherwise stated."

Magic Items say the following:

"All magic weapons and armour take up one item slot. Magic weapons and armour may only be carried by soldiers who already carry a weapon of that type (i.e. a thief cannot carry a magic hand weapon but a thug can). Spellcasters may carry any type of weapon they wish, but may not carry either leather or mail armour or shields."

Going by these texts I'd say soldiers cannot buy normal weapons in any way and can only buy magic weapons (of the same type) to equip them (or potion/item/scroll/grimoire/whatever). But it's not very clear.
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 24, 2017, 10:43:22 AM
You can not equip a standard soldier (not the captain) with an equipment that does not match its base equipment.

You can not give a bow to a thug and you can't give a 2 hands weapon to a Marksman.

Magic weapons will replace the standard weapon (of same type) AND will occupy the available item slot.

Things are better explained in the official Errata (for magic weapons & items)
Title: Re: Frostgrave - Rules
Post by: Malebolgia on January 24, 2017, 10:51:19 AM
Well not really. The errata only talks about magic weapons and armour, not regular stuff.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 24, 2017, 02:38:14 PM
Question regarding fool's gold and scenarios where treasure is placed in specific places (next to statues in the living museum scenario for example) where it would be pretty obvious where the fake one was. Could you place the fake treasure next to a real one in the specific location, or place the fake one in the specific location and put the real one somewhere else on the board?
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 24, 2017, 02:57:08 PM
Soldiers cannot be given weapons or armour that they don't start with. The exception is a magical version of a weapon/armour they already have. This than can use, but it both replaces the mundane version and takes up an item slot..

I'm afraid Fool's Gold doesn't help much in scenarios where the treasure location is fixed. These are few however.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 24, 2017, 02:59:11 PM
Cheers Joe!

One more (sorry) - Dispelling or spell-eating invisibility - can it be done? Dispel and spell eater are line of sight spells and by definition you can't see invisible things!
Title: Re: Frostgrave - Rules
Post by: Tokhuah on January 24, 2017, 03:09:25 PM
It sounded imbalanced to me to have a 25gc Archer only giving up +2... will inform my group, and glad I did not do it myself.

How about my second question?

On another topic, can you choose to have a Summoned Demon, Zombie, or even a soldier intentionally move off a structure that is high enough to kill them?

Following the logic of the Jump spell I would think not but would like a confirmation.  One could argue that a Zombie would not have much in the form of life preservation skills.
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 24, 2017, 03:19:52 PM
Quote
On another topic, can you choose to have a Summoned Demon, Zombie, or even a soldier intentionally move off a structure that is high enough to kill them?

Certainly for demon and soldier I'd say no. I take your point about zombies, but for the sake of simplicity I'd say no too.
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 24, 2017, 03:40:41 PM
When a Controlled Creature has been activated in mage/apprentice/soldier phase but his control is dispelled before creature phase, will this uncontrolled demon activate "again" in creature phase ?

Title: Re: Frostgrave - Rules
Post by: joe5mc on January 24, 2017, 04:00:01 PM
When controlling or Mind Controlling for that matter, you cannot cause them to do anything that would DEFINITELY cause damage, such as jumping off heights.

A creature can only activate once per turn, so if it activated early in the turn it may not do so again.

You cannot Dispell or Spell Eat invisibility as you can't see the target.
Title: Re: Frostgrave - Rules
Post by: ScREaM on January 24, 2017, 04:06:23 PM

A creature can only activate once per turn, so if it activated early in the turn it may not do so again.

You cannot Dispell or Spell Eat invisibility as you can't see the target.

Thanks Joe for the fast reply :)

My witch will have to brew more Cordial of Clearsights potions for the warband ;)
Title: Re: Frostgrave - Rules
Post by: Tokhuah on January 25, 2017, 07:08:46 PM
Other than area of effect spells, abilities, and shooting into melee rules can a Wizard or Soldier intentionally target a member of their own Warband with a spell, ranged, or melee strike with the intent of killing that target?
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 26, 2017, 08:26:34 AM
Why would you want to?
Title: Re: Frostgrave - Rules
Post by: Andrew_Gill on January 26, 2017, 03:00:09 PM
So, an interesting few things have come up in a frostgrave league that we've been organizing and playing. Not all of us are using frostgrave minis and as such the line of sight from one brand of mini to the other tends to leave taller minis at a disadvantage. Is there any kind of "standard silhouette" or anything that you, the creator of the game, intended?

Also, for clarification, because one of our league members asked- are 'all' magic items considered items for close call purposes? He argued that robes of arrow turning were 'worn,' I told him to think of close call as a 'by the skin of your teeth escape' like his robes would've been torn or something... But, I figured to ask for their clarification.

Thank you, and we love the game!
Title: Re: Frostgrave - Rules
Post by: Tokhuah on January 26, 2017, 03:08:54 PM
Why would you want to?

To chain-move treasure further: Thug uses both actions to move with treasure ending adjacent to Thief.  Ranger shoots and kills Thug.  Thief picks up treasure and uses final action to move treasure.  Killing a character for an additional 3.5" of movement may seem ill advised but this question came up in my group so I thought it was worth asking.
Title: Re: Frostgrave - Rules
Post by: Psychlic Bob on January 27, 2017, 09:02:03 AM
Why would you want to?

If this is about soldiers falling off buildings intentionally I had an opponent whose Wounded (only 1 Action) Templar carrying Treasure (thus half move) intentionally (not Mind Controlled) jumped off an 11" tower to his death and the Treasure was collected by a Thief below to save time - was funny ;-)   
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 27, 2017, 10:26:59 AM
Andrew - Thanks, glad you are enjoying the game!

In truth, not really. There is so much variation even within miniature lines with figures crouching, or whatever, that to legislate for such issues strikes me as mostly an exercise in futility. If you guys really want to be technically - I would just treat every figure as exactly 1" tall - however this is likely to get vary tedious.

I would point out to your opponent that line of sight works both ways, so if he has a disadvantage of being seen while behind certain terrain, he conversely has the advantage of being able to see over it where others cant.

Really though, if we are only talking about the top of a figure's hat, peeking over a wall, I would generally just say it is out of line of sight.
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 27, 2017, 10:29:36 AM
Tokhuah - it is a rare enough event, that I don't see any reason to legislate against it.

Personally, though, I would introduce a House Rule that if you attack a member of your own warband, and don't kill it, the attack figure immediately quits the warband, is removed from the roster, and becomes an uncontrolled creature for the rest of the game.
Title: Re: Frostgrave - Rules
Post by: giles the zog on January 27, 2017, 09:13:52 PM
Push back in multiple combat

Just checking something that may have been answered.

A figure (A), is fighting against two enemy figures (B1) & (B2).

If (A) wins against (B1):
- Can (A) Push (B1) back an inch ?

WE've assumed that (A) cannot step back out of combat, because they still have an unresolved combat with (B2).

IF, (A) then wins against (B2), can they then step back out of combat themselves IF they have already pushed (B1) back already?
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 28, 2017, 09:43:31 AM
That's what I reckon :)
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 29, 2017, 07:59:17 AM
Correct.
Title: Re: Frostgrave - Rules
Post by: Peoples Champ on January 30, 2017, 09:15:39 PM
Question around the Push spell. When you cast push on a figure they stop when they hit a piece of terrain or another figure. In our game the figure targeted by push was on the bottom step of three on a low lying wall that was all part of the same terrain piece. Thinking was that Push would just push them into the next level of the terrain piece (the next step up) stopping their movement whilst the counter argument was that they just get pushed off the terrain piece as it was just one piece. Thoughts?
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 31, 2017, 06:03:15 AM
By the rules, it is any terrain that gets in the way of their line of travel, it doesn't matter if that is is a higher level of a terrain piece they are already standing upon.
Title: Re: Frostgrave - Rules
Post by: Peoples Champ on January 31, 2017, 09:06:35 AM
By the rules, it is any terrain that gets in the way of their line of travel, it doesn't matter if that is is a higher level of a terrain piece they are already standing upon.
So we were correct to stop the figure on the next step even though it was the same piece of terrain?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 31, 2017, 09:29:51 AM
That's what Joe just said.
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 31, 2017, 11:17:00 AM
Yes. As much as I can say without actually seeing the table. I think players will have to discuss amongst themselves 'what should count'. Personally, I woiuldn't stop a figure because of just a little ridge in a piece of terrain, but anything an inch or so in height definitely stops them.
Title: Re: Frostgrave - Rules
Post by: Chrononaut on February 01, 2017, 11:20:27 AM
I have a question about the animal companion spell: In the last sentence of the rules it says "A spellcaster may only have one animal companion at any time" (or soemthing very close to that anyway). Since both the wizard and Apprentice are spellcasters, does that mean you can have 2 animal companions per warband?
Title: Re: Frostgrave - Rules
Post by: jp1885 on February 01, 2017, 01:00:24 PM
Yes.
Title: Re: Frostgrave - Rules
Post by: Chrononaut on February 01, 2017, 01:00:52 PM
Thank you... that makes it way better than i expected.
Title: Re: Frostgrave - Rules
Post by: giles the zog on February 01, 2017, 02:31:33 PM
Yes.

Don't tell Alan this - it'll make Jim cry !
Bears are really s**s to kill.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 02, 2017, 04:25:44 PM
Possibly a stupid/easily answered question, but I don't have my rulebook to hand (lent it to someone I hope will turn into a new player ;) ).

Do models count as "intervening cover" when shooting ata further target?
For example, one of my thugs partially obscured an enemy from my crossbowman - should I have added another cover to the roll (I missed anyway, so didn't matter at the time).
Title: Re: Frostgrave - Rules
Post by: jp1885 on February 02, 2017, 07:40:56 PM
We count them as intervening cover.
Title: Re: Frostgrave - Rules
Post by: Randell on February 02, 2017, 11:25:35 PM
You don't need the rulebook to answer that one.   The QRS clearly states that every piece of intervening terrain or figure gets +1.
Title: Re: Frostgrave - Rules
Post by: Randell on February 02, 2017, 11:31:09 PM
So I have a question on TimeWalk.   A Wizard moves, casts Timewalk.  The Apprentice casts  leap on the Wizard.   Can the Wizard still have his Time alk 2nd activation.?
Title: Re: Frostgrave - Rules
Post by: critsmash on February 03, 2017, 01:59:43 PM
Possibly a stupid/easily answered question, but I don't have my rulebook to hand (lent it to someone I hope will turn into a new player ;) ).

Do models count as "intervening cover" when shooting ata further target?
For example, one of my thugs partially obscured an enemy from my crossbowman - should I have added another cover to the roll (I missed anyway, so didn't matter at the time).

For some reason, we have not counted friendly models as intervening when shooting...looking through the rulebook now I cannot find anything justifying that logic. Maybe I picked it up in this thread somewhere?
Title: Re: Frostgrave - Rules
Post by: Malebolgia on February 03, 2017, 02:23:56 PM
From the Shooting Modifiers table:

Intervening Terrain:  +1
Every piece of intervening terrain or figure between the shooter and the target gives a+1. This is cumulative, so three pieces of intervening terrain would provide a +3 modifier. Note that if the target is in base contact with a terrain piece, it counts as cover instead of intervening terrain. If a shooter is in base contact with a terrain piece, it does not count as intervening terrain, though it may block line of sight.


So if you can see a target model, you can shoot it. Even if shooting through several other models...just check if you see the model.
And on a related note, we treat friendly figures as intervening terrain; so if you are in base contact you can fire over their shoulder (or under the arm pit) without penalty.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 03, 2017, 04:03:04 PM
Figures do count as intervening terrain.

I think I meant to put in there that members of your own warband do not block line of sight, or count as intervening terrain, but it doesn't look like I did. Probably for the best.
Title: Re: Frostgrave - Rules
Post by: Randell on February 12, 2017, 10:14:02 AM
Oops quoted wrong post.

Any thoughts anyone on the leap before Time Walk question above, we played it that the leap only affected his initial turn, and not the Time Walk turn.
Title: Re: Frostgrave - Rules
Post by: giles the zog on February 12, 2017, 11:26:07 AM
Here's an oddity.

IF my model moves into base to base contact for combat, and the opposing model's player declines to fight....what happens ?

Is it a straight roll of dice with only my model adding their fight (and any other modifiers)

OR ???
Title: Re: Frostgrave - Rules
Post by: Randell on February 12, 2017, 11:43:42 AM
I cannot envisage why,  but I imagine you roll they don't so you automatically win,  but still need to score more than their armour
Title: Re: Frostgrave - Rules
Post by: jp1885 on February 12, 2017, 11:46:15 AM
Here's an oddity.

IF my model moves into base to base contact for combat, and the opposing model's player declines to fight....what happens ?

Is it a straight roll of dice with only my model adding their fight (and any other modifiers)

OR ???

I've always played it that the opposing model has no choice but to fight.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 12, 2017, 02:46:45 PM
You cannot decline to fight if you are attacked.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 13, 2017, 07:15:42 AM
So if my opponent uses two activations to get into combat, I have to fight with my activations? We've been playing it you can elect not to, but it means you're just stuck in combat.
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on February 13, 2017, 08:58:39 AM
No - if two models are in base contact and neither decides to attack the other (which is perfectly fine), nothing happens and nothing has to happen. If, however, one player decides to attack the other, the defender cannot choose to not defend itself (somehow avoiding the fight or so?) - both players will roll a die. There's no escaping... (Unless you have a Ring of Teleportation or the Flash spell from Breeding Pits I suppose!)
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 13, 2017, 09:35:30 AM
Sorry - yes, like Coenus says.

If two figures want to stay In Combat and just sort of dance around, that's okay. But if one attacks, the other must fight.
Title: Re: Frostgrave - Rules
Post by: jballard on February 13, 2017, 10:03:18 AM
The above question from Giles the Zog actually came from a game I was playing in.

Wimpy apprentice ' A' was caught in melee by a Burly Bruiser 'B'. B moved to A and used their 2nd action to attack. Wimpy apprentice 'A' survived the first round of combat but knew the odds were against them and so chose not to use any action at all in the subsequent round in the hope of having to fight the least rounds of combat before their backup arrived.
The potential loophole being expoloited was the text on p35 "Once a figure is in combat with an enemy figure, it may spend one of its actions to fight.” (specifically the interpretation of the word 'MAY'.) Ie Like various D&D etc ‘fight defensively/ full defence” etc.

2nd question, from a different game:
Wimpy apprentice ' A' is now caught in melee by a Burly Bruiser 'B' AND Crusher 'C' in a multiple-combat. It is the soldier phase of B & C, both of whom are just soldiers, albeit meat-heads. Burly bruiser 'B' uses an action to attack 'A', but somehow 'A' wins the opposed fight roll. 'A' then uses the text on p36 to "push back either figure by 1". 'A' pushes back 'B', so he is now in combat with just 'C', and 'A' now claims that 'C' no longer gets the +2 supporting-attack when 'C' resolves his attacks next, still in the same soldier phase.

The wimpy apprentice knew that they were rules-laywering and deserved to get punched in the face for being a smart-arse, but then pointed out that they were wearing glasses...

Title: Re: Frostgrave - Rules
Post by: jp1885 on February 13, 2017, 10:45:25 AM
Hi Jim, welcome to the forum! JP here :)

Scenario 1: Apprentice A can only disengage from combat if he beats Bruiser B and pushes either himself of his opponent away. He used his first action to fight, so he can now use his second action to move away. If A had lost the combat, and B chose not to push A away, then A would have lost his second action.

Scenario 2: You're correct. After pushing away B, Apprentice A is only in base contact with C, so C doesn't get any support bonus.

EDIT: Ok I've read the comments above, and concede that you can avoid actual combat if your opponent also wishes to do so. I read that as the figures will remain in base contact until one of them attacks and someone either dies or gets pushed away.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 13, 2017, 11:06:39 AM
@jballard - regarding #2 - that's not rules-lawyering at all, as it's clear in the rules a model has to be in the fight to actually help.

Reminds me of when my 1-wound treasure-carrying thief beat both a +7 Fight wizard (don't ask!) and a Templar in combat, and pushed them off the side of a building.

Also reminds me of when my wizard, who was supported by 2 thugs was killed (dead, dead, dead) by a 1-wound hound, but I don't like to talk about that one. ;)
Title: Re: Frostgrave - Rules
Post by: Randell on February 13, 2017, 11:45:17 AM
The above question from Giles the Zog actually came from a game I was playing in.

Wimpy apprentice ' A' was caught in melee by a Burly Bruiser 'B'. B moved to A and used their 2nd action to attack. Wimpy apprentice 'A' survived the first round of combat but knew the odds were against them and so chose not to use any action at all in the subsequent round in the hope of having to fight the least rounds of combat before their backup arrived.
The potential loophole being expoloited was the text on p35 "Once a figure is in combat with an enemy figure, it may spend one of its actions to fight.” (specifically the interpretation of the word 'MAY'.) Ie Like various D&D etc ‘fight defensively/ full defence” etc.

