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Author Topic: Frostgrave - Rules  (Read 451336 times)

Offline Mrs. Esterhouse

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Re: Frostgrave - Rules
« Reply #1665 on: 30 April 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?

Offline joe5mc

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Re: Frostgrave - Rules
« Reply #1666 on: 12 May 2019, 04:15:12 PM »
Yes, so for three levels you could go Fight +1, Health +1, Shoot +1

Offline dedboy

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Re: Frostgrave - Rules
« Reply #1667 on: 27 May 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.

Offline Radu Lykan

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Re: Frostgrave - Rules
« Reply #1668 on: 06 August 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.

Offline joe5mc

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Re: Frostgrave - Rules
« Reply #1669 on: 11 August 2019, 08:36:54 PM »
No. Dire Hounds demand their own room!

Offline Radu Lykan

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Re: Frostgrave - Rules
« Reply #1670 on: 01 September 2019, 11:42:28 PM »
I figured that might be the case but it was worth a shot :)
Cheers

Offline AWu

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Re: Frostgrave - Rules
« Reply #1671 on: 11 September 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?

« Last Edit: 11 September 2019, 11:40:33 PM by AWu »

Offline Darkson71

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Re: Frostgrave - Rules
« Reply #1672 on: 12 September 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.
« Last Edit: 12 September 2019, 10:59:39 AM by Darkson71 »
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Offline AWu

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Re: Frostgrave - Rules
« Reply #1673 on: 12 September 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

Offline joe5mc

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Re: Frostgrave - Rules
« Reply #1674 on: 11 October 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.

Offline Thargor

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Re: Frostgrave - Rules
« Reply #1675 on: 26 November 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?

Offline joe5mc

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Re: Frostgrave - Rules
« Reply #1676 on: 26 November 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!

Offline Thargor

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Re: Frostgrave - Rules
« Reply #1677 on: 26 November 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.   :)

Offline John Tailby

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Re: Frostgrave - Rules
« Reply #1678 on: 08 January 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?

Offline jp1885

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Re: Frostgrave - Rules
« Reply #1679 on: 08 January 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.

 

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