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Lord
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Registered: 04-2005
Posts: 217
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WHQ 2nd Ed - Treasure


This post covers page 66. Poor page 66, you shall not look the same.

In a previous discussion, we reached the conclusion that we should end the Monty Haul version of Warhammer Quest. One of the provisions was to scarsify treasures, like in Mordheim, in favour of better Skills (noting that it is the skill of Special Characters in Warhammer, not their shiny bits, that make them exemplory heroes!). This conclusion has already been reached and will not be further discussed!

What we need now is to work out just how scarse the treasures are and if anything more mundane takes their place as the common find in the dungeon. This is where you supporters for Monty Hauling can lay your plea, letting our fine warriors pick up hordes of spiky metal bits instead of shiny metal bits.

Also under debate is the Encumbrance rules, once more, now that we have a better idea of what we're dealing with. I will not make the mistake of putting this in a seperate thread and allowing two completely different lines of thought to develop again! Please, try to stay on the same page within this thread!

If you reach a conclusion within the two week's I'm gone, and I hope you do, I ask whomever I leave in charge to start a thread about the new, possibly more powerful, scarse treasures that will be found in the dungeon.
11/Aug/2005, 2:50 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
thecustodian Profile
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God
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: WHQ 2nd Ed - Treasure


I suggest a post encounter roll of a D6
1- Nothing. These monsters must have just been to the bank after payday.
2- Gold- roll another D6
-2.1- 1D6 gold per monster
-2.2- 3D6x10 gold.
-2.3- BLD6 gold per monster
-3.4- 50 gold
-2.5- Gold- 6D6x10
-2.6- 200 gold
3-4- Trade items- draw 1D3 trade items
5- Draw 4 trade items
6- Draw a Treasure Card

This is based on the following assumptions:
A) Warriors will be getting 10% of the Monster's Gold Value in currency at the end of the adventure (and 100% exp)
B) Prices in all shops except General Store are now 1/4
C) The General Store has prices at 10% of what they were, with a few tweaks to prevent stupidly cheap beer (sorry guys!)
D) The sort of event where warriors are given large amounts of gold for helping out old ladies or healing sick kids will be brutally slashed, or at any rate downgraded to 10% of the value or Trade Goods.
E) Those horribly irritating 'Roll as many D6 as you like until you roll a 1 when the gold evapourates' will be dropped, except possibly at the Alchemists, where evapourating gold is a distinct possibility.

That's all I can think of at the moment...
Oh wait
F) Trade Goods will also include some items of minor equipment, such as provisions, armour and simple weapons.
11/Aug/2005, 3:35 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
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Re: WHQ 2nd Ed - Treasure


No cheap beer? Awww, I'm going to the alehouse where it's free! (lol, yeah, I know it's being covered by living expenses but really... it used to look like the general store was charging for lids on your flagons).

What kind of tweaks are we looking at? Provisions would come out to 5 gold each, what's wrong with beer (formerly the same price) being brought down as far? Any argument is acceptable, lol.

And I forget... are we ditching the trance stone or cutting it's cost to like... 10 gold? lol

I just want to remind everyone that in this system, the treasure count effectively drops to 1/6th of its original gain. This is much higher than Mordheim but much lower than Quest 1.0.

Remember, we have to increase the power of the treasures accordingly! If we allowed only one treasure in each dungeon, each treasure would be as powerful as [the average # of encounters per dungeon, plus a bit because of random events].

I agree and grovel before assumption E.
12/Aug/2005, 9:42 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
WitchHunterRegault Profile
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Champion
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Registered: 06-2006
Posts: 32
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Re: WHQ 2nd Ed - Treasure


I'm of the opinion that the solution is to water down the treasure cards with more mundane items, but keep the frequency the same. For example, instead of making it a 1 in 6 chance of getting a card, get a card every time, but make only one in six of them a more powerful treasure, and make the other five pieces of treasure of a more mundane or limited usefulness, provisions, supplies, rope, clothing, the trade goods mentioned, or more cards with a flat gold value on them.

Cheers,
Regault
24/Jun/2006, 5:23 am Link to this post Send Email to WitchHunterRegault   Send PM to WitchHunterRegault
 


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