2nd question, from a different game:
Wimpy apprentice ' A' is now caught in melee by a Burly Bruiser 'B' AND Crusher 'C' in a multiple-combat. It is the soldier phase of B & C, both of whom are just soldiers, albeit meat-heads. Burly bruiser 'B' uses an action to attack 'A', but somehow 'A' wins the opposed fight roll. 'A' then uses the text on p36 to "push back either figure by 1". 'A' pushes back 'B', so he is now in combat with just 'C', and 'A' now claims that 'C' no longer gets the +2 supporting-attack when 'C' resolves his attacks next, still in the same soldier phase.

The wimpy apprentice knew that they were rules-laywering and deserved to get punched in the face for being a smart-arse, but then pointed out that they were wearing glasses

Now you've explained, I can see the situation.  I assumed you meant elect not to fight if attacked in the opponents turn.  In both scenario's Wimpy Apprentice A is being sensibly tactical.

Scenario 1.  Assuming the apprentice player has initiative, by not fighting in apprentice turn the apprentice guarantees survival until the soldier phase.  His soldier can enter the combat in the soldiers phase and get the +2 from the apprentice being in base to base contact.  If the soldier wins, he can elect to push back Burley Bruiser B, assuming he doesn't kill him.  Of course if Burley Bruiser B survives I assume in his soldier phase he would just try and engage the apprentice again, but the supporting soldier will almost certainly be within 1" at that point and can pull Burley Bruiser B to him thus freeing the apprentice up entirely.  In this case envisage the situation as the apprentice is just adopting a defensive stance in his turn, ensuring he cant get hurt until help arrives.

Scenario 2 - that is totally normal play.  What is the complaint?
Title: Re: Frostgrave - Rules
Post by: Karadek on February 13, 2017, 04:46:16 PM
2nd question, from a different game:
Wimpy apprentice ' A' is now caught in melee by a Burly Bruiser 'B' AND Crusher 'C' in a multiple-combat. It is the soldier phase of B & C, both of whom are just soldiers, albeit meat-heads. Burly bruiser 'B' uses an action to attack 'A', but somehow 'A' wins the opposed fight roll. 'A' then uses the text on p36 to "push back either figure by 1". 'A' pushes back 'B', so he is now in combat with just 'C', and 'A' now claims that 'C' no longer gets the +2 supporting-attack when 'C' resolves his attacks next, still in the same soldier phase.

This is just sound tactical decision-making.  I wouldn't be ashamed in any way.
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on February 13, 2017, 05:59:12 PM
Apologies if this has been asked and answered. During wizard creation, instead of taking a staff or hand weapon, can I choose a dagger without having to pay the 5 gc's?
Title: Re: Frostgrave - Rules
Post by: Timeshadow on February 14, 2017, 07:05:47 AM
Apologies if this has been asked and answered. During wizard creation, instead of taking a staff or hand weapon, can I choose a dagger without having to pay the 5 gc's?

RAW no you can't since only staff and sword are given as initial choices but I don't see any issue with someone taking a dagger instead not like it's any advantage.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 14, 2017, 11:53:23 AM
Exactly like Time Shadow said. The only reason I can think to do this would be WYSIWYG, but I wouldn't worry about that too much. If the mini only has a dagger, I think you can call it a handweapon without generating much complaint.
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on February 14, 2017, 01:38:57 PM
Ok thanks. Yea it's purely a WYSIWYG thing.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 15, 2017, 10:54:09 AM
Then I think you can fairly say its just a 'short' hand weapon.
Title: Re: Frostgrave - Rules
Post by: critsmash on February 17, 2017, 02:59:40 PM
Figures do count as intervening terrain.

I think I meant to put in there that members of your own warband do not block line of sight, or count as intervening terrain, but it doesn't look like I did. Probably for the best.

Sorry to return to this, but I found the following passage in the rulebook: Figures from the same warband do not block each other's passage...(pg 127).
This means I can walk through one of my friendly models? I think it was this part that made me think they did not count as intervening terrain. It has gotten more relevant now as we are venturing into the breeding pits with very limited space. So yesterday I knocked a zombie belonging to my opponents warband with the club of battering which would allow me to push it back 3 inches. directly behind it was a model from the same warband. since it was a friendly model to the zombie, would the zombie just fly through it? The friendly model matrix dodging or a similar evasive maneouvre....
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 20, 2017, 09:58:30 AM
Basically, figures in the same warband are assumed to move out of the way and let their fellows pass. It does not apply in any other situation.
Title: Re: Frostgrave - Rules
Post by: critsmash on February 20, 2017, 12:39:50 PM
Basically, figures in the same warband are assumed to move out of the way and let their fellows pass. It does not apply in any other situation.

Appreciate the answer joe5mc, thank you!
Title: Re: Frostgrave - Rules
Post by: The Professor on February 22, 2017, 10:36:10 AM
Thanks for a great game. It's really lighting up the winters here in Scandinavia.
Maybe this is a silly question but I hope you can help me to end a discussion over multiple combat:


If three thugs are fighting one enemy model (3 vs 1).   Do each thug then get one attack with +4 modifier or do they only get one combined attack at +4?
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 22, 2017, 11:05:48 AM
Thanks, Professor!

Each Thug should work out his actions independently. So, he would attack at +4. That combat should be resolved. If all of the figures are still in combat, and another Thug elects to attack, he would also get +4 and so on. So, potentially, all three Thugs would get the +4 assuming all of the figures stay in the relative positions after each combat.

Hope that clears it up?
Title: Re: Frostgrave - Rules
Post by: The Professor on February 22, 2017, 11:29:43 AM
Thanks!
Title: Re: Frostgrave - Rules
Post by: critsmash on March 10, 2017, 08:20:25 AM
An Imp summoned by the Imp-spell is bound by the opposing wizard using bind demon. Will the original now-controlled-by-opposing-warband Imp disappear if the Imp spell is cast again? (We play as witch and summoner. The witch has bind demon, the summoner has imp)
Title: Re: Frostgrave - Rules
Post by: jp1885 on March 10, 2017, 09:23:50 AM
The second imp is an uncontrolled creature, while the first imp is now technically a member of the witches warband, so I'd say it doesn't disappear.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 10, 2017, 11:43:01 AM
Play the rule exactly as written. The first imp disappears if the same spellcaster casts the spell again. It doesn't matter who currently controls the original imp.
Title: Re: Frostgrave - Rules
Post by: critsmash on March 10, 2017, 12:18:31 PM
Play the rule exactly as written. The first imp disappears if the same spellcaster casts the spell again. It doesn't matter who currently controls the original imp.

Thank you, Joe! I suspected as much. If not we could have had a potential imp-fest on our hands...
Title: Re: Frostgrave - Rules
Post by: jp1885 on March 10, 2017, 01:01:31 PM
I stand corrected  :D
Title: Re: Frostgrave - Rules
Post by: Chilliface on March 10, 2017, 04:54:07 PM
Sorry if this has already been asked or if I've just missed something in the rule book.

Can a wizard/apprentice buy a two-handed weapon for 5gc between games or only when being created?
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 10, 2017, 09:18:44 PM
He can buy it between games if he wants.
Title: Re: Frostgrave - Rules
Post by: Rayman50 on March 11, 2017, 01:00:10 AM
Hello -

I need a rule clarification call as this could have a huge impact on an upcoming game. If someone uses a Bottle of Darkness (found in Dark Alchemy) can this be canceled by either Dispel or Spell Eater? Thanks in advance.

Rayman50
Title: Re: Frostgrave - Rules
Post by: randwulf on March 11, 2017, 01:28:20 AM
Just new to the game and have only played twice. I couple of things came up.

1. Does drinking a potion count as an action?

2. In multiple combat you get +2 per supporting figure. Do these figures also get an attack later if they have a free action. i.e. so there could be up to 3 attacks at +4 each when you gang up on a figure?

- I just saw the answer to this above ...
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 11, 2017, 07:18:13 AM
#2 - Yes. That's one of the good uses for Group Activations.
Title: Re: Frostgrave - Rules
Post by: Desert Scribe on March 13, 2017, 02:36:16 AM
Hey everyone!

I'm new to these boards but have been playing Frostgrave for several months now, and I'm enjoying the game. A couple of questions came up in our last game:

Title: Re: Frostgrave - Rules
Post by: Klabautermann on March 13, 2017, 07:22:03 AM
First of all: I really do love Frostgrave! It brought me back to Tabletop :) After reading the rules and playing the first games, there are still some rule questions left. One is about summoning demons. I do have to roll for the spell to succeed, so the summoner needs a 12 for a successful cast. But what next? Do I have to roll again to see what kind of demon appears? Or do I take the roll for the spell to determine what demon appears (12 -12 = 0 so a imp, or Roll 18 -12 = 6 = Minor demon)?
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 13, 2017, 01:44:34 PM
Klabautermann - Welcome back to the fold! Glad you are enjoying the game. To answer your question, you only roll once, and use the Casting Roll to determine what kind of demon, like you give in your example. So, it does take some real work to get a major demon!

Desert Scribe - Welcome to the board - post us some pics of your games and minis when you get the chance.  A magic crossbow does NOT count as a magic weapon for hitting creatures that are immune to non-magic weapons. For that you would need some kind of magic ammunition. Nor do constructs count as having magic weapons unless they are somehow upgraded to do so.  So, yeah, things that can only be hurt by non-magic weapons are bad news, especially to newer warbands.

Randwulf - Thanks for trying out Frostgrave. 1) Yes, drinking a potion counts as an action.  2) Yes, everyone gets to attack that has actions. Lending support does not require any actions.

Rayman50 - No, Bottle of Darkness is not a spell, thus neither spelleater or dispell work against it.
Title: Re: Frostgrave - Rules
Post by: jp1885 on March 13, 2017, 02:15:32 PM
Rayman50 - No, Bottle of Darkness is not a spell, thus neither spelleater or dispell work against it.
Joe is this the case for all potions?
Title: Re: Frostgrave - Rules
Post by: Desert Scribe on March 13, 2017, 07:46:31 PM
Desert Scribe - Welcome to the board - post us some pics of your games and minis when you get the chance.  A magic crossbow does NOT count as a magic weapon for hitting creatures that are immune to non-magic weapons. For that you would need some kind of magic ammunition. Nor do constructs count as having magic weapons unless they are somehow upgraded to do so.  So, yeah, things that can only be hurt by non-magic weapons are bad news, especially to newer warbands.

Thanks for the quick response! I will start a thread of my own later when I have time, but if you're curious right now, you can see some Frostgrave battle reports (http://supergalacticdreadnought.blogspot.com/search/label/Frostgrave) on my blog, Super Galactic Dreadnought (http://supergalacticdreadnought.blogspot.com/).
Title: Re: Frostgrave - Rules
Post by: Rayman50 on March 13, 2017, 09:42:13 PM
Thanks for the clarification as i didn't want this to get misinterpreted.

Title: Re: Frostgrave - Rules
Post by: Klabautermann on March 14, 2017, 06:56:43 AM
Joe, thanks for your answer, so it will be very very hard (nearly impossible?) to cast a major demon
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 14, 2017, 03:57:55 PM
Desert Scribe - I've been following you for awhile!

Klabautermann - It's nearly impossible for a starting wizard to summon one in game. However, you can reduce the Casting Number with experience, and there are many ways to get bonuses to the roll, especially out of game. You should definitely check out Forgotten Pacts if you are all about summoning demons. It's got loads of additional rules.
Title: Re: Frostgrave - Rules
Post by: Desert Scribe on March 15, 2017, 10:45:34 PM
Desert Scribe - I've been following you for awhile!

I thought that screen name looked familiar!  :D

Thanks; I'm thrilled to know you've been following my blog. I hope it's proved inspirational, or at least entertaining.
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on March 22, 2017, 01:06:31 AM
No idea if this is already been cleared, but can you teleport to a point mid air? And then take the appropriate falling damage?

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Stubaru on March 22, 2017, 05:31:16 PM

Klabautermann - It's nearly impossible for a starting wizard to summon one in game. However, you can reduce the Casting Number with experience, and there are many ways to get bonuses to the roll, especially out of game. You should definitely check out Forgotten Pacts if you are all about summoning demons. It's got loads of additional rules.

If this is true, then I have been doing the 'sacrificing of health to get a spell off' wrong. If I need a 28 to summon a Major demon, and I roll a 20, I'll use 8 health to get me that 28. Is this against the game mechanics?
Title: Re: Frostgrave - Rules
Post by: critsmash on March 27, 2017, 10:38:52 AM
I have a couple of spell questions...sorry, new warbands=unfamiliar spells=new questions.
Elemental ball- Can I choose a target point, like grenade, or does it have to be a model?
Fools gold- This must be placed with the other treasure, before the warbands randomly decide deployment areas, right...or is it after?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on March 27, 2017, 01:36:37 PM
Fool's Gold is at the same time as the 6 "real" treasures (unlike Reveal Secret), otherwise if it was later it would be obvious which was the fake one.
Title: Re: Frostgrave - Rules
Post by: critsmash on March 27, 2017, 02:04:51 PM
Obviously :D, sorry, I meant that all treasure including fools gold are placed and then you decide which is the fake after all players have decided warband deployment zone. 
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 31, 2017, 12:09:55 PM
Sorry guys, been away for a bit!

Critsmash - decide which treasure is the fool's gold when you place it, before player board edge is determined.

Stubaru - you are playing it correctly. I was overstating the case.

Like_Clockwork - I suppose so.
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on April 04, 2017, 09:37:13 PM
Follow up question, this is where it gets ridiculous.

Now I'm FAIRLY sure this shouldn't apply, but my family likes to play on the rules in weird ways.

Could you do this:
Cast Time Store to store an action
wait a turn
Cast Teleport to a point midair
Before falling, cast Transpose on an enemy, so that they then take the falling damage you would have taken?

I'm pretty sure it can't go that way, you would just fall and take the repercussions of Teleport before being able to cast Transpose, correct?

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Wraith01 on April 06, 2017, 11:04:18 PM
Like_Clockwork You can actually do that in the video game Dishonored. Since it works there I'd accept it. It's creative.
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 07, 2017, 03:13:54 PM
Like_clockwork - No. You completely resolve one action before moving onto the next. So you'd teleport. Go splat. And then you can use yours saved action...not that that is very useful.
Title: Re: Frostgrave - Rules
Post by: Malebolgia on April 07, 2017, 03:22:15 PM
Or houserule it because of the awesomeness of the idea 8)
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on April 07, 2017, 03:40:41 PM
Lol THANK YOU Joe. That is a 100% little brother idea right there, and I think as mentioned above, it WAS inspired from Dishonored. But yeah, that seemed too odd to work, and even if it did work, that technically would be hard to execute and not worth the pay off.

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Timeshadow on April 10, 2017, 07:22:16 PM
Lol THANK YOU Joe. That is a 100% little brother idea right there, and I think as mentioned above, it WAS inspired from Dishonored. But yeah, that seemed too odd to work, and even if it did work, that technically would be hard to execute and not worth the pay off.

Thank you,
LC

That's a neat combo if it worked and not without risk. If your transpose target makes their will save or if you fail to cast the transpose you go splat....
Title: Re: Frostgrave - Rules
Post by: Happy Matt on April 12, 2017, 06:59:05 PM
A few quick questions.

1) On the explosive cocktail, it says it acts as the grenade spell. Does it act like a successfully cast grenade or do I need to roll to 'cast' the potion? Also is it a magical attack?

2) When you have a summoning circle in your base, to summon a demon do need to know both Summon and Bind demon spells or just Summon? If you just need the Summon spell do you need to roll to get the demon there and then to bind it or just once?

Thanks for the help.
Title: Re: Frostgrave - Rules
Post by: Abyssalknight42 on April 15, 2017, 03:24:58 AM
My game group played for the first time last week and we all thought it was a blast. I have a few questions that will probably come up in future games.

-if a soldier is pushed over a placed exploding rune and stops it's movement 4" past a rune, does the rune explode?
-summon demon: if I roll a 1 and I choose to empower the spell, would a demon still come out and attack my wizard?
-for "large" type units, is the base and model supposed to be larger than soldiers?
Title: Re: Frostgrave - Rules
Post by: Like_Clockwork on April 17, 2017, 03:18:10 PM
A few quick questions.

1) On the explosive cocktail, it says it acts as the grenade spell. Does it act like a successfully cast grenade or do I need to roll to 'cast' the potion? Also is it a magical attack?

2) When you have a summoning circle in your base, to summon a demon do need to know both Summon and Bind demon spells or just Summon? If you just need the Summon spell do you need to roll to get the demon there and then to bind it or just once?

Thanks for the help.

Any potion that says "acts like a _____ spell" is implied that you are just doing the effect of the spell. So you don't have to roll to cast the "effect", since it's a potion, you just roll for the attack that it gives you.

When you summon a demon, (assuming you roll higher) it already is bound to you, knowing Bind Demon is just a nice spell to have in case you lose control of your demon, or if you want to control someone elses.

