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Lord
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Registered: 04-2003
Posts: 128
WHQ 2nd Ed - Classes?


Are we going to work with the "Class" system that's been proposed by such former greats as Techpriest?

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Edit: Wow, I am never going to get out of here. Techpriest seems to have (gasp!) updated the 2nd Ed files since I last checked them! Urg, this means more reading, ugggg....

Last edited by Timberwulf (Local user), 25/Mar/2005, 3:36 pm
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Sudden Real Profile
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Lord
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Registered: 12-2003
Posts: 104
Re: WHQ 2nd Ed - Classes?


Haven't read the class rules yet (will do when I get the time), but I don't think we should step off the standard tables as they seem balanced enough (I did give the Barbarian a strength of 5 though when reaching level 8, this is because of the strength of the Noble at level 10, as explained in another post).

Pulling apart the tables and letting the players choose could result in Pit Fighter situations where the warriors get too powerful too soon, and could only be used by seasoned players as newbies might not know what's the best to take to get the most advantage (I know this since one of my group who never played before took the Pit Fighter and I had to help him levelling).

Just my opinion, others could have more valuable reasons to use another system, but that's what this thread is for, isn't it?
25/Mar/2005, 5:30 pm Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
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God
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Re: WHQ 2nd Ed - Classes?


Before begining to work on the online quest, I begin to revise WHQ. I've a word doc (4 mo).
I asked Peter to work on character generation as Techpriest did it two years ago
Here's a link of its work
[url][sign in to see URL]

Perhaps we can work together on this project to revise WHQ. Have you an idea how to proceed (chapter y chapter perhaps)?

Regards

Bruno

---
Bruno
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thecustodian Profile
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God
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Re: WHQ 2nd Ed - Classes?


Just a quick update- I have finished the three essays that the cruel overlords of my university demand of me, so I shall turn my attention back to part 2 of my character generation.
It would be incredibly helpful if you chaps you like to just have a go at generating a character or two. It's difficult to fault-find your own system. let me know if point costs are too extreme, or unsuited to that race, or whatever.

Cheers

PS is it really true that the I.N. and Ward. have higher strength than the Barb? This is a world gone topsy-turvey!!!
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Lord
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Posts: 128
Re: WHQ 2nd Ed - Classes?


It looks good so far... but on the other hand it's not complete, either (sorry, the 25 points for Ogres is irking me right now, but you said it would be counterbalanced later). I think Techpriest's idea of max stats might be a good way of curbing a "super" warrior, like the Pit Fighter, but I'd like to see what you have planned before we put something like that in.


>Perhaps we can work together on this project to revise WHQ. Have you an idea how to proceed (chapter y chapter perhaps)?

That's the plan... but the first few chapters are so inconsquencial/maybe perfect that I'm going really fast emoticon.

Last edited by Timberwulf (Local user), 26/Mar/2005, 2:34 am
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God
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Re: WHQ 2nd Ed - Classes?


Yes, just to clarify the ogre points, they will automatically by subject to certain Flaws, including, as I recall, 'Unlikely Leader', 'Dim' and 'Loud'. emoticon
26/Mar/2005, 2:56 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
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Lord
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Re: WHQ 2nd Ed - Classes?


Cool! lol. Good way to go! What about our shorter friends, the Halflings?
26/Mar/2005, 4:30 am Link to this post Send Email to Timberwulf  
 
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God
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Re: WHQ 2nd Ed - Classes?


Golly, this is hard- too many threads...
They will (according to my notes) have 'Cave Vision', 'Treasure Exchange' (the Warrior Priest ability) and the Treasure Hunter Skill (not a Feat, so worth more).
They will have the 'Curious' and 'Gluttonous' Flaws. Probably. I haven't checked all of the points yet.

Last edited by thecustodian, 26/Mar/2005, 5:31 am
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Lord
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Re: WHQ 2nd Ed - Classes?


Cool on both counts *refuses to further complicate things by commenting on both threads*
26/Mar/2005, 12:37 pm Link to this post Send Email to Timberwulf  
 
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Lord
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Re: WHQ 2nd Ed - Classes?


I've also started a WHQ mod using mordheim as a strong basis, but am running into the advancement of characters.

So far I've broken all magic down in the 2D6 against leadership to cast as well as made the different colleges. All this while keeping the power die! Magic now in my game is a bit more toned down since each mage can only have a max of 5-6 spells rolled from the 6 spell list.

Also trying to correctly implement the critical weapon hits from mordheim as well. Seems most are fairly straight forward, but as a even out to the critical hits I removed the deathblow rule.

I am trying to implement the store from mordheim while keeping the different quarters accessable. I figure that you can get the special metal items and maybe reworked runes from these areas for cheaper then you could else where.

Issue I have is how to correctly implment advancement of characters. I think the gold value of monsters will count towards XP that the players are willing to spend towards skills and stats and discount the whole training issue.
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