WHQ 2nd Ed - Starting The Game https://bwarhammerquest.runboard.com/t89896 Runboard| WHQ 2nd Ed - Starting The Game en-us Thu, 28 Mar 2024 08:52:19 +0000 Thu, 28 Mar 2024 08:52:19 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 Summary of "WHQ 2nd Ed - Starting The Game"https://bwarhammerquest.runboard.com/p557092,from=rss#post557092https://bwarhammerquest.runboard.com/p557092,from=rss#post557092Summary: The lantern no longer takes up "space". While it does symbolise the leader of the party and the area in which the warriors can see, it does not take up a hand or grant the leader any special "abilites", namely moving first. It is a assumed the lantern is put down, hooked to a belt or some sort of attached pole instead of being held. This allows it to exist without taking up space. The rest of the thread went on to talk about Encumbrance and Treasure. While many conclusions were reached, they will be summarised at the start of the true treasure discussion.nondisclosed_email@example.com (Black Drazon)Tue, 28 Jun 2005 07:31:26 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557091,from=rss#post557091https://bwarhammerquest.runboard.com/p557091,from=rss#post557091As this thread has shifted to the Treasure rules, I am going to freeze it until we actually get there. We have to go about this in an organized fashion. Because we will be reworking the Treasure rules, I am also going to freeze Encumbrance discussions until Treasure has been worked out. Thanks.nondisclosed_email@example.com (Black Drazon)Sat, 14 May 2005 03:38:43 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557090,from=rss#post557090https://bwarhammerquest.runboard.com/p557090,from=rss#post557090In Warhammer Quest, we have the luxery idea of the Objective Room Treasure. While it should certainly not be that common, it fits the dungeon crawl. Scattered items, hardly more unique than "Broad Sword +1", to give a highly-cliched DnD example, would be found in scarcity throughout the dungeons. Meinwhile, much rarer items would also exist. In Mordheim, this rarity is expressed by requiring six 2's or 6's to be rolled on no more than six dice, followed by a roll of 5+. The power of these items would be either intense compared to the normal items (Gromril Blade, Gauntlet of Damzhar) or be unique compared (Chalice of Power, Crown of Sorcery). The trouble is, I'm still not sure how to determine what is found when. Obviously, normal items would also exist in the dungeons of the world, possibly in Diablo-like states of repair.nondisclosed_email@example.com (Black Drazon)Sat, 14 May 2005 03:09:18 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557089,from=rss#post557089https://bwarhammerquest.runboard.com/p557089,from=rss#post557089quote:Black Drazon wrote: Warhammer Quest 2nd Edition How to Play: Play Mordheim with the Dungeon Deck. In Mordheim, the system of magic items is much the same - there are, in fact, only 6 magic items in the basic game and they are very hard to find. This is probably the ideal way of running WHQ except, being a dungeon crawl, there should be more of them and they should be more common. How should it work, though? Aye... Mordheim lends alot to the game as far as rules go... Pretty much everything in WHQ was redone to a far more realistic tone in mordheim. And yes I too have to agree that we'd have to add a few more magic items. I'm not against magic items or powerful relics. I just firmly believe that the way the rules are now players tend to rely on the items more so then their own classes skills... I know I am guilty of this... Have you ever seen the BL 10 elf use the bow of loren and never once enter combat? 10D6 dmg is nasty and most of the time the mobs were dead before anyone else got a chance to hit(other then the leader of course). I say simply cut a good chunk of the current magic items out(runes, the power stones, and other misc little things) and only leave a few select magic items that add a certain amount of potential but not overwhelming(ie leave the deathsword but loose the hammer of sigmar)nondisclosed_email@example.com (golembane)Fri, 13 May 2005 12:12:19 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557088,from=rss#post557088https://bwarhammerquest.runboard.com/p557088,from=rss#post557088Yeah, I love the Mordheim rules too, we could just do that... . But look at all the hard work we've done! nondisclosed_email@example.com (Boyinleaves)Fri, 13 May 2005 09:01:51 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557087,from=rss#post557087https://bwarhammerquest.runboard.com/p557087,from=rss#post557087Warhammer Quest 2nd Edition How to Play: Play Mordheim with the Dungeon Deck. In Mordheim, the system of magic items is much the same - there are, in fact, only 6 magic items in the basic game and they are very hard to find. This is probably the ideal way of running WHQ except, being a dungeon crawl, there should be more of them and they should be more common. How should it work, though?nondisclosed_email@example.com (Black Drazon)Fri, 13 May 2005 08:39:55 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557086,from=rss#post557086https://bwarhammerquest.runboard.com/p557086,from=rss#post557086Again, some excellent stuff to think about there. I agree with everything you said, and I would much prefer to see warrior's success based on skill and maybe even tactics than just happening to find a Rending Sword in their first adventure. However, there has to be something you can use your gold on if you increase the amount of it warriors obtain as opposed to other treasure. There isn't really enough choice of what you can spend gold on in town, currently, even with a lot of extra rules people have written. My group uses exp rules and a slightly different treasure system (healing items are simply made more common in dungeon rooms as opposed to magic weapons etc.) but the amount of gold they get usually is out of balance with what they can spend it on. I tried to make gold an important factor by having the warriors get seriously injured and then allowing them to pay for healing at rates equivalent to their battle level. This drains a little bit of their cash but doesn't alter the fact that most of the equipment you can buy in town is junk compared to the most basic magic sword or armour. I mean, have you ever had a warrior use a flail as it appears in the roleplay book? Why would they when a broadsword does more damage and has less of a penalty? (well, a dwarf can't use a broadsword, but still...