Thank you,
LC
Title: Re: Frostgrave - Rules
Post by: Severon on April 17, 2017, 07:05:49 PM
Quote
2) When you have a summoning circle in your base, to summon a demon do need to know both Summon and Bind demon spells or just Summon? If you just need the Summon spell do you need to roll to get the demon there and then to bind it or just once?

To use it as an Out of Game Spell you need to know both spells since the Summoning Circle requires both spels to be cast and you can cast only those spells that you know.
Title: Re: Frostgrave - Rules
Post by: Happy Matt on April 18, 2017, 06:08:17 AM
To use it as an Out of Game Spell you need to know both spells since the Summoning Circle requires both spels to be cast and you can cast only those spells that you know.

That is what I was afraid of.

Thanks
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 18, 2017, 01:54:57 PM
Happy Matt

1) You don't need to roll. Just play as though the spell was successfully cast.

2) See the Rules for summoning circle. It states you must case both spells.

Abyssalknight - glad you enjoyed it!

If you get pushed over the rune - 'boom' baby!

Summon Demon - If you roll a 1, there really isn't much you can do accept get attacked. The downside of summoning I'm afraid.

Large Units - Frostgrave doesn't really care about base size. Should large creatures be on bigger bases - probably - but it not necessary.
Title: Re: Frostgrave - Rules
Post by: Abyssalknight42 on April 19, 2017, 12:01:59 AM
Thanks for the answers Joe! Just a quick clarification if you wouldn't mind (my wife and I are arguing over the definition of "boom" baby) So the rune explodes - is the soldier pushed over the rune caught in the blast or is he safe if pushed beyond the blast radius?

Also, is there ever a chance for the addition of official multiplayer rules? We played 2v2 and, while we had a great time, we know this isn't how the rules were written. When people had questions our friend who organized the group of us kept throwing his hands up in exasperation, proclaiming that there aren't rules for this. It all worked out fine but it was certainly chaos (mostly in a good way)!

Thanks again!
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 19, 2017, 09:00:27 AM
I suppose I could have been a bit clearer. The Rune explodes at the point the soldier gets within range, so he is caught in the blast. If he's still alive, continue pushing him.

The rules seem to work fine for multi-player free-for-alls. I admit, I haven't given much thought to team play. The closest I've come is the co-operative scenarios found in Dark Alchemy and the semi-co-operative in Ravages of Time.  It's probably not an area I'll be looking at in the near future.
Title: Re: Frostgrave - Rules
Post by: Thoth-Amon on April 23, 2017, 03:21:24 PM
Casting spells into combat.

I just wanted to clarify a few points please :-

1) Casting grenade near a combat. Say my barbarian is engaged with an enemy archer. Can I cast grenade near to the combat in such a way that the archer is within the area of effect but not my barbarian? If so, does this mean that only the archer is liable to take damage, or does it then count as 'shooting into combat' and the actual target is determined randomly?

2) When resolving grenade and considering shooting modifiers do you consider intervening terrain / cover between the caster and the impact point, or between the impact point and the target, or both?

3) Other spells into combat. Am I right in saying that if the spell is not resolved as a 'shooting attack' then it can be cast into combat without randomising the target? e.g. Push or Reveal Death

cheers...
Title: Re: Frostgrave - Rules
Post by: Doug.Sundseth on April 23, 2017, 06:28:30 PM
Restore Life is a Wizard Only spell. Does that mean that if I have such a scroll and my wizard is killed, my apprentice can't read the scroll to revive the wizard*?

I don't see anything preventing the use of a scroll of Brew Potion to brew expensive potions without risk. I would also read it that Greater Potions would still require the wizard to pay the listed ingredient cost. Am I missing anything?

In the Potions in Frostgrave section of the Folio, you state that "Unless stated otherwise in a potion's description, the effects of a potion last until the end of the current game." I assume that it was not intended that the effects of an Elixir of Life last only until the end of the current game.

In the same section: "The on-going effects of any potion are cancelled by anything that cancels spells, ...." As written, this would seem to imply that you could use a Dispel Magic to kill a wizard who had been raised by an Elixir of Life or to do 5 damage to a character that had been healed by a Potion of Healing. FWIW, I don't intend to play that way, but I thought it worthwhile to mention.
Title: Re: Frostgrave - Rules
Post by: jp1885 on April 23, 2017, 08:49:03 PM
Casting spells into combat.

I just wanted to clarify a few points please :-

1) Casting grenade near a combat. Say my barbarian is engaged with an enemy archer. Can I cast grenade near to the combat in such a way that the archer is within the area of effect but not my barbarian? If so, does this mean that only the archer is liable to take damage, or does it then count as 'shooting into combat' and the actual target is determined randomly?

It's effectively a shooting attack into combat, so I'd say randomise.

Quote
2) When resolving grenade and considering shooting modifiers do you consider intervening terrain / cover between the caster and the impact point, or between the impact point and the target, or both?

IMHO between impact point and target.

Quote
3) Other spells into combat. Am I right in saying that if the spell is not resolved as a 'shooting attack' then it can be cast into combat without randomising the target? e.g. Push or Reveal Death

cheers...

Yep (though push is essentially a shooting attack).
Title: Re: Frostgrave - Rules
Post by: jp1885 on April 23, 2017, 08:59:01 PM
Restore Life is a Wizard Only spell. Does that mean that if I have such a scroll and my wizard is killed, my apprentice can't read the scroll to revive the wizard*?

Good question. I guess there's nothing stopping the apprentice from using a scroll, even if he/she can't cast the spell. Not sure though.

Quote
I don't see anything preventing the use of a scroll of Brew Potion to brew expensive potions without risk. I would also read it that Greater Potions would still require the wizard to pay the listed ingredient cost. Am I missing anything?

That sounds like a very good use for the write scroll spell! Yes I reckon you'd still need to pay for the ingredients.

Quote
In the Potions in Frostgrave section of the Folio, you state that "Unless stated otherwise in a potion's description, the effects of a potion last until the end of the current game." I assume that it was not intended that the effects of an Elixir of Life last only until the end of the current game.

I would imagine you're correct.

Quote
In the same section: "The on-going effects of any potion are cancelled by anything that cancels spells, ...." As written, this would seem to imply that you could use a Dispel Magic to kill a wizard who had been raised by an Elixir of Life or to do 5 damage to a character that had been healed by a Potion of Healing. FWIW, I don't intend to play that way, but I thought it worthwhile to mention.

Heal and the elixir of life aren't ongoing spells - their effect has already happened (you got your 5 health or came back to life), unlike, say, fog or monstrous form, where the spell is still active.
Title: Re: Frostgrave - Rules
Post by: Doug.Sundseth on April 24, 2017, 12:02:13 AM
Heal and the elixir of life aren't ongoing spells - their effect has already happened (you got your 5 health or came back to life), unlike, say, fog or monstrous form, where the spell is still active.

That's pretty much the way that I would rule it, both because that matches the effects in most other games and because it makes for a better game, IMO.

Another thing that came up while watching the latest Guerrilla Miniatures published game (Forgotten Pacts 2A). For purposes of gaining experience for wizard kills what counts as an "enemy soldier"? Possible answers:

* Anything in the sections titled "The Soldiers" or "New Soldiers" that isn't controlled by you.
* As above, but only if controlled by an enemy wizard.
* Anything controlled by an enemy wizard other than the wizard or apprentice.
* Anything controlled by an enemy wizard that will not disappear at the end of the game.
* Something else?

I think I favor the fourth item above (controlled by enemy and won't disappear), but it's not at all clear to me from what I've read that there's a canonically correct answer.
Title: Re: Frostgrave - Rules
Post by: jp1885 on April 24, 2017, 08:40:24 AM
The way we play it is that 'enemy soldier' = anyone/anything controlled by an opposing spellcaster. Exp for killing wandering monsters is only awarded if the scenario says so.
Title: Re: Frostgrave - Rules
Post by: Shuurah on April 24, 2017, 10:39:09 AM
Hello all,

We had our very first frostgrave game last week, and we had some questions /precisions :

Dispel on summoned / construct : we read that it would release the control of the summoned, if so does it comes hostile on his own team or do he just do nothing ?

Line of sight on spell / shoot : is it possible to have a line of sight for spell we the spellcaster is behind, for example, 3 guards. If so, can i shoot him at +12 ?


Teleport : as it is a line of sight, do i have to see the floor ? or just a cube of the place i want to teleport to ? ex, if i want to teleport through a window, or if i want to teleport on a higher plateform ?




Many thanks

 
Title: Re: Frostgrave - Rules
Post by: presm on April 24, 2017, 11:38:25 AM
Hi

The spells Monsterous Form and Beauty, how long do they last? the spell says you use the casting roll this would be very powerful if the spell lasts longer than a turn.
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 24, 2017, 12:32:36 PM
Presm - both spells last until the end of the game, or until dispelled. Yes, they are very powerful.
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 24, 2017, 12:36:42 PM
Shuurah

Dispel on a Construct - If the construct is part of a wizards warband because they created it, the spell has no effect, as the construct isn't under the effect of any spell.  If the construct is 'controlled' because it is under a Control Construct spell, then that control is cancelled and the construct returns to whatever state it was in before the control spell.

Line of sight - In theory the game uses true line of sight, but such very specific cases will need to be worked out between you and your opponents. It's just too complicated an issue to make a sweeping ruling on.

Teleport - you can teleport to a point off of the ground provided you can see it. You will then immediately fall to the ground taking any damage as normal.
Title: Re: Frostgrave - Rules
Post by: Thoth-Amon on April 24, 2017, 02:00:18 PM
Casting spells into combat.

I just wanted to clarify a few points please :-

1) Casting grenade near a combat. Say my barbarian is engaged with an enemy archer. Can I cast grenade near to the combat in such a way that the archer is within the area of effect but not my barbarian? If so, does this mean that only the archer is liable to take damage, or does it then count as 'shooting into combat' and the actual target is determined randomly?

2) When resolving grenade and considering shooting modifiers do you consider intervening terrain / cover between the caster and the impact point, or between the impact point and the target, or both?

3) Other spells into combat. Am I right in saying that if the spell is not resolved as a 'shooting attack' then it can be cast into combat without randomising the target? e.g. Push or Reveal Death

Wanted to revisit this as I've only had 2 responses :-

1) Both responses said 'Yes randomise'. That is my view too (but those I play against disagree)

2) One said use both modifiers, the other said 'just between the point of impact and the target'. I think both; between the caster and the point of impact you are only going to get intervening terrain (The impact point is not going to be in contact with cover) so this represents his throwing of the pebble is more difficult. Between the point of impact and the target, this might be cover and may be intervening terrain but is not likely to be both (you can't squeeze much terrain into 1 1/2"). This is protecting the target from some of the blast. So both wouldn't be excessive IMHO.

3) Still unsure on this one. If it doesn't use the phrase 'shooting attack' in the spell description then you can cast it into combat? Not sure why you couldn't cast Push for example. If you can cast into combat should you randomise even though it is not a 'shooting attack'.

cheers...
Title: Re: Frostgrave - Rules
Post by: joe5mc on April 24, 2017, 02:07:15 PM
1) Counts as shooting into combat.
2) Count intervening terrain between point of impact and target.
3) Correct. You can target a specific figure in combat with non-shooting attack spells.
Title: Re: Frostgrave - Rules
Post by: Thoth-Amon on April 24, 2017, 06:10:40 PM
Many thanks, loving the game. Just about to get after that Lich.
Title: Re: Frostgrave - Rules
Post by: FAB on April 29, 2017, 06:56:38 PM
It's a great little game and I like the way you can gather exoerience and make a story out of your progress, or lack of it.
Title: Re: Frostgrave - Rules
Post by: Wraith01 on May 11, 2017, 06:28:15 AM
I don't understand what the -1 damage modifier for daggers means? Do I get punished buy equipping a dagger like when unarmed? Or does it work like the Staff, which indicates it modifies the enemies attack?

This is my second tabletop game, I've only played Age of Sigmar before. So this might be obvious but I'm a little confused.
Title: Re: Frostgrave - Rules
Post by: ScREaM on May 11, 2017, 07:30:49 AM
I don't understand what the -1 damage modifier for daggers means? Do I get punished buy equipping a dagger like when unarmed? Or does it work like the Staff, which indicates it modifies the enemies attack?

This is my second tabletop game, I've only played Age of Sigmar before. So this might be obvious but I'm a little confused.

When dealing damages with dagger, you remove 1 point from damages dealt.

Example: you win a fight with a thief equiped with a dagger with a roll of 12 (including the +1 thief Fight value). Opponent has an Armour value of 10. You do 12 (your roll) -10 (opponent armour) -1 (dagger damage modifier) = 1 damage

When unarmed, you have 2 penalties: you get a -2 to your Fight value and -2 to damage.

Staff has 2 abilities: when you get hit, you suffer 1 less damage point and when you hit your opponent, he suffers 1 less damage point (like the dagger on this second ability).
Title: Re: Frostgrave - Rules
Post by: Coenus Scaldingus on May 11, 2017, 08:03:42 AM
So basically, any guy or gal with just a dagger isn't great at fighting - thieves or archers are there to run off with treasure or shoot at people respectively, not get involved in close combat. The only moment you actually have the choice of equipping a dagger is with a wizard/apprentice (or captain, from de Sellsword expansion), in which case they should also have a hand weapon to get the benefit of +1 Fight (with no penalty to damage as they strike with the hand weapon, the only downside being that it takes up an item slot).
Title: Re: Frostgrave - Rules
Post by: Wraith01 on May 11, 2017, 10:14:29 PM
So, what is the benefit of paying 5gc to equip a dagger on Wizards and Apprentices?
Title: Re: Frostgrave - Rules
Post by: Doug.Sundseth on May 11, 2017, 10:26:33 PM
So, what is the benefit of paying 5gc to equip a dagger on Wizards and Apprentices?


Extra weapon if one of them gets hit by a Decay spell or, if you have both a "Sword" (which I read as "Hand Weapon") and a Dagger, you get a +1 to your fight (split stat). But it does take up one of your five item slots.
Title: Re: Frostgrave - Rules
Post by: The Professor on May 12, 2017, 08:05:43 AM
Hi Joe

Any suggestions for rules on fighting while climbing up or down a wall?  Is it possible? Or do they have to wait until they reach the ground or top?

One of my opponents soldiers was climbing down a wall (also carrying a treasure by the way) claimed that it was possible. Since I wanted my hands on the treasure, I had to disagree.
 
Once again thanks making Frostgrave 

Best
P
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 12, 2017, 04:13:05 PM
We play that models can "hang" from walls at any height, and can also fight/shoot as normal, due to all the hand-holds & ruined nature of the walls.
Title: Re: Frostgrave - Rules
Post by: spect_spidey on May 12, 2017, 11:49:14 PM
I would say they can fight as long as they are not using a weapon in each hand, a two handed weapon, or a shield. I just don't see how someone who is climbing could use both hands to fight.
Title: Re: Frostgrave - Rules
Post by: Iain on May 20, 2017, 06:06:21 PM
Just played a game with a lot of "fighting whilst half way up a wall" (or in this case, a pillar). We played that you could fight as normal - and the pushback for success enabled you to push the opponent off the wall if you wished. It worked well, seemed fair and produced great entertainment.
Title: Re: Frostgrave - Rules
Post by: critsmash on May 29, 2017, 08:48:38 AM
How do you play the base resource: summoning circle? Since the description says "the wizard may attempt..." I assume it is for the wizard only? Or does the apprentice get to use it too?   
Title: Re: Frostgrave - Rules
Post by: ScREaM on May 29, 2017, 08:57:07 AM
How do you play the base resource: summoning circle? Since the description says "the wizard may attempt..." I assume it is for the wizard only? Or does the apprentice get to use it too?   

It's Wizard only. Wording for Wizard/Apprentice is usually "Spellcaster" or "Wizard or apprentice".

This is stated in the rule book in Chapter Four "Spells", "Notes on Definitions":

Quote
In order to reduce confusion as much as possible, the term ‘spellcaster’ has been used to indicate that a spell may be cast by either a wizard or his apprentice. Some spells, such as Absorb Knowledge, may only be cast by a wizard.
Title: Re: Frostgrave - Rules
Post by: critsmash on May 31, 2017, 09:15:47 AM
It's Wizard only. Wording for Wizard/Apprentice is usually "Spellcaster" or "Wizard or apprentice".

This is stated in the rule book in Chapter Four "Spells", "Notes on Definitions":


Seems fair, cheers ScREaM!
Title: Re: Frostgrave - Rules
Post by: GHoooSTS on June 05, 2017, 06:26:02 AM
I'm sure this has been answered but I can't get a good combination of search terms to find the answer.

If I cast push trying to move my own models around, do I roll defense as normal, or can my own models kind of... go with the flow and let themselves get pushed? For example, if my Wizard targets my Barbarian with Push and I successfully cast, do I roll both the attack roll for my Wizard and defense roll for the Barbarian?

Thanks for any help!
Title: Re: Frostgrave - Rules
Post by: Darkson71 on June 05, 2017, 01:47:04 PM
There's nothing I could find in either the main rules or Push to seem to allow a model to not roll to defend against any attack roll, so we've always played you have to roll.
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 07, 2017, 01:58:26 PM
You can try and push your own model, but you must roll the attack same as any target.

