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nemesis7474 Profile
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Novice
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Registered: 07-2004
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infinite life ?


We play warhammer quest on the board version.
 
we've got a problem emoticon
 
Me and my friends abuse of the spell "hands of healing", playing it after the monsters phase, at the end of turn, so all heroes gain 1 life and don't die.
 
Is it legal ?
 
So the heroes are almost immortals cause the sorcerer can play this spell at any time even if he has 0 life.
 
Thank you very much if you can helps us emoticon
21/Jul/2004, 6:29 am Link to this post Send Email to nemesis7474   Send PM to nemesis7474
 
Documn Profile
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Re: infinite life ?


Well, I'd suggest that you don't allow the Wizard to cast the spell after he is dead. My friends and I refer to this kind of thing as "timehacking." I mean, if the Wizard is being attacked, and the monster hits him and reduces him to 0 Wounds, logically the Wizard can't just bust out a spell just as he is about to die. And it certainly doesn't make sense for a Wizard to cast a spell when he is unconscious (at 0 wounds).

The way we play, if a weapon hits, it immediately does the damage, so nobody can do any action in between the hit and damage roll (except for a dodge, ignore blow, etc.).

The roleplay book does say things about how much concentration, speech, and freedom of movement is needed for a Wizard to cast a spell. Therefore, I would think that it would be hard for a Wizard to cast a spell as he is being sliced or pummelled.

Lastly (and most importantly), this is something that is up to the gamemaster's discretion. Either he/she allows it or not, and stick with your rule.

Last edited by Documn, 21/Jul/2004, 11:44 am
21/Jul/2004, 11:42 am Link to this post Send Email to Documn   Send PM to Documn AIM
 
Bruno Profile
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Re: infinite life ?


quote:

Well, I'd suggest that you don't allow the Wizard to cast the spell after he is dead. My friends and I refer to this kind of thing as "timehacking." I mean, if the Wizard is being attacked, and the monster hits him and reduces him to 0 Wounds, logically the Wizard can't just bust out a spell just as he is about to die. And it certainly doesn't make sense for a Wizard to cast a spell when he is unconscious (at 0 wounds).

The way we play, if a weapon hits, it immediately does the damage, so nobody can do any action in between the hit and damage roll (except for a dodge, ignore blow, etc.).



I did the same thing, it's why I hate flammer of Tzentch

---
Bruno
21/Jul/2004, 5:13 pm Link to this post Send PM to Bruno
 
Gabba Gandalf Profile
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Re: infinite life ?


I had the same problem with our wizard.
The warriors were almost immortal!

So we introduced negative wounds.
When a hit takes a warrior below zero keep track, when he isn't healed up to one wound at the end of the turn the only means to rescue him is to resurect.
While he is on zero or below the warrior can take no action of any kind.
If you want to be generous you can allow them to drink potions.

That makes the live of our heros far more interesting!
21/Jul/2004, 8:16 pm Link to this post Send Email to Gabba Gandalf   Send PM to Gabba Gandalf
 
NYJETS147 Profile
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infinite life ?


A combination of common sense and applying the rules, I'd say.

An unconscious wizard casting spells doesn't sound logical to me.
But when the wizard is okay, he of course can cast a healing spell after the Monster Phase. That is what makes Fatal Damage so special.

We play a mixed Warriors and Monsters Phase with the one with the highest Initiative(Warrior or Monster) going first. The wizard can cast his attacking spells only during his turn in the round. Special, Healing & Defensive spells can be cast at any moment.

In play, this means the wizard will save an amount of power for healing.
21/Jul/2004, 10:23 pm Link to this post Send Email to NYJETS147   Send PM to NYJETS147
 
Morlicar Profile
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Re: infinite life ?


I second NYJETS147's comments above. There are several types of fatal damage (poison springs to mind, but chill is also as far as I can remember) that would lose their punch if the Wizard could not heal after the Monster Phase.
22/Jul/2004, 4:16 am Link to this post Send Email to Morlicar   Send PM to Morlicar
 
screamer2000 Profile
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Re: infinite life ?


In our group we had a wizard who was casting healing hands at the end of each turn too.

They way we played it was simply.
If the wizard is on 0 wounds = he can not cast spells. But he may drink potions OR people can try to place bandages on him to get him on one or above wounds.

Once the wizard is on more than 0 wounds, he can cast spells again. This way you have to look after the wizard so that he can bring everyone black to life.

Its even funnier when you have a wand that reduces the cost of spells by one point!
1/Aug/2004, 12:48 am Link to this post Send Email to screamer2000   Send PM to screamer2000
 
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Re: infinite life ?


I play exactly like Documn. In fact, I think that is the correct way to play. However, I have two bits of further nastiness that I add... :bad:

One, When the Wizard goes down to 0 Wounds, I don't let him cast spells of ANY kind for the rest of the TURN! (Protect the Mage!)

Two, I use a combo of negative Wounds and 0 which is inspired by the Giant rules (where a warrior is dead at -50) and Warhammer Fantasy Roleplay. It goes like this: I keep track of a Warrior's negative wounds that happen at one time, but the players still perceive the Warrior at 0 Wounds. So a Healing Hands will still revive a character that has -9 Wounds in my mind. However, "bubbling" as we call it when the whole party is being kept barely alive at 1 or 2 Wounds is VERY dangerous in my games. That's because if, say, a Monster hits a Warrior with 1 Wound for max damage and takes that warrior BELOW -10 Wounds, I have a VERY nasty crit chart to use for that.

The WFRP rule book has extremely ugly rules for critical wounds. The severity chart is based on how low characters go below 0 Wounds: -1, -2, -3, ,-4+ etc. I simply take this chart and use it as is, but I don't implement it until Warriors are -11, -12, -13, -14+ etc. from a SINGLE BLOW. That's because WHQ is more of a hack n' slash game, and applying the rules as is is too harsh.

I have only used these rules twice. (I also use more normal crit charts) The first time my brother, sister, and I each had a party of 4 (since we had so many Warriors) and were competing to find an artifact in a giant dungeon. Each of us entered the labyrinth from a different entrance. My party was ruined, however, before even having a chance when we encountered 3 Beastman Lords. One of them targeted a level 2 Dwarf (the noob of my party) and hit him SO hard with max damage that he went to extreme negatives. Using the WFRP chart, I found out that the Beastman's halberd had actually torn straight THROUGH the Dwarf's thigh, severing his leg completely. Of course, no mere Heal or Healing Hands spell will EVER graft a limb back on, so the party was trying to drag the Dwarf out. Soon all were dead except the Dwarf, and my cowardly knight, Sir Utheron Minobane. THe Dwarf, seeing his companions falling to save him, started shouting "Throw me AT them!" THe knight, losing every shred of Honour he had ever earned, tears in his eyes, hurled the legless Dwarf bodily at the numerous foes and then fled the dungeon with the sounds of distracted and hungry Beastmen tearing into his screaming companion alive echoing in his ears.

(Later on, a year later, Sir Utheron was resolved to redeem his numerous failures and died an honourable death standing fast with his companions...)

The moral of the story is, Healing Hands is NEVER a cheesy spell in my games...

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
1/Aug/2004, 2:36 am Link to this post Send Email to BassJam   Send PM to BassJam
 
thecustodian Profile
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Re: infinite life ?


Wow, cool story. I once fought alongside a scaven whose party trick was setting fire to giant rats and using them as grenades. There were some marvellous chain reactions...
I have been pondering on a different system of magic for the Wizard, and if I ever iron out the problems I will tackle the evil Healing Hands once and for all!
<evil laugh, possibly a flash of lightning and roll of thunder>
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