-2 to hit for only +2 damage??) nondisclosed_email@example.com (Boyinleaves)Fri, 13 May 2005 08:12:10 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557085,from=rss#post557085https://bwarhammerquest.runboard.com/p557085,from=rss#post557085Honestly I do think the treasure system needs an overhaul. Look at warhammer 6th edition and what GW did for special characters. The only race that can get alot of magical items are the high elves. Most other races get expensive items with only 100 points to spend. GW is really aiming to put skill>items and thats what makes a hero a hero. Any baffoon can pick up a hydra sword and strike out 2-6(or whatever the max is), but only a hero can take a sword and shield from the city and be able to stand toe to toe with the worst chaos can throw at them. Thing I would do is simply make magic items far more rare and remove some of the items that blatently just doesn't make sense to be there. The Hammer of Sigmar, like I said before, wouldn't stay gone for very long before the Empire sends some of their best to find it. While an excellent basis for a quest, do you seriously think they are going to let the heroes walk around with it forever? As for the treasure system itself... Well the problem is that items are to readily available except arrows. Think of how many magic shield,swords,great swords, and amulets the heroes come across. All that needs to be done is simply make more mundane items as loot. Plus we can increase the gold drops. This would make it easy for the monsters to be pure XP and there be enough gold found in dngeons to help the warriors push forward. The players should in no way be forced to have to resort to using time freeze rings and whatnot. Those should be a luxury not a nessessity. Aye, all the mobs would have to be reworked, but this also goes along with our crit roles and other rules we've been working out where skills are starting to play a great factor in combat. Yeah I should split up this post among the different forums since everything is kinda right here...nondisclosed_email@example.com (golembane)Fri, 13 May 2005 05:01:50 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557084,from=rss#post557084https://bwarhammerquest.runboard.com/p557084,from=rss#post557084Excellent post Golembane. So in other words...an entire revision of all the treasure in WHQ is necessary? Maybe we then need a system where the weapons and armour obtained in adventure are beneficial because of the material they are made from or the design, rather than from any magical properties? If we revise the treasure rules we then need to strike a balance between how difficult the monsters are, how much equipment the warriors obtain, and how powerful that equipment is. I know if my players didn't have access to a lot of the magical items, like time freeze rings as they stand, they would have an impossible time trying to kill a lot of the monsters at their current difficulty levels. nondisclosed_email@example.com (Boyinleaves)Thu, 12 May 2005 11:51:54 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557083,from=rss#post557083https://bwarhammerquest.runboard.com/p557083,from=rss#post557083In all honesty does rings such as Time freeze ring fit the Warhammer world fluff? Simple answer is no. Resurrection and time freeze are two of the most challenging things that can come forth to a mage. Only mage I'd possibly even think would be powerful enough to make NUMEROUS rings of this type and potency is Teclis or a Chaos deamonprince of Tzeench... So do you think Teclis would have time to focus so much magical power into a ring and be willing to give said ring away to be lost? Now do you really want to be using a ring thats created by the hands of a deamon? I know I'd stay away from it at all possible. If you look at the Elven Ranger as it stands. He has the warcrown of Tiranoc. It freezes time but theres a good reason to it. It was created during the highest point of magic knowledge for the high elves. Before Caledor and the other mages casted the vortex. Does having multiple magical items within close range of each other fit the warhammer fluff? Simple answer is no. If you look at the special characters in the warhammer world, they rarely carry more then one magic item at a time. Usually the items are crafted and just have special properties. Take Tyrion for example. He's one of the most feared mêlée capable special characters in the fantasy universe at this time. His armor was all crafted by the hands of a god. His horse is a special breed. He only carries one magic item and that is the Sunfang. Imrik the last of the dragon princes has the same thing going to for him. His armor is merely a crafted item with special capabilities but not magical. His only magical item is his lance(forgot the name of it). GW has done a pretty good job and noting that weapons and armors are crafted with special properties(Light weight metal so wearer can always strike first or whatever) and WHQ should really look to keep with this fluff since at it's heart the game is still a