Title: Re: Frostgrave - Rules
Post by: markdienekes on June 07, 2017, 02:10:52 PM
Has anyone tried compiling the info here? Quite a task!!! But this is a fountain of knowledge.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on June 07, 2017, 07:38:21 PM
1st post in this thread, and Joe updates it when he gets the time.
Title: Re: Frostgrave - Rules
Post by: GHoooSTS on June 10, 2017, 01:53:51 PM
There's nothing I could find in either the main rules or Push to seem to allow a model to not roll to defend against any attack roll, so we've always played you have to roll.

You can try and push your own model, but you must roll the attack same as any target.

This is the way we've been playing it. Thanks for the confirmation.
Title: Re: Frostgrave - Rules
Post by: Barking Monkey on June 14, 2017, 10:11:15 PM
Apologies if this has been asked before, I couldn't find a phrasing in the search function that would allow a manageable number of hits.  If "Wall" or "Fog" are cast in a space less than their width (say between two ruins 2" apart) what happens?  Does the wall/fogbank end at the terrain feature, or does it continue on inside the feature to it's full width?
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 22, 2017, 09:59:52 AM
Barking Monkey, technically, it continues on. Although most people don't bother to play it that way.
Title: Re: Frostgrave - Rules
Post by: Gardensnake on June 25, 2017, 05:44:32 AM
Okay,
I've got a question about the soldier phase of activation. I've played a few games and I think my group has been playing the soldier phase wrong. In the soldier phase, does a player activate all of his soldiers that haven't activated yet and then the next player activates all of theirs? Or do the players rotate activating one soldier at a time? So as an example, if I have three soldiers yet to activate, do I activate all three before my opponent activates his soldiers? Or do I activate one soldier, my opponent then activates a soldier, and then I activate another soldier? We had been playing it the first way, but upon reading the captain rules, the latter way makes more sense.

Thanks,

William
Title: Re: Frostgrave - Rules
Post by: Darkson71 on June 25, 2017, 08:03:56 AM
Player A activates all his unactivated soldiers, then player B (and then player C etc).

[Edit] It's on p.1 of the FAQ document.
Title: Re: Frostgrave - Rules
Post by: thekelvingreen on June 25, 2017, 07:22:35 PM
Hello all, I played my first game of Frostgrave a couple of days ago and had a great time. I can't wait to play again.

I did have a few questions that may well have been asked before but I couldn't find them in the FAQ document.

Q1: What happens to ongoing spells if the caster has been killed? This happened with raise zombie and wall in our game and we decided that the spells carried on.

Q2: What happens if a wandering monster's movement takes it off the table? We thought it was less fun if the monsters wandered off so we had them stop at the table edge.

Q3: Can you buy and sell basic weapons -- the ones on p25 -- between games?

Q4: Is initiative rolled per turn or per phase? The rulebook says it's per turn, but the quick reference sheet -- which I believe is newer -- says it's per phase. We went with the book.

Q5: Do you get experience for out of game spellcasting? I would guess not.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on June 26, 2017, 11:41:39 AM
#1 If it doesn't say in the spell "ends if caster killed" then we've always assumed they keep going. A couple of spells have this spelt out in the FAQ.

#2 P.1 of the FAQ - never leave the table.

#3 You can buy for the wizard and apprentice (and captain if using Sellsword) but not for soldiers, as they have their fixed weapons. There's no "sell" option unless you house rule otherwise.

#4 The QRS is wrong, as the book says you roll initiative at the beginning of the turn. [Edit] Reading it again, I don't think it's wrong so much as ambiguously worded, as it can be read as "roll for each phase" (which is wrong)or "roll then apply to each phase" (which is correct).

#5 No.

Title: Re: Frostgrave - Rules
Post by: Gardensnake on June 27, 2017, 03:44:20 AM
I've got a question about Jumping. The Quick Reference sheet says Jumping is 4" horizontally. However the rule book doesn't state that jumping is horizontal or vertical. So my question is, respecting the fall rule can a jump be vertical as well as horizontal. So could a Snow Leopard run 4" and then jump up onto a ledge 3 1/2" up? Or could a soldier run 3" and ljump over  2" fence?

Thanks,

William
Title: Re: Frostgrave - Rules
Post by: Darkson71 on June 27, 2017, 04:31:48 AM
"A jump must always be in a straight line. A figure may jump up to 4” provided it moves an equal distance immediately prior to making the jump. So, a figure that moves 2.5” in a straight line may then jump 2.5” along the same line. Otherwise, figures may jump a maximum of 1” without any previous movement."

So RAW your Snow Leopard could jump vertically 3.5" as long as it moved 3.5+" vertically first.
Not sure it that is the intent though.
Title: Re: Frostgrave - Rules
Post by: Gardensnake on June 27, 2017, 05:35:42 AM
"A jump must always be in a straight line. A figure may jump up to 4” provided it moves an equal distance immediately prior to making the jump. So, a figure that moves 2.5” in a straight line may then jump 2.5” along the same line. Otherwise, figures may jump a maximum of 1” without any previous movement."

So RAW your Snow Leopard could jump vertically 3.5" as long as it moved 3.5+" vertically first.
Not sure it that is the intent though.

RAW, what about horizontal though? I know the QRS says vertical but the rulebook doesn't say either way, only that it has to be in a straight line. My gut says no, but I'd like to make sure.

William
Title: Re: Frostgrave - Rules
Post by: Darkson71 on June 27, 2017, 09:49:42 AM
RAW it has to be a straight line, horizontal is a straight line, so I'm not sure why you think it's wrong?

Don't take the QRS over the rulebook - if they differ, then go with the full rules (cheat sheets often have errors, big or small).
Title: Re: Frostgrave - Rules
Post by: Gardensnake on June 27, 2017, 06:48:27 PM
RAW it has to be a straight line, horizontal is a straight line, so I'm not sure why you think it's wrong?

Don't take the QRS over the rulebook - if they differ, then go with the full rules (cheat sheets often have errors, big or small).

Vertical can also be a straight line.

William
Title: Re: Frostgrave - Rules
Post by: Darkson71 on June 28, 2017, 01:28:45 AM
Not if you moved horizontally before.
Title: Re: Frostgrave - Rules
Post by: Doug.Sundseth on June 28, 2017, 10:54:17 PM
"Q5: Do you get experience for out of game spellcasting? I would guess not."

The statement in the rules is: +10 Experience "For each spell successfully cast by either the wizard or his apprentice" This statement is not modified in current errata. AFAIAC, that means you get 10 XP for each spell you successfully cast. Comments by the author that don't make the errata and that clearly contradict the written rules should, IMO, be considered as off-the-cuff reactions and not dispositive.

Opinions obviously vary.  8)
Title: Re: Frostgrave - Rules
Post by: Gardensnake on June 30, 2017, 07:26:08 AM
Not if you moved horizontally before.

I'm still not convinced. If looking from above, my two examples still follow a straight line. I know when I jump, I achieve a minimal amount of elevation. I'm no Micheal Jordan by any stretch of the imagination but I do come off the ground a bit. I can see both sides of the argument but the wording of jump makes me think that jumping up is possible. A ruler is straight and I can set one at a vertical diagonal that is "along the same line" as the previous horizontal line.

William
Title: Re: Frostgrave - Rules
Post by: joe5mc on June 30, 2017, 10:55:18 AM
The experience table given in the book is for actions take during the game.  Since out of game spells are by definition not during the game, you do not gain experience for them.

As for the jumping question - the rules basically don't allow for a jump straight up. Use the climbing rules for moving up.

I would personally allow for a jump from one level, across a gap, to a slightly higher level, but I think this is something that players will have to rule on based on their own terrain.
Title: Re: Frostgrave - Rules
Post by: Roger on June 30, 2017, 08:41:08 PM
We havent done this as yet, but i think a happy medium would be ,a jump of up to 45 degrees would be doable ,
the run up would have to be equal to or more than the diagonal distance he's jumping.
A ) as long as its less than the figures total move allowance.
B ) it takes an action to grab hold.
C ) roll to see if the figure makes the grab, above 10 he's ok, less than and he'd playing wiley coyote ...

Roger
Title: Re: Frostgrave - Rules
Post by: thekelvingreen on July 01, 2017, 11:58:31 AM
#3 You can buy for the wizard and apprentice (and captain if using Sellsword) but not for soldiers, as they have their fixed weapons. There's no "sell" option unless you house rule otherwise.

Well, you can sell magic weapons at half price (p69), so I wondered if you could sell normal weapons. You wouldn't get much for them at half price, but 2-3gc could make all the difference if money is tight!

Thanks for the answers!
Title: Re: Frostgrave - Rules
Post by: joe5mc on July 11, 2017, 03:01:34 PM
One of the minor difference between Frostgrave and Ghost Archipelago is that I've dropped the idea of mundane weapons having any value at all. They can be freely exchanged or replaced.
Title: Re: Frostgrave - Rules
Post by: giles the zog on August 11, 2017, 03:05:47 PM
A clarification please.

A wizard may activate up to 3 models (within LOS etc).

Does this mean that they can activate them one by one, each one moves, and takes their first action, and then second action etc

OR

Do they all have to go as a Group Activation and all make a move followed by a second action ?

OR

Is there a choice between the two...sometimes activating them inDUHvidually, sometimes as a Group activation

Probably been asked and answered...

(I am assuming you don't have a mix and match approach ?)

TIA
Title: Re: Frostgrave - Rules
Post by: jp1885 on August 11, 2017, 07:26:03 PM
You can group activate, but you don't have to, and can activate them individually instead.
Can you split the group so that some group activate and some act individually? Don't know.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 11, 2017, 08:12:58 PM
Can you split the group so that some group activate and some act individually? Don't know.
Yes you can.
Title: Re: Frostgrave - Rules
Post by: Doug.Sundseth on August 12, 2017, 11:49:13 PM
Re: Wizard activation

See the errata link on the first page of this thread. Each time you activate a wizard or apprentice, choose either "Group Activation" (where each figure moves, then each figure takes a second action) or a normal activation, where the wizard and up to three other figures activate one at a time, using all of their actions before going on to the next figure. I see nothing that would indicate that in a single activation you could "group activate" two figures and normally activate two more figures.
Title: Re: Frostgrave - Rules
Post by: Ascent on August 16, 2017, 06:03:06 PM
I have a question about Scatter Shot.

My group tend to play with three or four players per game so my question is: when using Scatter Shot and two opposing players are in combat with each other, do they both potentially take a hit or would you roll for who gets hit as you would if they were in combat with one of your figures?

To me it would be both take a hit but I'd like it confirmed.
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 18, 2017, 12:22:38 AM
Both take a hit.
Title: Re: Frostgrave - Rules
Post by: recceboss on August 19, 2017, 11:12:31 PM
Transpose spell question.

I activate my wizard: he casts transpose on a figure within 3" & another within 10" [both from his warband]
Does the figure which was transposed from 3" to 10" away now get to take his 2 actions?

Can't find anything which says he doesn't but it just seems..... wrong........
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 20, 2017, 01:35:23 PM
That's a great question, that I don't think anyone has every asked before.  The answer is yes. Since he started the phase within 3" of the wizard (or apprentice), he can activated even though he was transposed. It is an under-utilized spell!
Title: Re: Frostgrave - Rules
Post by: recceboss on August 20, 2017, 02:04:22 PM
I was hoping the answer was going to be 'no'.

Leap only allows a 10" move and the figure can't take any further action.

Transpose effectively allows a figure to move 28" without penalty.
Start 6" from board edge. Wizard, hound and hound activate. 1 hound moves 10". Wizard casts transpose and switches the 2 hounds. 2nd hound now moves 12" (8&4).

Just seems 'broken'......

And yes, I have the transpose spell, just haven't pulled this stunt....
Title: Re: Frostgrave - Rules
Post by: recceboss on August 20, 2017, 02:25:59 PM
And another question...  :)

I want to cast mind control on a figure with, for example, +2 will.

The dice gods are with me and I roll a natural 20. I then empower this with 3 points of Health.

The target now needs to roll 23 or better to resist the spell - which he can't do because even if the dice gods are also with him, if he rolls a 20, his total score is 22 - 1 less than required.

The only way he will be able to break free of the spell is if a spellcaster casts a spell on him which will allow him to increase his will - and then pray for another high dice roll.

Is this correct? Can't find anything to say it isn't but you never know....  :)
Title: Re: Frostgrave - Rules
Post by: giles the zog on August 20, 2017, 02:48:15 PM
The only way he will be able to break free of the spell is if a spellcaster casts a spell on him which will allow him to increase his will - and then pray for another high dice roll.

Dispel.

Should your wizard have that spell.
 :D
Title: Re: Frostgrave - Rules
Post by: recceboss on August 20, 2017, 03:16:25 PM
True - but the principle remains.
Without a way to cancel/counter the mind control spell, the target will be unable to break free?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 20, 2017, 04:06:27 PM
Nope.

I look forward to the day my wizard casts Mind Control with a roll higher than 10! lol
Title: Re: Frostgrave - Rules
Post by: recceboss on August 20, 2017, 04:50:37 PM
Another couple of questions.....

Thaw of the Lice Lord scenario 2.

1. If the Mage dies, he drops the treasure so it can be claimed by a warband in the usual manner.
After I mind control the mage and then use leap to get him off the board, my wizard will be able to claim the treasure in the usual way; i.e. I get the treasure, the mage returns to the Liche Lord in a dazed and confused state then gets punished. Correct?
Just want to double check because on page 11 it says 'if the treasure carried by the mage is recovered'...... and leaping a figure off the board with a treasure is recovering it  :)

2. If 1 warband leaves the table, usually it means that all remaining treasures are claimed by the warband still on the table.
But what about this scenario?
If 1 warband leaves the table, any remaining treasures will be claimed by the other warband but if the mage isn't dead, he won't have dropped the treasure and therefore it won't be claimable - he'll just wander off to the Liche Lord and claim his reward. So neither warband will get the 2 rolls on the Liche treasure table.
Correct?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 20, 2017, 08:14:19 PM
Just to say, you can't Leap directly off the board.
Title: Re: Frostgrave - Rules
Post by: recceboss on August 20, 2017, 08:19:15 PM
Yes you can if the figure is carrying treasure....
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 20, 2017, 10:18:19 PM
My error, got myself confused with teleport (and actually, you don't need treasure).
Title: Re: Frostgrave - Rules
Post by: jp1885 on August 21, 2017, 09:02:49 AM
Another couple of questions.....

Thaw of the Lice Lord scenario 2.

1. If the Mage dies, he drops the treasure so it can be claimed by a warband in the usual manner.
After I mind control the mage and then use leap to get him off the board, my wizard will be able to claim the treasure in the usual way; i.e. I get the treasure, the mage returns to the Liche Lord in a dazed and confused state then gets punished. Correct?
Just want to double check because on page 11 it says 'if the treasure carried by the mage is recovered'...... and leaping a figure off the board with a treasure is recovering it  :)

2. If 1 warband leaves the table, usually it means that all remaining treasures are claimed by the warband still on the table.
But what about this scenario?
If 1 warband leaves the table, any remaining treasures will be claimed by the other warband but if the mage isn't dead, he won't have dropped the treasure and therefore it won't be claimable - he'll just wander off to the Liche Lord and claim his reward. So neither warband will get the 2 rolls on the Liche treasure table.
Correct?


1. You can't cast Mind Control on spellcasters, and although the mage is an NPC, I guess he's still a spellcaster.
2. Up to you I suppose. You could continue the game (maybe with your opponent playing the mage), roll dice for it or just give up the treasure as lost.
Title: Re: Frostgrave - Rules
Post by: recceboss on August 21, 2017, 09:13:03 AM
Thanks.

I was wondering whether the mage is considered a soldier with a special ability or a 'proper' spellcaster.

I thought the game would end in the normal way with the mage treasure being lost
Title: Re: Frostgrave - Rules
Post by: Ulli on August 22, 2017, 08:42:28 AM
Hi,

my friends and I are rather new to Frostgrave and came up to a couple of questions.

Leap:
Could you cast Leap to jump one of your henchmen out of a melee fight?
Could you cast Leap to jump off the board (with a treasure)?
Title: Re: Frostgrave - Rules
Post by: recceboss on August 22, 2017, 08:45:57 AM
Yes and yes
 :)
Title: Re: Frostgrave - Rules
Post by: Psychlic Bob on August 23, 2017, 08:26:20 AM
A specific query about Scattershot:

Do ALL the figures affected by this have to be in LOS? It is an Area Affect spell so I would think you centre it on one of the foes in LOS but others can be affected as it is raining down from above like an air-burst weapon?

Thanks in advance
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 23, 2017, 08:41:07 PM
Scattershot - everyone takes a shooting attack originating from the caster. So, if there is no line of sight, the attack is not made.
Title: Re: Frostgrave - Rules
Post by: Psychlic Bob on August 24, 2017, 08:11:34 AM
Scattershot - everyone takes a shooting attack originating from the caster. So, if there is no line of sight, the attack is not made.

