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Lord

Registered: 07-2003
Location: Philadelphia
Posts: 539
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posticon Magic-Users in traveling events and Settlements?


As I am in the process of writing a set of Illusionist characters for WHQ, one flaw in the game design is bugging me more and more. Some spells that Illusionists should have can of course help get them out of many situations that may occur between dungeon-fests. This is true for every character that goes up Battle-levels and especially for Wizards, but now I'm getting slapped in the face with a need to deal with between-game spells.

Spending 24 Internal Power to sneak past some hick villagers with the whole party Invisible can neutralize many an unwanted Event or Hazard, and leaves the caster secure in the knowledge that they won't need that mana later on in the day or even week. So the question is, does anyone here use a more Roleplay-based system along with WHQ and how is Magic Power handled? It seems like a whole new system should be implemented to simulate magic use just like most unimportant battles are simulated.

White Dwarf had that article on playing "Out of Doors" but they still didn't deal with my issue, which is downtime.

I feel like I might start switching to Warhammer Fantasy Roleplay in between dungeons, but I already play D&D; the whole point of Questing is to get my Hack on.

Thoughts? (I may post this question on the mailing list, so don't get mad at me for spamming :b)

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
23/Aug/2003, 2:52 am Link to this post Send Email to BassJam   Send PM to BassJam
 
Glitch Profile
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Lord

Registered: 04-2003
Location: Skavenblight
Posts: 88
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Re: Magic-Users in traveling events and Settlements?


In Death Below Karak Azgul - Deep Two - they introduce some "booby traps" that the Warriors have to get through in Deep One if they return after clearing it out. Ostensibly this is to inflict some Wounds on the Warriors without forcing them to play turn by turn while they walk through the empty Deep. But wouldn't the Wizard simply heal the party (taking however much time is required) before they reach Deep Two, nullifying these booby traps?

It's the same dilemma as deciding on spell use between adventures.

My personal view (rationalization?) is that the Wizard must spend several hours meditating and preparing to enter "spell cast" mode right before the party enters a Deep. He is then in a state where he can commune with the winds of magic. The Wizard cannot enter this state (and thus cannot cast spells) between adventures.

Any other thoughts?
23/Aug/2003, 10:48 am Link to this post Send Email to Glitch   Send PM to Glitch
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
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Re: Magic-Users in traveling events and Settlements?


I suppose the thing to do is to look at the event in question and see which spells might help the warriors to avoid it. Then you could make an Initiative test to see if the wizard manages to improve the situation.
Glitch, I like your solution. You could also allow the wizard 1D6 uses of his spells between adventures, allowing him to try and negate some events.
Perhaps it is simpler to say that he loses 1 point of Starting Power in the next adventure, but that doesn't affect other types of spellcasting.
Just a few thoughts there.
23/Aug/2003, 10:53 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Michael Profile
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Administrator

Registered: 04-2003
Location: Assassin's Guild
Posts: 55
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Re: Magic-Users in traveling events and Settlements?


Of course, if wizards are allowed to cast spells inbetween dungeons, all sorts of crazy nonsence can end up occuring. Any single bad event that the Warriors encounter can simply be ignored by the Wizard by casting Invisibility. Any damage that the Warriors take can be healed instantly with healing spells. Considering that a dungeon adventure would probably take little more than a few hours on average, and the Wizard can cast spells every single turn (approx, every 10 seconds or so), then in theory, the Wizard could cast thousands of spells in-between dungeons, which would be a bit silly really.

When you actually stop to think, Warhammer Quest roleplay is a big load of bollocks really, hehehehe. Half the original events say, "your Warrior decides to do something..." as in he isn't given a choice. Not much roleplaying to be done there. Still, that's what we like about Warhammer Quest, its just so tongue in cheek and so unrealistic its a hoot to play emoticon I play D&D for my serious roleplay fix. Quest is more of an excuse to get a group of buddies together and have a bit of a laugh. But mabye that's just me emoticon
25/Aug/2003, 9:50 am Link to this post Send Email to Michael   Send PM to Michael
 
BassJam Profile
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Lord

Registered: 07-2003
Location: Philadelphia
Posts: 539
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Re: Magic-Users in traveling events and Settlements?


Yeah, me too. But I've been trying to think of ways to spice up some of the "Townie !@#$" as we call it. The point of all the Events that are 'bollocks' emoticon is to relieve the Warriors of enough of their hard-earned Gold that they have to keep slaughtering innocents, er, other races, er Monsters to keep advancing.

I like the 1d6 Spell uses thing, and I was thinking of letting Wizards rely on their Internal Power until that runs out. Another solution that I've been thinking on is to have the Witch Hunters and other authorities hunting Wizards and other warriors that use their power openly. Sort of an intrigue kind of idea. Especially if I'm gonna have Illusionists running around tricking poor shopkeepers, I need a fun way to punish them. On the other hand, maybe that's why there's so much inflation in the Old World? "That'll be 1,200 Shiny Gold Pieces for them Fire Arrers, sair. Oi've been ripped off tenteen toimes already, just this morning, sair. I'm sure ye unnerstand!"

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
26/Aug/2003, 3:52 am Link to this post Send Email to BassJam   Send PM to BassJam
 


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