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Lord
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Registered: 04-2003
Location: Darkest Cornwall
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Alehouse Thug comments please!


I am after a bit of input about this character. I have played two of them on webquest (one of whom is now dead!) and am uncertain if it is well balanced. I find them slightly too weak.

They have some nice skills but these are random on a 'to hit' roll of 6. They also start with some useful equipment but I have never used the cudgel. Perhaps this should be exchanged for something a bit more beneficial such as a rejuvinating brandy (similar to a healitt potion) or a knuckle duster allowing an extra attack.

I also think the leather armour should be a toughened version that doesn't get destroyed on a to hit roll of 6.

If anyone is playing an Alehouse Thug, could they please let me know what they think of it and if they would like any improvements.

Thanks,
Grogling
11/Mar/2006, 3:02 am Link to this post Send Email to grogling   Send PM to grogling
 
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Lord
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Re: Alehouse Thug comments please!


Personally I liked the Alehouse Thug but never tried it yet. Don't be discouraged if he's not as tough as a Pit Fighter or Imperial Noble. He's an Alehouse Thug!!!

Balance doesn't mean that every character is as strong as every other. What's important is that he has a niche. The Halfling Thief for example is quite weak, so there are skills and gold bonuses thrown in to ensure extra levels for the lucky Halfling that survives. The Ogres/Pit Fighters/Troll Slayers of the WHQ world get gold penalties to counterbalance their strength.

I perceive an Alehouse Thug as a jumped-up Henchman type that makes his way into adventure with nothing really backing him up but some street smarts and an attitude all his own (including the ability to face danger wearing beer goggles) which is where the true value comes from.

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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Lord
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Re: Alehouse Thug comments please!


Thanks for the comments. The thing that concerned me was he's a fighter character at heart and yet has little in the way of decent equipment. He shouldn't have anything fancy, just items that relate to his lifestyle.

I like the roleplay element with this character but feel that a few slight changes could benefit it without overpowering it.

My ideas so far are a studded leather armour which doesn't get destroyed (cost 300 gold to replace).

Making the cudgel strength 1 (with no deathblow) but allowing it to stun on a successful hit rather than a 6.

Changing the beer to a cider which acts like a healitt potion as well as a beer.

That would allow more flexibility and a better chance of survival without going over the top.
29/Mar/2006, 5:50 am Link to this post Send Email to grogling   Send PM to grogling
 
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God
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Re: Alehouse Thug comments please!


I like the Heal-Itt potion-like cider idea.

I also think the studded leather might be good, but I would suggest a chance that it needs replaced at the end of an adventure (like a 1 or a 1 to 2 on a D6 roll).

Maybe let him get his special tricks/effects on a 5+ to hit so that he gets to use them more often.

Also, I picture him as more resilient than the average warrior. I mean maybe he could have some type of chance to shake off some of the pain and get back up when taken to zero wounds. Maybe he could bounce back up on a D6 roll of 5+ or 6+. Perhaps call it a Refuse to Die roll or something. emoticon (Yes, I did notice his Dodge Blow ability.)

There's my two cents (or was it 3 or 4?).

Last edited by OldWarrior, 13/Apr/2006, 1:15 pm


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13/Apr/2006, 7:07 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Lord
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Re: Alehouse Thug comments please!


Thanks for the comments. The studded leather idea is more workable than normal leather armour.

I think the heal-itt cider is good fun and will probably stay.

His special tricks would be nice on a 5+ but I was trying to stick to the WHQ '6' rule. Perhaps he should start with 1d6 'free' special attacks to be used at any time as well as the '6' roll ones?

I think you are right about the resiliance but would prefer to give him a definate ability rather than one that depends on a dice roll again. Perhaps 'Drunkards Luck' could allow him to trip and miss a fatal blow (or blows) once per adventure or even give him a turn where he is invulnerable to all attacks except to hit rolls of 6 once per adventure.

Cheers,
Grogling.

Last edited by grogling, 13/Apr/2006, 6:47 pm
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Re: Alehouse Thug comments please!


I like the 1D6 special attacks idea. Maybe it could be 1D6+1 at BLn (where "n" is the BL you decide) and then 1D6+2 at BLnn, and so on. We all know that the higher the warriors' level the more likely they will run into larger and/or longer battles with greater difficulty. So, increasing his chances of using his special attacks at higher levels would be sort of like an adjustment to keep up with the inflation rate of monster mania, or an increase in his resources to meet the increased "cost of living" (literally).