Thanks for the clarification Joe - I still have difficulty visualising what this spell would look like or is trying to represent - not an "air burst" then as I suppose that would be too powerful...
Title: Re: Frostgrave - Rules
Post by: critsmash on August 24, 2017, 02:02:41 PM
A couple questions specific to forgotten pacts. Will try not to spoil:
1. Save the prince scenario: new barbarian enters every turn or just the first?
2. Sword of feasting: Does the wizard have to use it or can it be used by others/stay in the vault to get the out of game bonus?

Cool scenario by the way!

Thanks!
Title: Re: Frostgrave - Rules
Post by: recceboss on August 24, 2017, 09:46:11 PM
Yet another Thaw of The Liche Lord question.

My wizard and apprentice are wearing the Eyes of Amoto amulets.

For the 1 time in a game that one of them is allowed to draw line of sight from the other spellcaster, can they use that spellcasters Wizard Eye?

Usually they have to have their own wizard eye but is this an additional benefit of the Amulets?
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 25, 2017, 11:48:55 AM
Recceboss - No, you can only use the other caster, not his wizard eye. (Imagine you are using line of sight from the other amulet).

Critsmash - 1. Every turn 2. Any figure can wield it, but only a spellcaster who wields it in a game and does damage to a demon during the game gets the Casting Bonus. He has to do his own dirty work.

Pyshic Bob - Imagine a small bolt of lightning shooting out from the caster at every creature in range and line of sight. 
Title: Re: Frostgrave - Rules
Post by: Psychlic Bob on August 25, 2017, 12:40:17 PM
Pyshic Bob - Imagine a small bolt of lightning shooting out from the caster at every creature in range and line of sight. 

Gotcha now Joe! You were horizontal to my vertical :-)
Title: Re: Frostgrave - Rules
Post by: Ulli on August 25, 2017, 09:17:58 PM
Maybe this has been asked sometimes before, but I didn't find it.

There are some spells, rules and artifacts in the rulebook that specify bows and crossbows only.
With the Javelineer and blackpowder weapons there are much more ranged options than before.

How will Enchant Weapon work with them? Or Call Storm?
And thinks like that.
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 26, 2017, 12:29:16 PM
In general, the same rules apply. Certainly call Storm and Enchant Weapon work the same for both javelins and blackpowder weapons.
Title: Re: Frostgrave - Rules
Post by: Ulli on September 06, 2017, 10:59:04 AM
Some questions about playing Frostgrave:

Random encounter: You roll for any treasure, that is picked up for the first time.
So one roll for the first treasure, next roll for the second treasure and so on.
When a figure puts a treasure back on the board and another one picks it up nothing happens, right?

Group activation: a soldier has to be 3" away from the wizard or apprentice. How exactly will this be measures? On ground level all things are clear. But what about a soldier standing 1 or 2 levels above? Do you just take the birdview and simply measure 3" or do you something else? Like taking the hight somewhat in account.
Title: Re: Frostgrave - Rules
Post by: giles the zog on September 06, 2017, 12:05:10 PM
[1] Yes, once a treasure has been picked up, that's it.

[2] We play it has 3" from the figure, in all dimensions. So a figure 6 inches up, even if in LOS and within 3" on a flat plane, is not able to be activated, because of the height difference. I think of it as the Wizard/Apprentice/Captain hissing or gesticulating orders, and at a long range the ordinary minions simply don't understand or can't hear properly.

HTH
Title: Re: Frostgrave - Rules
Post by: Ulli on September 07, 2017, 07:57:22 AM
Thanx

I've got one more.
You'll get XP for successfully cast spells.
When you cast a shooty spell like Elemental Bolt successfully and do not hit or do no damage you get XP.
When you cast a spell successfully and the enemy pass his will roll, the spell is considered as failed. Do you get XP aswell?
Title: Re: Frostgrave - Rules
Post by: jp1885 on September 07, 2017, 11:06:58 AM
Yep. If you cast a spell successfully you get XP regardless of any effect, or lack of.
Title: Re: Frostgrave - Rules
Post by: Ulli on September 25, 2017, 08:25:41 PM
When you raise a zombie, can it activate that turn?

What happen to spells if the wizard, apprentice dies (like Fog). Do the spells continue?
Title: Re: Frostgrave - Rules
Post by: jp1885 on September 26, 2017, 12:24:42 PM
Yes and yes I think.
Title: Re: Frostgrave - Rules
Post by: Ascent on October 07, 2017, 12:21:23 PM
A question about dispell came up in a game last week. We know it removes control of a summoned demon and a raised zombie but does it remove control of a construct created by an Enchanter before the battle?

Title: Re: Frostgrave - Rules
Post by: joe5mc on October 09, 2017, 03:02:38 PM
No. Constructs created by a wizard are a permanent part of the warband. They are not being controlled.
Title: Re: Frostgrave - Rules
Post by: LiamFrostfang on January 16, 2018, 11:34:30 AM
max armor is????????????? ::)
Title: Re: Frostgrave - Rules
Post by: Maspalio on January 17, 2018, 09:54:58 AM
Got a question : May I drink a potion of invulnerability and the next turn spell and reinforce a cast without taking damages ?

I hope my question is understandable... ::)

thanks
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 18, 2018, 08:32:44 AM
I think I understand. You are asking if the Potion of Invulnerability protects you from the damage you take for empower a spell. The answer is no. The potion only protects from damage from external sources, not damage you do to yourself from spellcasting - either empowering or damage you take do to failed (or even successful) casting.
Title: Re: Frostgrave - Rules
Post by: Maspalio on January 18, 2018, 06:07:23 PM
Thanks a lot for your answer :)

Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 22, 2018, 10:15:23 PM
max armor is????????????? ::)
Someone on the Facebook group worked out armor 18 for a wizard.
Title: Re: Frostgrave - Rules
Post by: LiamFrostfang on January 23, 2018, 09:38:37 AM
thanks.
 :)
Title: Re: Frostgrave - Rules
Post by: thekelvingreen on February 06, 2018, 10:27:45 AM
I have a couple of questions about Brew Potion:

1) Do you choose which potion you create (aside from Elixir of Life), or do you roll as if you'd found it in the city?
2) Can you sell potions created with this spell?
Title: Re: Frostgrave - Rules
Post by: jp1885 on February 06, 2018, 11:19:25 AM
1) If you're just using the core rules, then you can choose. If you're using the replacement potions rule in the Frostgrave Portfolio, then you can still choose, but some spells you have to pay for the ingredients.

2) Yes.
Title: Re: Frostgrave - Rules
Post by: thekelvingreen on February 06, 2018, 12:05:27 PM
Super, thanks!
Title: Re: Frostgrave - Rules
Post by: Karadek on February 16, 2018, 03:08:46 PM
1) If you're just using the core rules, then you can choose. If you're using the replacement potions rule in the Frostgrave Portfolio, then you can still choose, but some spells you have to pay for the ingredients.

2) Yes.

Well holy crap.  I've been rolling randomly this entire time. 
Title: Re: Frostgrave - Rules
Post by: randwulf on April 17, 2018, 05:48:29 AM
Your second move is at half distance.

If you do something first and then move, is that move still at full distance? e.g. shoot an arrow then move 6"?

Cheers,
Kev
Title: Re: Frostgrave - Rules
Post by: Severon on April 17, 2018, 08:21:00 AM
If you use both your actions to move, the second move is at half distance.
If you move only once, it is always up to your move stat. It doesn't matter if it is the first or second action during the models activation.
Title: Re: Frostgrave - Rules
Post by: Randell on April 30, 2018, 11:07:20 PM
So almost embarrassed to ask, but when Runes are triggered do they go?  I.e. Are they one shot weapons? I've always presumed so, but the wording that says they stay until cancelled by the caster caused doubts the other night.
Title: Re: Frostgrave - Rules
Post by: casual tea on May 01, 2018, 09:29:41 AM
I always assumed that the rune is like a magical land mine that expires after it is triggered, but now that you bring it up... The rules don't really specify where they go once triggered do they? I also must admit I have never taken explosive rune on my wizard.
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 01, 2018, 11:09:49 AM
No need for embarrassment, since it is specified. Explosive Runes are one shot weapons and are removed when they explode.
Title: Re: Frostgrave - Rules
Post by: Randell on May 02, 2018, 12:15:57 AM
Thanks, we couldn't see where it was stated.  My opponent was being creative and transposed an enemy onto a rune, then wanted to keep him there by casting blinding light on him. I admired his planning but advised him I thought he was wrong about the rune staying active.
Title: Re: Frostgrave - Rules (Casting Leap on self)
Post by: garysan on May 08, 2018, 02:59:15 PM
Hi,

Just needed to clarify whether Leap can be cast on self as most references to it suggest it being cast on a soldier or other 'friendly'.

Assuming it is acceptable to cast on self, could you move or pick up treasure etc as first action and then cast Leap on yourself as second - I appreciate what the rules say about 'No further action' but it isn't saying that the Leap has to be the *only* action...

Thoughts?
Title: Re: Frostgrave - Rules
Post by: Knabe on May 08, 2018, 10:18:05 PM
Yes, you can cast Leap on yourself.

One action has to be a move action.  Picking up treasure and casting are non-movement actions and cannot be performed by the same figure during a single activation.....unless you have Time Store previously cast.  But you can move first and then cast Leap on yourself.

Knabe
Title: Re: Frostgrave - Rules
Post by: garysan on May 10, 2018, 12:26:04 PM
Yes, you can cast Leap on yourself.

One action has to be a move action.  Picking up treasure and casting are non-movement actions and cannot be performed by the same figure during a single activation.....unless you have Time Store previously cast.  But you can move first and then cast Leap on yourself.

Knabe

Excellent - thanks for clarifying. Hadn't realised I'd listed an illegal first/second action in my post regarding picking up treasure and then Leap - neither being an actual move.

Cheers, Gary.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 09, 2018, 08:07:04 AM
Something that came up on a Facebook discussion - the Max pluses a wizard can gain from levels - is that overall or in addition to those they start with.

For example, a Wizard takes F+1 for their first 3 levels (different games).
Under "Improving a Stat": 'The wizard may improve one of the following stats by +1, up to the maximum shown in brackets: Fight (+5)'
The wizard is now at F+5, +2 for starting and +3 from levels.

The next time the Wizard levels up, can they take another +1 F?
Title: Re: Frostgrave - Rules
Post by: giles the zog on September 09, 2018, 09:54:20 AM

The next time the Wizard levels up, can they take another +1 F?

See p56.

You can increase a stat by +1 once after each game.

The maximum if Fight +5.

If you are already at the maximum you can't go further. So you can't create a wizard with a base stat of Fight +6.

You can equip a wizard with an enchanted weapon though.

Its much like after each game you can improve a known spell by +1 after a game, to a maximum of 5 casting value.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 10, 2018, 06:36:04 PM
Is that (that it's to a maximum of +5, and not that it can be taken 5 times so +7) written anywhere? Someone said it was in the FAQ but I couldn't see it, they may have meant this thread, but I can't find it (which is probably because I've not put the right search terms in).

Would like to be able to give the poster on FB a definite post, rather than just someone's opinion (no offense).
Title: Re: Frostgrave - Rules
Post by: giles the zog on September 10, 2018, 09:21:16 PM
It's there on p56, first sentence of the paragraph on Improving a stat:

"...up to the maximum shown in brackets. Fight (+5), Shoot (+5), Will (+8), Health (20)."

The dead give away is the Health stat is a maximum of (20). It's not another 20 Health points, it is a maximum of 20.

Remember also that Fight, Shoot and Will are all +X attributes, so the +Y is not an additional +Y maximum, it is the maximum that that attribute can be.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 13, 2018, 12:39:55 PM
It's there on p56, first sentence of the paragraph on Improving a stat:

"...up to the maximum shown in brackets. Fight (+5), Shoot (+5), Will (+8), Health (20)."
Which doesn't help, as I'd already pointed out that could be read in a different way on my first post.  ;)

But doesn't matter, as Joe has replied on the FB thread, so all good.
Title: Re: Frostgrave - Rules
Post by: Knabe on September 13, 2018, 03:47:14 PM
Darkson,

What was Joe's reply on FB?  Or do you have the FB link?

I don't normally use FB but looks like I may be missing some interesting discussions.

Thanks,
Knabe
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 13, 2018, 04:59:55 PM
"Yup. Maximum fight stat for a wiz is +5. You can enhance it above that only with spells, equipment etc"

https://www.facebook.com/groups/Frostgrave/permalink/1044521935727589/?comment_id=1044536935726089&reply_comment_id=1045791052267344&comment_tracking=%7B%22tn%22%3A%22R%22%7D
Title: Re: Frostgrave - Rules
Post by: Knabe on September 13, 2018, 11:39:39 PM
Thanks much Dark son

Knabe
Title: Re: Frostgrave - Rules
Post by: Hexenmeister on September 25, 2018, 12:42:42 PM
1. Can spellcasters drink potions and cast spells in the same turn? Rulebook says that one action always must be movement, but also in the potion section that ANY of a figures two actions can be used to drink a potion. So if you don't use Dark Alchemy, is it possible to drink a potion of invulnerability, and then teleport?

2. Shooting. Figures roll their shooting stat vs target fight stat. But what about magic weapons? My Captain has (with Equipment) a +6 fight stat, it makes it almost impossible for ranged weapons to kill him, since there is mostly always atleast one or two covers in the way. So do you roll vs. the original fight stat when shooting or do you also count magic weapons/dual-wielding bonuses? If the former is true, why? I personally find it abit unbalanced that increasing your fight roll with equipment also increases your defences against ranged weapons. Therefore it's mostly better to buy Magic Weapons instead of armour, since they help you in both ways.

3. It was stated earlier, that it's possible to group activate a figure, then transpose it and then move it full distance. I'm asking myself: how is this possible? On the basis of the official errata, you can either a) activate all figures within 3'' one after another or b) move all of them together and then handle all of their second actions together. In neither case the figure would be able to move after being transposed. a) -> you activate your war hound and move him full distance. Then you activate your wizard and cast transpose on a third miniature and the war hound. After that you can't activate the third figure anymore because it's not within 3'' of the wizard anymore. b) -> You move everything and then cast transpose. Since every figure already moved, all you could do is use it's second action to move half distance.

4. Does any of you have good house rules for the assassin from Forgotten Pacts? Right now it doesn't really feel as an assassin. The poison is good, but the other rule doesn't feel right for a stealthy murderer. For me, an assassin is someone who operates on his own and then strikes someone out of the shadows. The support rule he has only works right with other figures. So if you want to use your "assassin" as best as you can, you move him together in a group. In my opinion thar rule fits a supporting spearfighter way more than a lone killer. I was thinking of just using the tunnel fighter rules for my figure. Or change the rule into that he always get's a supporting bonus but therefore never gives one (basically giving him a +4 fight stat, if he operates on his own). Any other ideas?

5. Shooting weapons from Spellcaster Magazine. Why do the weapons cost more than a soldier with it? If I missfire and loose a musketeers weapon for example, it's cheaper to buy a new musketeer than to replace it's musket.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 27, 2018, 04:16:02 PM
1. "he may use one of his actions" - not "any", so given that one action has to be a Move, no you can't drink a potion and cast a spell (unless you've got another action somehow).

2. Modified Fight stat.  While having a high Fight does help you not get hit, it won't help you save damage if you are (unlike Armour, Magic or otherwise), as your opponent will probably have had to roll higher to hit you, meaning they will cause more wounds.

3. "that started the phase within 3"" & "Only those soldiers within 3" of the spellcaster before any movement occurs are eligible for group activation" - in your example, you declare the group activation, then move hound, cast, then the 3rd model takes it's action. As long as it was within 3" at the start of the phase or before any movement, it can still be group activated, it doesn't say it still has to be within 3".

4. Not used him so won't comment.

5. Last line under "Soldiers with Firearms" - "If a soldier ever loses his firearm, or it is destroyed, it is replaced for free after the game.".
Title: Re: Frostgrave - Rules
Post by: Hexenmeister on September 28, 2018, 11:41:28 AM
Thank you  :)

About 2. still: Helping you not to get hit against ranged weapons does indeed help saving damage. In a different way than armour but still: I think it would be better balanced if equipment modified boni wouldn't count towards defending against ranged weapons. What do you think, Joe? :)
Title: Re: Frostgrave - Rules
Post by: joe5mc on September 30, 2018, 07:32:16 AM
That would make more sense, but I found it just wasn't worth having to keep track of the difference, especially later in a campaign where magic weapons become more common. It certainly makes him harder to hit, but far from impossible. Half of the time, the captain is going to roll 10 or less, giving him a maximum of 16. So, any roll by the shooter that is likely to cause a good chunk of damage is going to be a hit.
Title: Re: Frostgrave - Rules
Post by: Ascent on October 05, 2018, 06:01:50 AM
A question came up last night about Mind Control and spells generally after a wizards death.

