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thecustodian Profile
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God
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Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Classes?


I'd be quite intrigued to hear more of your magic system. I am trying to work out my own version, so I'd be interested to see what you have.
27/Mar/2005, 9:46 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
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Lord
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Registered: 04-2003
Posts: 128
Re: WHQ 2nd Ed - Classes?


If you're looking for a critical hits system, there was one created a while back that was actually used in Deathblow!

I just... don't know where it is any more.
27/Mar/2005, 1:21 pm Link to this post Send Email to Timberwulf  
 
golembane Profile
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Lord
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Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Classes?


Right now I am thinking about the critical hits system used in Mordheim since thats the game I am using as the basis for my version of WHQ 2.0.

It's simple and straight to the point, but I had to sacrifice the Deathblow rule from the original game.

As for the magic system I use it much like the normal WFB and mordheim. As for the use of the power die. I worked it out as each turn the die is rolled. This equates to the power of the winds of magic and thus how many spells the mages may be able to cast as a max that turn.

It's a D3 system where on a 1, as usual, an unexpected event will occur.

As for the spells. Well everyone can pretty much agree that the wizard from the box set was the most overpowered character in the game.

Now the Wizard only has 1 self buff and 5 direct damage spells. The spells are all single target spells. Thing is while semi weak all the spells are fairly easy to cast requiring 6-8 depending on the spell. He is also the only class which gets all 6 of the spells from his spell list.

The warrior priest on the other hand now has healing and buffs. Also fairly simple to cast since these are prayers. Max of 5 of the prayers from the 6 prayer list

The Elven mage is where I started exploring making magic a plot and not just a weapon. I took the 6 High magic spells from the RoS book and converted them into WFQ spells for my version. Some items had to be changed. Much like when the High elf brings a player back it is a full resurrection and not just a temporary ghost. Also changed the Glamour of Teclis spell from an AoE to a Single Target debuff with same effect.

Of course the High elfs magic is very limited, but in the endgame would turn him into an important member. All his spells have been given fairly high numbers needed to pass since they are semi potent. Of course The High Elf mage can only get 5 of the 6 spells from his list.

Now instead of going through all the colleges I'll give a basic run down. The colleges are where players pick mages from that do the AoE type attacks such as pit of despair. They all have really potent spells for their colleges specialization. So they are in the same boat as the Elf Mage. All spells require fairly high results and they to only get 5 of the 6 spells they have options of.

I felt it was ok for a player to be able to use magic and mêlée, but should they fail a spell(prayer) they forfeit that turn of any other actions.

I might be missing something but thats what I can think of off the top of my head that I have set for now.
27/Mar/2005, 10:05 pm Link to this post Send Email to golembane   Send PM to golembane
 
Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
Summary of "WHQ 2nd Ed - Classes?"


Summary:

Character generation is to to be handled by Peter "The Custodian" Haresnape with assistance from the community. The Pit Fighter pack is defunct, though all other character packs can be used as reference until the final system is completed, at which point they too will be made defunct.

This includes Warriors Spells, Development, Skills and Creation.

Discussion of the system is taking place in the "Character Generation" thread.

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Last edited by Black Drazon, 28/Jun/2005, 7:22 am
28/Jun/2005, 7:03 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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