Just for the sake of discussion (and if you don't agree with me I will nominate you for the Broadband Junkie - hehe -- just kidding about the threat):

As for the roll of a natural 6, I don't see that as consistently followed all through WHQ. What I mean is yes it is always a successful roll for any and all abilities, to hit rolls and etc., but it does NOT rule out a lower roll as being always successful for a particular ability, as in many monster's special abilities (resist magic, tattoos 5+ for shaman, & etc.), a barbarian gets a +1 - effectively a 5+ if no monsters killed yet - to his berserk roll (though at a higher level), the roll to break pinning is a very obvious one (wizard gets 4+), a monster ogre (DL 1) does +1D6 damage on a 5+. I am sure more examples could be given.

Of course, the natural roll of 6 is much easier to remember -- or not to have to remember as the case may be.

I also like the turn of near invulnerability that you suggest. Maybe it could be stated something like "invulnerable to physical attacks of any type except on a to hit roll of a natural 6". Perhaps it could be an ability that would increase to 2, 3 or more turns per adventure as he gains certain levels (or each time he gains a new title). This would show that his resilience has increased along with all his other skills as a fighter.

Hey, maybe you should give him some mean tattoos that scare the monsters, like that mohawk on the Trollslayer... (NOT a really serious suggestion, but it may help with brain-storming). emoticon

I am just full of ideas. Useful to you or not I do not know, but it sure is fun to imagine all this stuff. emoticon

---
Old Warrior

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14/Apr/2006, 8:44 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Lord
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Re: Alehouse Thug comments please!


I think that is a good idea, 1d6+BL special attacks per adventure.

I'd like to stick to the 6 'to hit' for special attacks if possible. I don't want him being too strong and luck is a big part of being a drunkard in a fight. If all other ideas fail, the 5+ may be a possibility but I'll use it as a last resort.

I think the invulnerability roll increasing is also great but 1/level would be too much. Thus 1/title would be good.

I'm not sure about the tattoos but how about a belch of doom??? ;-)

Thanks for the ideas,
Grogling
15/Apr/2006, 1:43 am Link to this post Send Email to grogling   Send PM to grogling
 
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God
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Re: Alehouse Thug comments please!


Hey now, that belch idea might get you somewhere in a fight as a distraction. You know, kinda like the Ogre's roar skill. emoticon

---
Old Warrior

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15/Apr/2006, 1:54 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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God
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Re: Alehouse Thug comments please!


Belching Skill idea:

Feel free to use this, modify it, abuse it , or lose it. emoticon

Once per combat (or if that is too much maybe twice per adventure per Title Gained: novice = 2/adv., Champ. = 4/adv, and etc.) the AT may belch right into the face of any single adjacent monster. He has had much practice at belching. Therefore, on occasion he may belch quite "nicely" to attempt to distract a monster. Roll 1D6 each time this is attempted.

1 = The belch only infuriates the monster, and it gets an immediate attack (or an extra one in the monster phase - for Webquest - and MUST only attack the Alehouse Thug this turn if possible). Even this result could be useful in taking the heat off of a healer.

2-3 = The belch has no visible effect upon the monster. It must have experienced the same sound and smell, or something like it, recently.

4 = The belch smells really bad! In fact, even the monster is taken aback by it and is at -1 to hit on all its attacks this turn.

5 = The belch has startled the monster so much that it loses 1D3 attacks this turn.

6+ = The belch is so loud and obnoxious that both the monster at which it was aimed AND 1D6 additional monsters on the same board section are so distracted that they each lose one attack this turn.

(I don't drink alcohol, but I know the thug does. So, if he also has had a drink during the same combat in which the belch is attempted, he may add +1 to his roll for each drink, but a natural 1 will still get the 1 result.)

Thanks for letting me vent my creative thought processes. emoticon

Last edited by OldWarrior, 15/Apr/2006, 2:07 pm


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Old Warrior

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God bless you, everyone!
15/Apr/2006, 3:26 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
grogling Profile
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Lord
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Re: Alehouse Thug comments please!


I decided to go for the special attacks on any successful to hit roll in the end. After all, he still has to make a special attack roll. It just seemed less complicated. I also added another low level skill (throw sand) to give more options to beginning players.
13/Jun/2006, 8:34 pm Link to this post Send Email to grogling   Send PM to grogling
 


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