A wizard cast Mind Control on a marksman but before he could be activated the casting wizard was taken out. The question then arose 'can he still be mind controlled if the mind controlling him is gone?

It didn't really matter as it was a one off teaching game but we start a campaign in a couple of weeks so some clarity would be useful.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on October 05, 2018, 03:44:06 PM
Unless the spell specifies otherwise it's safe to assume spells stay in play.
Title: Re: Frostgrave - Rules
Post by: joe5mc on October 14, 2018, 11:42:27 AM
Yup, unless it says it goes, it stays.
Title: Re: Frostgrave - Rules
Post by: Ascent on October 16, 2018, 04:49:45 AM
Thanks. That was my thinking but not everyone agreed, especially the guy who's wizard was killed by his own marksman after the opponent's wizard was taken out.

At least we'll all know where we stand when the campaign starts on Thursday.
Title: Re: Frostgrave - Rules
Post by: Hexenmeister on October 16, 2018, 03:43:31 PM
Can Rules for Posion be unified? There are basically 3 types of poison in the game.

1. if damaged - minus 1 action (Assassin, Poison Dart Spell)
2. if damaged - counts as wounded (Rangifer Shaman, Ice Spider)
3. not specified at all (Posion Potion from Dark Alchemy, Posion of Snake Order Knight (Spellcaster #1))

Also in some entries it says that construcs and undead are not affected, in others it doesn't.

Could you unify this in the next errata and make just all poisoned figured treat as being wounded and undead/constructs generally immune for example?


Title: Re: Frostgrave - Rules
Post by: Darkson71 on October 21, 2018, 06:09:57 PM
What's wrong with having different types of poison?
Title: Re: Frostgrave - Rules
Post by: Hexenmeister on October 21, 2018, 09:04:14 PM
That you in some cases don't know what rule to apply if it's not specified (Posion Potion or Knight of the Snake for example) and that you always have to look which type it is, if it's a monster. Also both Poison types do more or less the same, you loose one action (cause that's what also happens when you're wounded) and in one case you also get a malus.
Title: Re: Frostgrave - Rules
Post by: joe5mc on October 22, 2018, 06:21:00 PM
Yes, if and when there is a second edition, their will be a unified rule. Like their is for Ghost Archipelago. It's just one of those things you learn about game writing along the way.
Title: Re: Frostgrave - Rules
Post by: Stubaru on November 08, 2018, 06:41:24 PM
Since it's not noted anywhere, am I right in assuming that a PC character does not have any negative(s) to it's stats if it's attacked while "unable to be activated this round", or frozen/stunned/held in place?
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 16, 2018, 10:44:54 AM
Since it's not noted anywhere, am I right in assuming that a PC character does not have any negative(s) to it's stats if it's attacked while "unable to be activated this round", or frozen/stunned/held in place?

Correct. No penalties unless specifically noted.
Title: The Living Museum - Endgame
Post by: thekelvingreen on February 12, 2019, 09:29:42 AM
Last night, I played the Living Museum scenario. My opponent and I both got one treasure off the table, but then all of his remaining figures were killed either by my gang or by awakened statues.

(I'll be honest; the statues did most of the damage!)

In a standard game, if one player has no figures left on the board, the other player claims the remainder of the treasures, but in this case I controlled one treasure by the game's end, two more were out in the open, having been dropped by his figures when killed, and one was still sitting untouched next to the last statue.

So my question is, do the normal endgame rules apply to the Living Museum? Even with all those angry guardians stomping about? What about the one treasure next to the inactive statue?
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 12, 2019, 03:48:07 PM
Yes - however, in the Maze of Malcor I suggested an alternate rule. In the case where their are unclaimed tokens on the table, but only one player, the remaining player rolls a die for each token. On a 15+ they secure the treasure. On anything else, the token is lost.
Title: Re: Frostgrave - Rules
Post by: gmanrocks on February 22, 2019, 08:54:59 AM
Random rules question... This probably doesn't effect too many games as a whole.

We're playing Dark Alchemy co-op and the once we escaped from the board, the other wizard still had a Zombie and Imp left, which he used to farm about 5 other Burning Skeleton kills before they whittled them down.

Do summoned and raised models remain on the board and controllable after the wizard who summoned them has left or been removed?

It was fine for me, end of the day, that wizard had a few turns that he couldn't cast any spells because the spells he did have were in use (Summon Demon and Raise Zombie), so didn't have anything he could utilise at certain times, so lost out on XP there.

Sorry if this has already been asked. i did look, but couldn't find the answer.
Title: Re: Frostgrave - Rules
Post by: Severon on March 01, 2019, 05:35:39 AM
After reading through the Wizards Conclave, the scenario  Old Scores raised a question.

In the setup, it says to place 10  markers.
And  later it says that each of the 4 results on the marker table can only be obtained once.
So you canonly search 4 markers, the other 6 markers are kind of  "useless".

Is it intended? If it is, then why 10 markers and not only 4?

What got me confused in addition is, that in the short report nicknorthstar posted,  his archers seem to carry more than 1 treasure token.

Maybe i've overlooked something but i've read it about 5 times now and can't see it.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 10, 2019, 07:28:50 PM
Gmanrocks - yes these guys count as part of the warband, and thus the game would continue if it were only them... that said, if all of the treasure tokens were off the table the game ends immediately.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 10, 2019, 07:35:17 PM
Severin, You are not crazy! It's an error. I would just ignore the line about getting each result once!
Title: Re: Frostgrave - Rules
Post by: Ikari on March 16, 2019, 08:44:26 AM
Hello everyone.

I have a question about mystic brands spell. I haven't found a legitimate way in the book to find grimoire for this spell. The only way to get it is to buy grimoire, as per rules in main rulebook? Can starting wizard know this spell?

Thanks in advance
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 27, 2019, 09:43:12 AM
The Grimoire was erroneously left out of the Treasure Table, really it should be in there. So, unless you want to modify the table, the only way to get the spell is to either buy the Grimoire or choose it as a starting spell.
Title: Re: Frostgrave - Rules
Post by: dedboy on April 14, 2019, 12:03:59 AM
Hi there,
I apologise for replicating my post from the frostgrave subreddit.
This just seems to be the better place for rules-related queries.

I have some line-of-sight related questions about a few of the spells in the game. I would be interested in how other people handle the following situations:

Leap:

Main question: Does the caster and/or the target of the spell (or both!) need to have line of sight to the destination of the leap?

I think the caster should be able to see the destination. My friends think the target of the spell makes the leap and they can then leap to somewhere neither of them can see, because the line-of-sight refers only to the caster being able to see the target.

Follow-up question: Does the leap have to follow a realistic trajectory?

I.e. can you leap to somewhere that is on the 10 inches radius, but you would have to move round corners to get there. (Example: under the eaves of a house, even though you would have to clear those eaves in the leap and then move back again. Another example: into an open cubby hole under some stairs, even though the opening is facing away from you).

Grenade:

Do you allow the caster to cast this spell into an area, even if they don’t have line of sight to the ground where they are throwing the grenade?

For example, the spell caster sees a bunch of enemies on the other side of a low wall. He wants to throw the grenade over the wall and onto the ground in between them but cannot actually see that spot on the ground. I would allow this. I might not, however, allow the caster to throw the grenade over a high wall into an area he cannot see at all since it seems to be abusing the line of sight rule.

Imp:

Do you force the caster to be able to see the ground where the imp will be summoned? Or is it enough to be able to see the space in the air where the imp will appear (not necessarily the ground)?

This is similar to the Grenade question. It involves a caster summoning an imp in a field on the other side of a low wall. The caster cannot see the ground where the imp appears, but he can see other figures nearby and he can definitely see the imp once it is summoned (i.e. he can see the space in which the imp appears). Some players felt this is OP, especially when it is very far away, but I thought it was reasonable.

Thanks very much for your insights!
Title: Re: Frostgrave - Rules
Post by: Thargor on April 15, 2019, 11:19:48 PM
For Imp, I would say that you need to be able to see where you are summoning the Imp...ie the ground onto which it will stand.

For Grenade, I would say that I agree with you...he can throw it between some figures, even though he cannot see the ground, because he can see the figures.

For Leap...I'm pretty sure that the leap needs to go in a straight line...you can't go over something and then back underneath it, in order to get into better cover, or go round corners.
Title: Re: Frostgrave - Rules
Post by: Mrs. Esterhouse on April 30, 2019, 12:05:31 AM
When creating an experienced wizard it states “each different advancement (except learning a new spell) may only be selected once for every 3 full levels the wizard has.”

Can the same advancement be used on different stats or spells within 3 levels? So, for example, could the Improve Known Spell be used on 3 different spells for 3 levels?
Title: Re: Frostgrave - Rules
Post by: joe5mc on May 12, 2019, 04:15:12 PM
Yes, so for three levels you could go Fight +1, Health +1, Shoot +1
Title: Re: Frostgrave - Rules
Post by: dedboy on May 27, 2019, 03:18:23 PM
Thanks for your response!
Sorry I've been ill, otherwise I would have answered sooner.


For Imp, I would say that you need to be able to see where you are summoning the Imp...ie the ground onto which it will stand.

For Grenade, I would say that I agree with you...he can throw it between some figures, even though he cannot see the ground, because he can see the figures.

For Leap...I'm pretty sure that the leap needs to go in a straight line...you can't go over something and then back underneath it, in order to get into better cover, or go round corners.
Title: Re: Frostgrave - Rules
Post by: Radu Lykan on August 06, 2019, 07:38:15 PM
Can my dire hound from the legendary soldiers article live in a kennel?
Planning out my vampiric necromancers warband again and due to the model i am ising I would like to count him as a dire hound when I get to the appropriate level.
Title: Re: Frostgrave - Rules
Post by: joe5mc on August 11, 2019, 08:36:54 PM
No. Dire Hounds demand their own room!
Title: Re: Frostgrave - Rules
Post by: Radu Lykan on September 01, 2019, 11:42:28 PM
I figured that might be the case but it was worth a shot :)
Cheers
Title: Re: Frostgrave - Rules
Post by: AWu on September 11, 2019, 12:59:44 PM
I dont believe I am first to ask this question but search function give me no result.

I scored motherlode in the first scenario (pit full of gold from Ulterior motives)
So I am planing to some bespoke shopping...
My summoner need Candle but my eyes fallen on the Staff of Power (I am using Lich wizard model and he has great staff so I am tempted despite it not being best first buy probably :)

So question:
Does Staff of Power counts as magic weapon ?

Found the answer in rulebook  o_o
(No  if anyone is interested :)

SO another question

Could it be a target for enchant weapon
Making it Staff of power +1?

Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 12, 2019, 10:56:02 AM
FAQ: "Magic weapons may not be enchanted."

I guess that (RAW) because it's a Magic Item, and not a Magic Weapon, technically it can be Enchanted, but I'm not sure that's the intention.
Title: Re: Frostgrave - Rules
Post by: AWu on September 12, 2019, 01:54:03 PM
Most of the rules for this game is either simple or self explanatory but there are situations :)

I would rule its magic staf without bonus if not this sentence:
>Staff of Power counts as a regular staff for combat purposes.

Now this is theoretical question as my wizard cannot empower anything, but I am interested in logic of the rules too
Title: Re: Frostgrave - Rules
Post by: joe5mc on October 11, 2019, 11:08:00 AM
Man, five years and no one has asked this question...  I'm going to say 'no', just because to allow it would work against the intention of the rules about magic staffs.
Title: Re: Frostgrave - Rules
Post by: Thargor on November 26, 2019, 10:37:08 AM
A quick question for Perilous Dark (which arrived this morning) - On P15 when dealing with spells which now have a limited (random) duration; the main paragraph states "On a 1-10 the spell immediately ends".  In the "The Basics - Summary" below, it states "Spells  Limited duration … roll at end of turn, spell ends on 11+".

Which of these should it be please Joe?
Title: Re: Frostgrave - Rules
Post by: joe5mc on November 26, 2019, 03:09:40 PM
1-10 it ends.  I'm trying to convert everything to low 'bad' and high 'good', and I think this got confused in the transition. Not that it matters much, it is 50/50 either way!
Title: Re: Frostgrave - Rules
Post by: Thargor on November 26, 2019, 09:37:35 PM
Thanks Joe. 

I play with some "Rules Lawyers" who would always point to the more favourable to them text and claim that "this is the correct one" … now I can refer them to your words.   :)
Title: Re: Frostgrave - Rules
Post by: John Tailby on January 08, 2020, 12:51:02 AM
Is there a way to break off combat if you can't attack? In my recent game I used two actions to move into contact with the enemy wizard. that wizard then used invisibility and didn't attack. This left the two models stuck in combat with no way to leave. I didn't have a Leap or similar.

So we ended up stuck in combat but unable to fight until the end of the game. Was this right?
Title: Re: Frostgrave - Rules
Post by: jp1885 on January 08, 2020, 12:42:35 PM
The wizard wouldn’t have been able to cast an invisibility spell (or drink a potion) while in combat (ie in base to base contact).
If the wizard was already invisible, I think you wouldn’t be locked in combat as you can’t see him.
Title: Re: Frostgrave - Rules
Post by: joe5mc on January 11, 2020, 05:09:44 PM
Just as JP said.  Essentially, its impossible to be locked in combat with someone you can't see.
Title: Re: Frostgrave - Rules
Post by: Peter Brettell on February 02, 2020, 11:31:33 AM
Can a missile weapon equipped soldier use his missile weapon or sidearm at will, or do they need to swop them over with a action?
E.g. if I close combat a archer who had shot as me does he count as unarmed until he gets his dagger out?
Title: Re: Frostgrave - Rules
Post by: jp1885 on February 02, 2020, 08:40:49 PM
No he doesn't count as unarmed. Assume he has time to whip his weapon out.
Title: Re: Frostgrave - Rules
Post by: wikey on February 04, 2020, 02:22:39 PM
Just finished digging through the previous pages here and can't seem to find an answer to this:

If an uncontrolled creature is in combat with multiple opponents, who does it fight?

We have been randomizing it but I can't find anything one way or the other.
Title: Re: Frostgrave - Rules
Post by: scatterbrains on February 05, 2020, 03:03:07 PM
Just finished digging through the previous pages here and can't seem to find an answer to this:

If an uncontrolled creature is in combat with multiple opponents, who does it fight?

We have been randomizing it but I can't find anything one way or the other.

From memory i think it attacks the opponent with the lowest health? but that may be ranger of shadow deep.

Speaking of which is this the right place for a rangers of shadow deep rule question?
Title: Re: Frostgrave - Rules
Post by: wikey on February 05, 2020, 08:20:09 PM
Trying to think through different combat scenarios also led our group to this questions:

If your warband member is in combat wiith a single enemy and you manage to take control of the enemy with a mind control spell, are the two figures still in combat even though they are now friendly to each other?
Title: Re: Frostgrave - Rules
Post by: giles the zog on February 06, 2020, 12:26:19 PM
No, they are now simply in base to base contact (well unless you're unhinged enough to want two friendly models to fight each other).
Title: Re: Frostgrave - Rules
Post by: wikey on February 06, 2020, 08:33:12 PM
@giles that is what I assumed as well it just occurred to me that all the conversations about combat have emphasized how the only ways to leave it are by pushing away after winning a fight action or by having some kind of magical movement cast on you.
Title: Re: Frostgrave - Rules
Post by: joe5mc on February 15, 2020, 06:49:46 AM
Figures in the same warband are never in combat. When a figure is mind controlled, it becomes a temporary member of your warband, thus the figures are not in combat anymore.
Title: Re: Frostgrave - Rules
Post by: wikey on March 02, 2020, 08:04:48 PM
If an uncontrolled creature is in combat with multiple opponents, who does it fight?

We have been randomizing it but I can't find anything one way or the other.

Just checking in on this one to see if there is a general answer.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 04, 2020, 02:23:39 PM
It attacks the one with the lowest current Health.
Title: Re: Frostgrave - Rules
Post by: EvilGod on March 05, 2020, 07:50:00 PM
My friends and I are late to the party. We enjoy the game very much and are looking forward to the new edition.
Joe, I hope you still have time for our questions.  :-*

If a model has Blinding Light cast on it, it cannot attack anymore. But it can still make Fight rolls to defend itself when being attacked or shot at, we assumed.
Blinding Light states that the Fight value is reduced to zero, but is this before or after modifiers like
*Terrain, when being shot at
*Supporting Figures
*Enchanted/Magic Weapon
*Strength and Combat Awerness
*Curse
*other modifiers I dont know about  :D

When being attacked, the blind fighter can still win the fight and damage the attacker?

Can a blind fighter force combat?

Does a blind fighter count for Supporting Figures?
Title: Re: Frostgrave - Rules
Post by: giles the zog on March 06, 2020, 10:27:18 AM
For the modifiers in combat, yes they would apply.

This could eman with a high dice roll, they could defeat an opponent.

IMHO

Haver to think whether they can force combat, but, my gut says yes, though they'd be on a losing hand really.

