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Lord
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Registered: 04-2003
Location: Skavenblight
Posts: 88
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Improvements to WHQ system?


I think that the WHQ roleplaying system has a great deal of merit. It is simple and efficient. I was skeptical that a robust ropeplaying system could be based on the D6, but it works very well actually.

I believe there are a few improvements that could make the system even better.

1) Make initial Body Points higher and Healing less frequent. It seems like magic using characters often fall into the repetitive role of healing the Warriors every turn that they can. This leads to a feeling of repetition. Imagine if the Warriors started out with 100 or so Body Points and had to make it through the level with very little healing! The tension would really mount when one or more Warriors near the brink of death!

2) Make Magic Spells one shot. As mentioned in (1), the magic using Warriors often do little more than cast healing spells every turn that they can. The proposed change is to give magic using characters a fixed number of Power Points at the beginning of the level. They can cast 1 spell per turn, consuming power each time they do so. The magic users would have to judiciously hold back their spells, and would be more likely to influence the game at critical junctures.

The basic idea is to try and eliminate the repetitive aspects of the system and introduce more tension and drama. Any thoughts?

Last edited by Glitch, 22/Mar/2004, 3:06 am
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Lord
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Registered: 07-2003
Location: Philadelphia
Posts: 539
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Re: Improvements to WHQ system?


It's a great idea. Hackmaster did they very same thing with the AD&D mechanics, adding tons of hps so that battles could be more exciting. However, many hps for players usually dictates many for Monsters as well if normal play balance is used. Of course, your idea sounds fun: it would emulate the video-game concept of a buff hero single-handedly wading through hordes than can be dispatched evenly! The problem is for me that would be more of a scenario than a constant usage thing. The other problem is the same that occurs when at high Battle-levels - monotony caused by high Wounds making it feel like killing an enemy is like chopping down a tree!

I haven't used it myself because I PREFER that casters sometimes have their hands filled keeping people alive! It's part of the excitement of the game design. Say my players wanted to trudge a group of 4 Dwarves through a dungeon... I would just make Healing potions more common in the dungeons like in hack-n'-slash games such as Diablo.

Sorry if this is all over the place - just some thoughts...

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"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
22/Mar/2004, 8:35 am Link to this post Send Email to BassJam   Send PM to BassJam
 
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Lord
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Registered: 07-2003
Location: Philadelphia
Posts: 539
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Re: Improvements to WHQ system?


Just a heads up to note that something interesting has happened. I picked up the new D&D Miniatures Handbook that WOTC put out
[url=Weezards of the Coast][sign in to see URL] and guess what? Games Workshop dropped the ball for real. They include in this book many fun things, including ideas for mini-based skirmishes and battles (complete with WHFB style formations). But one chapter is complete instructions on how to run Warhammer Quest style random dungeons without a gamesmaster!

There are even floor tiles and instructions how to use them. Basically, WOTC is stepping into the void that GW created by not keeping their own games alive, and I have mixed feelings about it. The only bad thing about it is the D&D ppls still treat this (quite fun) game variant as a red-headed stepchild of "true" role-playing.



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"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
16/Apr/2004, 1:08 pm Link to this post Send Email to BassJam   Send PM to BassJam
 
Bruno Profile
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God
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Registered: 04-2003
Posts: 802
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Re: Improvements to WHQ system?


Here's links to free tiles made by Wizard

you can download eight tiles

[url][sign in to see URL]

[url][sign in to see URL]



Last edited by Andrew (Local user), 17/Apr/2004, 4:23 pm


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Bruno
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