2nd -> 4th ed. preparation.
Posted: Sun Jun 28, 2020 2:28 am
Hello 
I just bought the 4th edition core rulebook and got some questions.
For the last years I have be GM’ing for a group of players using 2nd edition. They how just entered there 3rd careers At the moment I am reading the new rules and trying out some test-encounters, converting 2nd to 4th editions characters/scenarios.
1: Species skills/talents: Advance 6 skills with 3/5 advances. What happens to the other skills? Meant to be bought later on using XP?
2: Simple/dramatic test: What is baseline +20 (average) or +0 (challenging) for a standard test. Seems strange to me that +0 is challenging and not average.
3: Passive perception gets mentioned in the core rulebook but there is no specific rules about it?
4: Defense rule: to get +20 on defensive tests at the expense of ones action. Lets say the PC is acting later in the round. A skaven clanrat charges. Can the PC declare that he uses +20 defense already now losing his upcoming action but getting +20 on all opposed tests?
5: Fortune points: can a PC only use one FP per test once?
If that fails the only option is a “dark deal” and get a point of corruption/use a point of resilience for 100% success chance?
6: Talents: petty magic/arcane lore: Reading the new updated rules (errata …up to Int).
Can someone explain how the xp cost is calculated in relation to “No. of Petty spells currently known”?
The examples in the book make no sense to me.
7: Magic: Channeling: So casting some of the bigger spells (CN5+ ish) the player has to use multiple rounds just standing there doing the extended channeling test?
In 2nd edition even the bigger spells could be cast in one round if you had the magic points for it/ingredients boost etc. Not sure our wizard player is gonna find that very fun during encounters.
8: XP: Is there a table or something showing the required XP needed to advances to tier 2,3 and 4?
I guess it’s the same amount needed across all careers.

I just bought the 4th edition core rulebook and got some questions.
For the last years I have be GM’ing for a group of players using 2nd edition. They how just entered there 3rd careers At the moment I am reading the new rules and trying out some test-encounters, converting 2nd to 4th editions characters/scenarios.
1: Species skills/talents: Advance 6 skills with 3/5 advances. What happens to the other skills? Meant to be bought later on using XP?
2: Simple/dramatic test: What is baseline +20 (average) or +0 (challenging) for a standard test. Seems strange to me that +0 is challenging and not average.
3: Passive perception gets mentioned in the core rulebook but there is no specific rules about it?
4: Defense rule: to get +20 on defensive tests at the expense of ones action. Lets say the PC is acting later in the round. A skaven clanrat charges. Can the PC declare that he uses +20 defense already now losing his upcoming action but getting +20 on all opposed tests?
5: Fortune points: can a PC only use one FP per test once?
If that fails the only option is a “dark deal” and get a point of corruption/use a point of resilience for 100% success chance?
6: Talents: petty magic/arcane lore: Reading the new updated rules (errata …up to Int).
Can someone explain how the xp cost is calculated in relation to “No. of Petty spells currently known”?
The examples in the book make no sense to me.
7: Magic: Channeling: So casting some of the bigger spells (CN5+ ish) the player has to use multiple rounds just standing there doing the extended channeling test?
In 2nd edition even the bigger spells could be cast in one round if you had the magic points for it/ingredients boost etc. Not sure our wizard player is gonna find that very fun during encounters.
8: XP: Is there a table or something showing the required XP needed to advances to tier 2,3 and 4?
I guess it’s the same amount needed across all careers.