IMHO

Yes, it counts as a supporting fighter. Its still an enemy, its still in combat, its still a threat and a distraction.
Title: Re: Frostgrave - Rules
Post by: joe5mc on March 06, 2020, 12:52:40 PM
Reduce the figure's current Fight to +0 - this is true whatever modifiers it currently has for spells, magic items, etc.  When it comes to the fight - then apply all modifiers that apply to that fight - so it could get +2 for a supporting figure.

When attacked, it can (in fact must) roll to defend itself. It can win the fight and cause damage as normal.

It can force combat. It does count as a supporting figure.
Title: Re: Frostgrave - Rules
Post by: EvilGod on March 06, 2020, 01:01:11 PM
Thanks Joe! Your support here is outstanding!
Title: Re: Frostgrave - Rules
Post by: EvilGod on May 14, 2020, 11:28:51 AM
We had our first game after Lockdown last night and it was pretty sweet.  :-*

The following question came up:
My Apprentices successfully casts Mind Control on an enemy Soldier, then my Apprentice was killed. I could not find anywhere that the Mind Control will expire automatically because of the death of the caster. It only says that each caster can have only one mind control active.
Am I missing something? We decided that the mind control stays active until broken by the soldier.

In addition we tried to wrap our mind around an 11 inch Push originating on the ground floor, targeting a model on the first floor. should the Push follow the trajectory and push the victim into the sky?
we decided, that the victim stays on its level/floor until blocked by a terrain piece. Which meant, that the poor guy was flung from a bridge, across two chasms, crossing another bridge, until hitting a wall and dropping 5 inch to the ground floor.
Title: Re: Frostgrave - Rules
Post by: giles the zog on May 14, 2020, 02:03:22 PM
Mind Control - I would argue that it is broken - the caster is dead, and it is the caster who is controlling the model

Direct line, so yes the trajectory should be up, up, and away....one of Jon's models was on the receiving end of that and yes he rolled a death.
Title: Re: Frostgrave - Rules
Post by: EvilGod on May 14, 2020, 09:16:12 PM
Mind Control - yes your argument makes sense, but we decided against it because we would then have to decide for each other sustained spell whether it should expire with the casters death (blinding lights, Control X, Enchant, Fleet Feet etc)Push

Push - we decided to not use real trajectory because it would discourage three dimensional play and make Push a very useful spell both in offence and as a tool box spell
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 15, 2020, 01:56:47 PM
1. Mind Control lasts until broken (Errata/FAQ).

2. Push is in a direct line, so yes, if you Push upwards they fly into the sky (and visa versa, if you Push from above they [normally] won't be affected).


So you got one right and one wrong. ;)
If you haven't, I suggest downloading and reading the errata/FAQ on this forum (first post on this thread).

And most important rule, if you want to houserule to make it more fun for you (i.e. Push), go for it - Joe doesn't mind you tweaking the game. ;)
Title: Re: Frostgrave - Rules
Post by: randwulf on July 08, 2020, 05:56:18 AM
When you win combat you can push back the opponent 1". If there is another figure opposite is this still possible?

Cheers,
Kev
Title: Re: Frostgrave - Rules
Post by: pclark4422 on August 19, 2020, 12:12:28 AM
Probably moot with 2nd Ed coming out soon (hopefully), but another Time Walk question.

Quote
Chronomancer / 18 / Self Only
The spellcaster is allowed to activate, with the usual two actions, for a second time in the turn – during the soldier phase. If a spellcaster fails to cast this spell, he suffers 2 damage in addition to any other damage for failing to cast the spell. A spellcaster cannot cast Time Walk if he is currently using Time Store.

The phrase "for a second time in the turn" can be read in two ways.

1: for a second time in the turn (it is cast) - This appears to be the common interpretation which leads to the notion of it being little more than a move action. Casting it with extra action from Time Store makes it more useful but still very niche for the difficulty and risk.  Being able to do this (as clarified on page 49 of this thread) is the result of some very tricky wording that led me to the next possible interpretation.

2: for a second time in The Turn (note the caps) - Referring to the sequence of events outlined in chapter 2 - The Turn.  This interpretation could lead to the wizard activating a second time EVERY turn after since The Turn has now been altered.  This would of course make the spell a lot more useful (?game breaking?).  It seems to mesh well with not just the difficulty of the spell, but also how with some of a Chronomancer's other spells affect The Turn.

Considering the fiddly wording for the interaction between Time Store and Time Walk it seems like its worth asking.

Which is it supposed to be?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 20, 2020, 08:26:35 PM
Can't answer your question but Time Walk is changed for 2nd.
Title: Re: Frostgrave - Rules
Post by: k90001234 on September 02, 2020, 11:41:18 AM
Not sure if this has been asked before, hoping to get some clarification. Can Wizard Eye be used for group activating soldiers? Ie. If the soldier starts the turn within three inches of the spellcaster's wizard eye.
Title: Re: Frostgrave - Rules
Post by: snitcythedog on September 02, 2020, 01:10:18 PM
Has anyone seen a price in 2e for weapons and armour or are they "free" like the lower troop types?  I am probably just missing it but I searched high and low.
Title: Re: Frostgrave - Rules
Post by: k90001234 on September 02, 2020, 01:56:45 PM
Not sure if this has been asked before, hoping to get some clarification. Can Wizard Eye be used for group activating soldiers? Ie. If the soldier starts the turn within three inches of the spellcaster's wizard eye.

NEVER MIND

Spell desc says "when casting spells" for drawing line of sight.
Title: Re: Frostgrave - Rules
Post by: k90001234 on September 02, 2020, 01:59:08 PM
Has anyone seen a price in 2e for weapons and armour or are they "free" like the lower troop types?  I am probably just missing it but I searched high and low.

Yes i think you've got it.
Soldiers are restricted to the type of items they come with as standard. When creating Wizard and Apprentice it just says to pick equipment, so you can have whatever you like, minus armour and shields.
Title: Re: Frostgrave - Rules
Post by: snitcythedog on September 02, 2020, 03:22:06 PM
Yes i think you've got it.
Soldiers are restricted to the type of items they come with as standard. When creating Wizard and Apprentice it just says to pick equipment, so you can have whatever you like, minus armour and shields.
Many thanks that was how I was reading it but since the last editions specified I figured that I would make sure.
Title: Re: Frostgrave - Rules
Post by: LiamFrostfang on September 22, 2020, 09:25:29 AM
 :) second edition....magic weapons/armor...
cloak of elemental absorption?
what does it do????
am i missing it??
Title: Re: Frostgrave - Rules
Post by: The Golem on September 23, 2020, 12:48:15 AM
:) second edition....magic weapons/armor...
cloak of elemental absorption?
what does it do????
am i missing it??

Check p97: if a miniature is wearing an item with Elemental Absorption, then any elemental damage they take (like an elementalist attack spell) is halved, rounding up.
Title: Re: Frostgrave - Rules
Post by: LiamFrostfang on September 23, 2020, 11:32:20 AM
 :)   thanks!!!
Title: Re: Frostgrave - Rules
Post by: EvilGod on February 06, 2021, 10:55:20 PM
My friends and I are getting ready for our first games of FG2, as soon as the lockdown is lifted in our neck of the woods.

Currently we are picking our spells and are trying to understand the interactions of the different Summon and Control spells.
Control is clear for us (also thanks for the FAQ) but we are unsure which creatures are Controlled after they are summoned:
Summon Demon explicitly mentions that the demon is considered to be under the effect of the Control Demon spell.
Raise Zombie does not mention the Control Undead spell but adds the zombie as a temporary member.
Animal Companion and Animate Construct also do not reference the corresponding Control spells but adds the creatures as permanent members.
Illusionary Soldier also adds it as a temporary member and doesnt even have a corresponding Control spell.

So this leads us to the following conclusion:
A Necromancer Warband could have one raised zombie and two controlled NPC skeletons. Dispel could cancel the Control of the skeletons but not of the zombie.
A Witch Warband could have two Animal Companians and two controlled NPC animals. Dispel could cancel the Control of the NPC animals but not of the companions.
A Summoner Warband could have two controlled demons in total. Those demons could be summoned or NPCs. Dispel can cancel the control of summoned demon or of a NPC demon.
An Illusionary Soldier can not be dispelled because he is summoned and also its Control cannot be dispelled.
Title: Re: Frostgrave - Rules
Post by: Gardensnake on February 08, 2021, 12:07:11 AM
A  question for the group? How do you reconcile treasure from the supplement books with using the black market rules?

Thanks

Title: Re: Frostgrave - Rules
Post by: Troll Player Fun on February 10, 2021, 07:57:57 AM
Hi, wanted to ask a few questions about the 2nd Edition Rules, but first I wanted to say Thank You to everyone that had a hand in producing this game. Thank you for making the first edition rules available for Free download back when the world wide quarantine at home began. That act of kindness provided me with a delightful diversion to escape everything going on.

To everyone that worked on Frostgrave; Mr. McCullough, all the artists, editors, photographer, modelers, sculptors, painters, model makers, publisher, printers, book binders, packers, and all laborers that helped get this book in my hands; Thank you. You have all made my world a much brighter and bigger place.

These questions need clarification. In my local gaming community a majority players here in local shops have a tendency to focus more on The Letter of the Rules RATHER than the Spirit of the Game unfortunately.

Not all players are like this, but most of the younger generations can be overly competitive due to poor mentoring by older players. Many sadly are obsessed with winning at all costs. "If the rules do not say I can't do it" ... THAT GUY types....

So these are pressing issues which have arisen in ruinous debates here on the Northwest Coast.

First: is there an FAQ and Errata posted anywhere other than what is currently available for download on the Osprey Publishing website ?

Second: are there going to be ongoing supplement releases planned and released beyond The Red King, as we have read that the original author has now left Osprey Publishing ?

Third: the Summoner Plane Walk Spell states that it is a SELF ONLY spell however through out that spell's description the text repeatedly uses the term "THEY" does this refer to the caster any other models the caster has group activated ?

Fourth: What size "in terms of inches" is the Explosive Glowing Rune of Power Marker?
Is it 1 inch diameter ?
Is it 2 inches in diameter ?
Is it half an inch in diameter?
What is the legit legal base size that this rune marker may be ?

Fifth: Same question as the fourth question dealing with the Wizard's Eye token ? How big can that Eye be ? Can it be as large as "The Great Eye of Sauron" or a much smaller human sized eyeball ?  Again, we need some definitive clarification to the official dimension size of markers and tokens here as they apply to all spells which use them.

Sixth: How many Apothecaries are allowed to be in any one player's Warband ?

Seventh: The Wizard and the Wizard's Apprentice each can Summon a Demon, each can have an Animal Companion Bear "Possessed", and both may  Animate a construct, but only 1 caster may raise a single Zombie; So 7 free models are allowed within the Warband here so far; is this viably legit, legal and correct ???

One player in my group argues that this interpretation makes sense because her Wizard is teaching the Apprentice how to summon and control these creatures, and the spells are now in her list, so her apprentice can absolutely and feasibly have access to these coin free models too ....

She assembles this motely crew and then plays them along with a total of THREE Apothecaries. She then uses those Apothecaries with their healing potions to empower her most crucial spells -OR- runs that monstrous motely crew with free thieves for absolutely no coin spent on a Warband. The rest of us feel like this is a horribly abusive and nasty intelligently creative tactic (only because she is cute).

Eighth: How many active wall spells are allowed to be on the table at any given time? One of our players likes casting a whole row of these walls in his war party's wake as an Olympic field and track event style obstacle course because every time an opposing model crosses one wall that model incurs 4 points of falling damage for every wall crossed.

So my group definitely wants to know if this stuff has been addressed RECENTLY as our collective Google Foo has not been able to uncover and locate a more recent updated ERRATA AND FAQ.

Thanks for an interesting experience, sorry if we seem to have collectively broken Frostgrave. We hope more releases are coming and that the game is not allowed to fade away.

Look forward to reading your replies and answers.

Happy New Year everyone.

Remember to wash your hands.



Title: Re: Frostgrave - Rules
Post by: marcnelsonjr on February 13, 2021, 07:13:24 PM
A  question for the group? How do you reconcile treasure from the supplement books with using the black market rules?

Thanks

We use a modified form of the black market rules.

I roll 20 times on a treasure generator (the regular treasure table modified to eliminate the gold-only results) to generate a communal market after each game. So we might have 6 potions, 3 scrolls, 0 weapons, 5 items, and 6 grimoires up for sale. Then each slot is randomly filled from a list that contains everything from the base game and supplements, minus anything scenario-specific (i.e. Golem Notes or Amulet of Constancy).

It sounds complicated, but it's mostly automated from a spreadsheet. All I have to do is reload the treasure generator and then click the correct number of drop-down boxes on the market sheet.
Title: Re: Frostgrave - Rules
Post by: EvilGod on February 14, 2021, 09:54:52 AM
Hi, wanted to ask a few questions about the 2nd Edition Rules...

Hy
I think i can help you with some of your questions:

First: Dont know.

Second: I am pretty sure there will be FG2 Supplements. Check out Joe's Blog for some sneak peeks. http://therenaissancetroll.blogspot.com/

Third: I am 100% sure THEY is used as the genderless singular pronoun in this spell.

Fourth: We use 25mm = 1 inch bases for the tokens. I think there was a similar question in first edition here in the forum. Cant remember if it got a final answer.

Fifth: Same. Can't be bigger than the wall you stick it to though.

Sixth: eight, Apothecaries being Standard Soldiers.

Seventh: I asked a similar question. I can tell you one thing though: the Construct and Animal Companion replaces a soldier and is not in addition two your eight Soldiers.
And as long as the Spell says "Spellcaster" and not "Wizard" then the Apprentice can cast it as well. Even the Zombie can be raised be either the Wizard or the Apprenitce, but only one Zombie in the Warband in total can be raised (at the same time).

Eight: Wall is currently unlimited and we find it very powerful. More powerful than killing an enemy soldier? Maybe, if you ask Owen, the Cooler. ;)
But dont forget that you can climb DOWN a wall too. So 6 inch to climb up the wall, half inch to climb down a quarter of an inch on the other side. Drop down the remaining 2 3/4 inches for a total move of 9 1/4 inches and no damage because you fell less than 3. You dont even have to have the full distance remaining. As long as you can spend a little movement climbing down you will end up with no movement remaing and no falling damage on the otherside of the wall. Talk with your group beforehand what this minimum amount should be.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 19, 2021, 09:27:09 PM
To add what EvilGod said:

1. Check this thread: https://leadadventureforum.com/index.php?topic=84340.0 I'm not sure if this one was updated more regularly than the Osprey site. Just remember it's (mainly) aimed at 1e.

2. Joe has said on Facebook that he's still working on FG with Osprey.

4 & 5. There is no 'definitive' size, as these things were left open so people could model them as they see fit. If you think you will have players that will try to abuse that then you'll need to house-rule it (the 25mm sounds sensible) or just not play them.

8. Climb up the wall, but not over the top, then they can't see you to shoot. Remember, you can cling to a surface at any height, you don't need to climb all the way on one go, and the Wall spell is as climbable as any regular wall.



If you have someone that insists on spamming summoning rather than have troops of their own, just take a few Dispel/Control spells. Nothing more satisfying than taking over an opponent's model just as their about to walk off the board with the treasure. ;)

Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 19, 2021, 09:31:33 PM
A  question for the group? How do you reconcile treasure from the supplement books with using the black market rules?

At the moment we've not, we just says that the black market can only get hold of the 'common' items (the rulebook) rather than the rarer ones (the supplements).
Title: Re: Frostgrave - Rules
Post by: Plynkes on February 20, 2021, 10:30:49 AM
Sorry if this is a silly question, but I've never actually played the game, despite owning the 1st edition for several years. But it looks like 2nd edition might become something of a thing in my gaming group, if we ever meet up again.

It seems that the stuff from the old supplements generally hasn't been made obsolete by the new edition (bravo to that! Something other games manufacturers might want to bear in mind once in a while). Just wanted to make sure: Is there any reason that I'm missing why you can't use the Captain rules from the Frostgrave Folio with 2nd edition? As I said, I haven't actually ever played the game so there might be something obvious I'm not seeing.

Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 20, 2021, 04:45:20 PM
Nope, the Captain is even listed in the 'Supplements' section of the rulebook.
Title: Re: Frostgrave - Rules
Post by: Plynkes on February 20, 2021, 06:15:26 PM
Thanks. Yes, I feel a proper fool for asking before I had fully checked out the rules (only got the book yesterday). A short while after posting I discovered the section you mentioned. :)


Title: Re: Frostgrave - Rules
Post by: Troll Player Fun on February 22, 2021, 09:01:29 PM
Darkson71 and EvilGod thanks for taking time to respond. Much appreciated. It's a funny thing here in SW Washington and Portland Oregon with the local players; some like to hang out have a few laughs and enjoy each others conversation, the younger folks can sometimes be a little more overly aggressive and competitive. I think in my house the rule will be 25mm on markers and tokens.
Title: Re: Frostgrave - Rules
Post by: Gardensnake on May 10, 2021, 01:47:27 AM
Can a wall be cast atop another wall that was the result of a spell creating a 6" high wall? If so, what happens if the bottom wall dissipates or is dispelled?

