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Documn Profile
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Registered: 05-2004
Location: California
Posts: 12
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Unarmed fighting


I know in one of the fighting pit adventures, you start out with no weapons or armor, and the adventure book says to use 1D6 for damage. How would you suggest augmenting this for warriors with a battle-level greater than one?

Also, what if the monsters have no melee weapon? I know that for some monsters (easy example: Skeletons), you must roll to decide what they are armed with (Skeletons: [1-3] Bows or [4-6] Swords). So, if a warrior walked up to a bow-wielding skeleton such that the skeleton must use a melee attack, how would I figure out the damage the skeleton would inflict? My first guess would be to do something like (battle level)*D6, or 1D6+(battle level).

On a similar note, should I assume that all monsters that don't explicitly carry a typical Str+(damage dice) weapon have one? For example, should I assume that Centaurs (armed with bows, Str 4) or Dark elves (armed with crossbows, Str 4) have swords that cause Str+1D6 damage?

Thanks for any help. All of the examples above are from the Battle-level 1 chart.

-Documn
30/Jun/2004, 7:37 am Link to this post Send Email to Documn   Send PM to Documn AIM
 
BassJam Profile
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Lord
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Registered: 07-2003
Location: Philadelphia
Posts: 539
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Re: Unarmed fighting


Every Warrior and Monster has Damage Dice as a stat in WHQ.. So your low-level Warrior is gonna be able to kill nothing but the odd rat or bat with their bare hands up until Battle-Level 5. At this point your average Warrior has two DD, so unarmed Warriors would roll a flat 2d6 for damage, meaning that your Barbarian may now try to wrestle a Minotaur down to the ground with his bare hands! At really high level, this is increased to 3d6...

Bow-wielding skellies: I usually assume that they are also armed with a hand-weapon at close quarters (especially since dungeons are gonna go to close quarters 100% of the time). Same goes for other monsters. When you're rolling for spears or bows, that's to see if they have additional capabilities beyond standing next to the heroes and hacking...





---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
30/Jun/2004, 8:57 am Link to this post Send Email to BassJam   Send PM to BassJam
 
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Registered: 04-2003
Location: Assassin's Guild
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Re: Unarmed fighting


While Warhammer Quest is not exactly known for its in-depth realism, we thought the idea of rolling plain damage dice for fighting unarmed was a bit too unfair for all the Warriors. I'm sure a Barbarian could do more damage with a punch than a Wizard, for example.

We use some house rules.

If you have 3 or less strength, you roll damage dice as normal

if you have 4 to 5 strength, you add +1 to the damage dice.

6 to 7 you add +2, etc etc etc.


These rules are definitely not official, but they seem to declare a finer line between a barbarian's solid punch and a halfling thief's girly slap.
30/Jun/2004, 9:44 am Link to this post Send Email to Michael  
 
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Lord
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Registered: 07-2003
Location: Philadelphia
Posts: 539
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Re: Unarmed fighting


sounds cool to me, I think that I'll adapt that. I already play that a Sword is a bas Strength weapon, a Short Sword is a (Str -1) weapon and a Dagger is a (Str -2) weapon. So logic should have told me that unarmed combat should be (Str-3) instead. Matter of fact, that would punish the halfling even more, as his girly slap would then be a max of 5! So he could fell a bat but not a goblin with that, unlike the Wizard :-)) Thanks for the idea


---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
30/Jun/2004, 10:00 am Link to this post Send Email to BassJam   Send PM to BassJam
 
NYJETS147 Profile
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Lord
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Registered: 05-2003
Location: Netherlands
Posts: 89
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Monsters with missile weapons


In the Rulebook on page 14 it says:

Monsters with missile weapons also have swords.

1/Jul/2004, 5:52 pm Link to this post Send Email to NYJETS147   Send PM to NYJETS147
 


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