Thanks

William
Title: Re: Frostgrave - Rules
Post by: Darkson71 on May 10, 2021, 08:38:25 PM
1. RAW yes (as long as some of the top wall still follows the restrictions for distance and LoS).

2. No idea! As it's a magic wall I'm ok with it hanging there in mid-air (especially if there just happens to be a/some models clinging to it ;) ).
Title: Re: Frostgrave - Rules
Post by: JamWarrior on August 11, 2021, 10:48:13 AM
Can you cast enchant weapon on an already magic weapon from the treasure tables? E.g. someone has a +1 damage sword.  Can it be enchanted to be both +1 fight and +1 damage?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 11, 2021, 01:24:04 PM
From the FAQ:

Enchant Armour – A figure must be wearing armour for it to be enchanted. Magic armour may not be enchanted.

Enchant Weapon – A figure must be carrying a weapon for it to be enchanted. Magic weapons may not be enchanted.
Title: Re: Frostgrave - Rules
Post by: marcnelsonjr on August 23, 2021, 07:47:41 PM
Question about the Nightmare spell from Maze of Malcor:

Can it be cast multiple times on the same target? If so, would its effects stack? (i.e. each successful casting causes the target to lose 20XP after the game)
Title: Re: Frostgrave - Rules
Post by: recceboss on August 24, 2021, 01:32:21 PM
Hello fellow adventurers!!
Some questions about the v2 rules which I'm hoping you can all help me with.

1. In v1, the various magic Staffs which could be found had the rule 'Counts as a regular staff for combat purposes' - is this still the same in v2? I asked on the facebook page many months ago but didn't get an answer.

2. Robes of arrow turning - I know the description says ALL bow and crossbow attacks but is it the case they still give the benefit even if they are magic weapons? I'd say yes but I'm trying to forestall the rules lawyers.....

3. The RB says to make the terrain as dense as possible, which we all know. This will mean that at times, figures will block other figures from moving along passages, past terrain etc. I cannot find, in the v2 rulebook, anywhere where it states that figures must have a clear path to be able to move past other figures - I know about the forced combat rule - I'm talking about general movement even amongst figures from the same warband. The only vague mention is on page 43 in group activation where it says 'allow figures to move past one another through tight confines, and so on'. Again, this is to forestall the rules lawyers from saying 'it doesn't state that my figures can't just move through space occupied by figures from my own warband'.....

Thank you in advance for your help
:)
Title: Re: Frostgrave - Rules
Post by: Chief Lackey Rich on August 24, 2021, 03:19:43 PM
Quote
The only vague mention is on page 43 in group activation where it says 'allow figures to move past one another through tight confines, and so on'.

FWIW, I've always interpreted that (and it shows up verbatim in all his games IIRC) to be a reference to how a group activation can let you move a figure out of a blocking position (eg a corridor intersection) so other figs can then move through the space it was occupying in the same activation.  But that's just my take on it.
Title: Re: Frostgrave - Rules
Post by: marcnelsonjr on August 25, 2021, 04:30:54 AM
3. The RB says to make the terrain as dense as possible, which we all know. This will mean that at times, figures will block other figures from moving along passages, past terrain etc. I cannot find, in the v2 rulebook, anywhere where it states that figures must have a clear path to be able to move past other figures - I know about the forced combat rule - I'm talking about general movement even amongst figures from the same warband. The only vague mention is on page 43 in group activation where it says 'allow figures to move past one another through tight confines, and so on'. Again, this is to forestall the rules lawyers from saying 'it doesn't state that my figures can't just move through space occupied by figures from my own warband'.....

1st Ed had this bit that didn't make it to 2nd Ed:

Quote
Figures from the same warband do not block each other’s passage, but creatures and members of opposing warbands do

We've been playing it that way, though.
Title: Re: Frostgrave - Rules
Post by: recceboss on August 25, 2021, 12:06:19 PM
Thank you for the replies.....

So basically if I have a warband member in a narrow passage in base contact with a figure from the opposing warband, there's nothing in the v2 rules to stop another figure from the opposing warband moving through the space occupied by the 2 figures that are in base contact..... regardless of the 'intent' of the rules, we all know that there are people who are going to try and exploit this loophole.....
Title: Re: Frostgrave - Rules
Post by: Chief Lackey Rich on August 25, 2021, 04:03:02 PM
Thank you for the replies.....

So basically if I have a warband member in a narrow passage in base contact with a figure from the opposing warband, there's nothing in the v2 rules to stop another figure from the opposing warband moving through the space occupied by the 2 figures that are in base contact..... regardless of the 'intent' of the rules, we all know that there are people who are going to try and exploit this loophole.....

Absolutely not.  Being in close combat prevents an enemy fig from forcing combat, but it doesn't make the figure cease to exist.  Even if you're allowing friendly models to move through each other (which I'd contend is not the RAW or RAI anyway) the moment that figure moving through the space of the two engaged models contacts the enemy they've locked themselves in melee anyway and can move no further. 

And even if you allow friendlies to pass through each other, I assume you aren't letting them occupy the same space at the end of that movement.  So your hypothetical movement through a melee can't contact an enemy model at all while you're sharing space with an ally since that would pin you in an overlapped position.  No shoving models around that way to get an outnumbering bonus you couldn't have gotten without displacing models.

I don't know if 2nd ed Frostgrave has the exact same text, but in Stargrave the last part of the last sentence of Group Activations where he's explaining why you'd ever use them reads "...or to allow figures to move past one another in tight confines."  You can't just walk through friendlies or that text wouldn't be there, and SG is the most current iteration of the core mechanics.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 26, 2021, 07:46:20 AM
Joe has said on FB that in 2e ALL figures block, friend and foe, a deliberate change from 1e, but if you/your group want to play that friendly figures don't, it's not a big deal.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 26, 2021, 07:50:01 AM
1. In v1, the various magic Staffs which could be found had the rule 'Counts as a regular staff for combat purposes' - is this still the same in v2? I asked on the facebook page many months ago but didn't get an answer.

2. Robes of arrow turning - I know the description says ALL bow and crossbow attacks but is it the case they still give the benefit even if they are magic weapons? I'd say yes but I'm trying to forestall the rules lawyers.....

1. Yes, unless the description specifically says it's not (was answered on FB before).

2. Is a magic bow still a bow? Is a magic crossbow still a crossbow? Would have to be some serious rules-lawyering to try to claim otherwise, and if someone did try it, they're probably not worth the time in playing.
Title: Re: Frostgrave - Rules
Post by: marcnelsonjr on August 26, 2021, 02:00:01 PM
Joe has said on FB that in 2e ALL figures block, friend and foe, a deliberate change from 1e, but if you/your group want to play that friendly figures don't, it's not a big deal.

Thank you!
Title: Re: Frostgrave - Rules
Post by: Grumpy Gnome on September 11, 2021, 12:24:50 PM
My wife and I just finished our second game of Frostgrave and we are loving it!

A couple of questions popped up.

1) In the Captain can take a dagger for +1 fight but I understand 2nd Edition removed this from wizards and apprentices. Does that apply to Captains in 2nd Edition?

2) I see in Spellcaster that you can have a legendary soldier for every 19 levels. Captain is a legendary soldier and takes a specialist slot. Do all legendary soldiers take a specialist slot? If so, how does one get to the max 8 legendary soldiers mentioned in Spellcaster?

3) Does a spellcaster need to have line of sight the entire length of the flight, including the destination, of model during a leap spell?

4) In Ghost Archipelago a figure that has been given a potion by a herbalist loses and action in their next activation. Does this apply to Frostgrave 2nd Edition as well?

Thanks in advance for the help. I know we are late to the party but we are very enthusiastically loving the game!
Title: Re: Frostgrave - Rules
Post by: Ogrob on September 11, 2021, 12:28:37 PM
Don't know all of those, but

1) Not seen official errata, but yes, all +1 Fight for dual wielding has been removed in 2e so should be removed from the captain as well.
4) No, the Apothecary has never had that restriction in 1e or 2e. Apothecaries are just better than Herbalists.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 11, 2021, 04:46:21 PM
1. The +1 Fight for two weapons has been removed completely, so yes, that includes the Captain (but any [non-Captain] Soldier that has 2 weapons keeps their stat line as is, for example Tunnel Fighter).

2. Iirc Joe has said on FB that the Legendary (bar the Captain) don't count as Specialists, but I may be misremembering that.

3. No.

4. No.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 11, 2021, 04:53:02 PM
Found it, and I was sort of right. ;)

Quote
Spellcaster: Second Edition Review
I recently read through all the previous issues of Spellcaster magazine to see what changes might be necessary in light of the Second Edition rules changes. As it turned out, I was surprised how little effect the new edition had on these rules. The only article that needs significant updating is the Casting Roll Criticals because some of the spells have changed. I am planning on presenting a completely updated list later in the next issue. Otherwise, I found only three instances where articles need updating.

Black Powder Firearms (Issue 1, p.4)
The three soldiers presented in this article: Musketeer, Coachman, and Duellist are all specialist Soldiers.

Legendary Soldiers (Issue 4, p.4)
A warband that contains Legendary Soldiers can have a maximum of 3 specialist soldiers. So, a starting warband may contain either 4 specialist soldiers or 1 legendary soldier and 3 specialists. This maximum of 3 specialists does not change, even as the number of legendary soldiers increases. So, a level 30 wizard, entitled to 4 legendary soldiers, could have a warband consisting of 4 legendary, 3 specialist, and 1 standard soldier. A level 60 wizard could have 7 legendary and 1 specialist.

Monster Hunting (Issue 5, p.14)
Previously the Chilopendra Horn grants +1 to Monstrous Form. As this spell no longer exists, change it to +10gc
Title: Re: Frostgrave - Rules
Post by: Grumpy Gnome on September 11, 2021, 06:12:05 PM
Thank you for researching that for me. I am not on Facebook any more, which is a real hassle sometimes. Mrs. GG and I appreciate getting these questions answered. Be warned though, at the risk of flogging the willing we expect to have more questions in the future.
Title: Re: Frostgrave - Rules
Post by: Ascent on October 09, 2021, 02:30:58 PM
I have a question here for 2ed rules involving scrolls. Or one scroll in particular.

If an Enchanter is attempting to build a large construct before game, they fail due to the minus to the roll then use a scroll to succeed.

The wording for using the scroll says it has a casting roll of 14 dose this then drop to 8 because of the -6? This would then mean that actually it fails rather than succeed despite the scroll saying it passes.

Not sure how better to word this.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on October 09, 2021, 05:41:45 PM
No, a scroll used for cast a known spell "is successfully cast. Treat the Casting Roll for the spell as 14, regardless of the spell’s casting number." The spell is succesful is the first point, you don't need to then check it against the normal target. The CR of 14 is only really needed if its a spell that can be rolled against (i.e. Mind Control).

To be honest, we found it a big strange and even a little beardy, but RAW it works.
Title: Re: Frostgrave - Rules
Post by: Chief Lackey Rich on October 09, 2021, 05:56:25 PM
No, a scroll used for cast a known spell "is successfully cast. Treat the Casting Roll for the spell as 14, regardless of the spell’s casting number." The spell is succesful is the first point, you don't need to then check it against the normal target. The CR of 14 is only really needed if its a spell that can be rolled against (i.e. Mind Control).

It might also matter for a spell like Summon Demon, where the exact Casting Roll affects what pops up.  I don't think you'd apply any penalties (eg Draining Word, or the -6 large construct penalty) to the scroll's 14 anyway, any more than you'd apply them to the "minimum 14 to resist" that you can wind up with when you succeed on a low-difficulty spell with an adjusted roll below 14.

Quote
To be honest, we found it a big strange and even a little beardy, but RAW it works.

Eh, it's not that big a deal in this case.  Large constructs are eating a specialist slot, and at some point somebody had to successfully cast (or randomly find) Write Scroll for Animate Construct to set the situation up.  Not that that's all that hard, Enchanter and Sigilist are allied schools.
Title: Re: Frostgrave - Rules
Post by: Peter Brettell on August 29, 2022, 04:04:53 PM
In the fireheart supplement there are rules for fixing permanent injuries on a construct. I don't think contracts get permanent injuries. Is it meant to be badly wounded?
Title: Re: Frostgrave - Rules
Post by: Darkson71 on August 30, 2022, 06:50:47 PM
[Ignore]
Title: Re: Frostgrave - Rules
Post by: emosbur on September 20, 2022, 11:08:16 AM
Question about movement:

If you move as your second action, is EVER half movement or only if you previously moved as your first action?
For instance, if a soldier shoots a bow as his first action, does he move 6 or 3 inches as his second action? Or a mage that casts a spell as his first action, does he move 6 or 3 as his second action?

I ask this because in my group we ever played that movement as second action is halved, but now I have found people that play that movement is halved ONLY if you moved as first action. I play ROSD and as my native language is not english, the wording in the rules is not clear for me, because I understand that it says you move full distance in first action only.

Milo.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on September 28, 2022, 06:21:12 PM
The first time a model takes a Move action during a turn, it can move it's full movement allowance.

Do yes, if a model shoots then moves, it will be able to move 6" (or whatever its stat is).

Frostgrave:
"The first time a figure moves in a phase, it may move up to its Move stat in inches."
"If the figure chooses to perform a second movement action during the phase (or even a third in rare occasions), it may move up to half its Move stat in inches."

RoSD:
"The first time a figure moves during its activation, it may move a distance equal to its Move Stat in inches."
"If a figure chooses to make a second (or, in rare cases, a third) move in the same activation, this additional move is made at half of the figure’s Move Stat."

And the Frostgrave QRS is even clearer:
"• Move (must use one activation).
• 2nd Move (1/2 distance)."


You can't take a second Move action in an activation unless you've taken a first.


Title: Re: Frostgrave - Rules
Post by: The Rogue on January 07, 2023, 12:04:45 PM
Could you please help me with a translation question. In our game my opponent was wondering about the power level of the time walk spell. He said, if my chronomancer casts it a 2nd time in a game, he has to take 8 points of damage, because turns in consecutive turns is plural. I think consecutive turns means 2 directly following turns, so I‘ll take the damage if I‘m casting it in a turn directly after one in which I had cast it. So I could try it in turn 1, turn 3, turn 5 without the damage.
Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 07, 2023, 02:21:46 PM
If you cast in it 1, then 2, then 3, then it's still consecutive,  so you'd take 16 wounds.
But if you cast in 1, 3, 5 etc then it's not consecutive, so no damage.
Title: Re: Frostgrave - Rules
Post by: The Rogue on January 07, 2023, 03:29:12 PM
Thank you.
Title: Re: Frostgrave - Rules
Post by: Pantalaimon on January 13, 2023, 11:57:54 AM
Does the spell Plague of Insects affect both enemies and your own soldiers? We were debating this on reddit and someone mentioned that there is a different spelling than in the Grenade Spell:

"It's quite interesting.I just checked the Grenade spell from Enchanter's spellbook and in there it says: "The caster picks a target point within 12”. Every figure, including allies, within 1.5”.

In the Plague of Insects there is nothing like that added. So in the end, there might be some space for interpretation."

The Spell would be so much more useful if it would not include your own soldiers.

Title: Re: Frostgrave - Rules
Post by: Darkson71 on January 13, 2023, 09:26:39 PM
It says "All" figures, which seems pretty clear.
Title: Re: Frostgrave - Rules
Post by: Karadek on February 08, 2023, 05:27:40 PM
Yes, so for three levels you could go Fight +1, Health +1, Shoot +1

This was in response to this question on p. 112:

Quote
When creating an experienced wizard it states “each different advancement (except learning a new spell) may only be selected once for every 3 full levels the wizard has.”

Can the same advancement be used on different stats or spells within 3 levels? So, for example, could the Improve Known Spell be used on 3 different spells for 3 levels?

Is this still accurate in 2nd edition? The RAW seem to indicate that you can only level up ONE stat and improve ONE spell per three levels. As in, if I gained three levels in a match, I could spend 100 XP to improve Fight +1, 100 XP to lower casting cost for Heal by 1, but could do nothing else unless I have a grimoire. Are we reading that right?
Title: Re: Frostgrave - Rules
Post by: snitcythedog on February 08, 2023, 11:24:29 PM
The RAW seem to indicate that you can only level up ONE stat and improve ONE spell per three levels. As in, if I gained three levels in a match, I could spend 100 XP to improve Fight +1, 100 XP to lower casting cost for Heal by 1, but could do nothing else unless I have a grimoire. Are we reading that right?
This is how our group played it throughout our recent campaign. 
Title: Re: Frostgrave - Rules
Post by: Darkson71 on February 10, 2023, 04:24:46 PM
This was in response to this question on p. 112:

Is this still accurate in 2nd edition?
Frostgrave 2e came out in 2020 (August iirc) so if there appears to be a discrepancy between the 2e rulebook and an earlier answer, go with the rulebook.