Warhammer game. Remember something about magic items. They usually aren't happy about being used and usually have a high cost ingrained with them. The could have a bloodthirsty deamon trapped inside, or the soul of or overzealous paladine who whispers words of hate of other races and slowly drives the warrior insane, etc. Problem is that Treasure system as it is now gives so many chances to have blatant magical items, and no draw back. Really magic items should be very very rare. Items like the hammer of Sigmar... I can pretty much promise you would not be lost for very long until you have a good chunk of the empire and dwarven forces descending upon every dungeon and cave in the old world searching for it. Do you think the Elves of Loren would let one of their prized bows of Loren stay lost for ages? Runes are either made by wanna-be human rune smiths and are of less potency(but still follows the same rules) of the dwarven runes. We have rules how the runes react to each other. Sometimes all the runes refuse to work, while other times the only the most potent rune in the general area will work. Bit of a tangent, I've been gone for a bit so might be merging alot of topics into this one. Pretty much my point is simply look at what GW has given to us now as fluff and lets stick with it.nondisclosed_email@example.com (golembane)Thu, 12 May 2005 06:46:48 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557082,from=rss#post557082https://bwarhammerquest.runboard.com/p557082,from=rss#post557082Boyinleaves, you have again managed to misread my enitire post. The sentence about the Frostblade specifically says, and I quote: "Though I advise against it" The suggestion I gave was that things should stay the way they are, as a 1-use items takes up the space occupied by a multiple use item, so the warrior is automatically punished.nondisclosed_email@example.com (Black Drazon)Thu, 12 May 2005 03:47:41 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557081,from=rss#post557081https://bwarhammerquest.runboard.com/p557081,from=rss#post557081EDIT - Whoopsnondisclosed_email@example.com (Boyinleaves)Wed, 11 May 2005 13:41:56 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557080,from=rss#post557080https://bwarhammerquest.runboard.com/p557080,from=rss#post557080Personally, for me it depends on whether or not you think warriors should be able to carry additional rings as well as the ones they are wearing. Of course, if the treasure rules are changed, there might not be any problem anyway, as the chances of even obtaining a ring could be very small. In the interests of game balance, it would be absurd to allow most of the current 'use once per adventure' items to be used multiple times in the same adventure. It could be abused so badly. If there is to be any challenge to certain fights, there needs to be some restriction on how these items are used. However, a better way of doing things might be to make invisibility rings and time freeze rings and such disintegrate after being used a certain number of times. This would give the players more incentive to only use them when absolutely needed, and also prevent them from obtaining copious amounts of powerful items, as the things they do use eventually become worthless. I don't really know how to handle something like the Frostblade. Anyone else?nondisclosed_email@example.com (Boyinleaves)Wed, 11 May 2005 13:41:21 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557079,from=rss#post557079https://bwarhammerquest.runboard.com/p557079,from=rss#post557079Personally, I don't see the point of one-use items. Technically, the only reason you wouldn't be able to use an item more than once is if it was daemonic in nature and you didn't want to piss the bugger off. Though I advise against it, I'd just like to point out that the Frostblade was and is a continual use item in WHFB. I can see the advantage of holding a reserve weapon or two on one's back, but I really don't think 4 is the right number. The power of the Frostblade is such that the warrior should have to cast aside the chance of that high-Toughness monster would come and face the wrath of the Hero Sword, or simply to have a good replacement for your Gromril Blade should you be disarmed. That's just my opinion.nondisclosed_email@example.com (Black Drazon)Tue, 10 May 2005 07:01:31 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557078,from=rss#post557078https://bwarhammerquest.runboard.com/p557078,from=rss#post557078Yeah... I guess I see your point. Re rings, I don't wish to grouse, but I still think that eight, as allowed by the original rules, is a fair enough number; if only because most rings are one use per. Perhaps we should say rings, amulets and the like? Cheersnondisclosed_email@example.com (thecustodian)Mon, 09 May 2005 22:14:53 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557077,from=rss#post557077https://bwarhammerquest.runboard.com/p557077,from=rss#post557077Yeah, I agree about the runes, although there is slight precedent in the rules as they stand. I actually saw some rules for encubrance in one of the house rules faqs a while back and used them in my games, I think they recommended a total of 4 slots for melee weapons, with 2 handed weapons taking up two slots, and that seemed to work ok. That way, warriors would have a backup or alternative weapon. However, with the stuff Bruno et al. are proposing, a warrior's backup weapons would be his daggers. Leaving stuff behind before an adventure is fine, but it doesn't take into account the plethora of treasure that is 'use once per adventure', that's my only quibble. A warrior wearing only two rings would have to make a serious decision between something that granted a permanent bonus, or an effect like a time freeze ring, extremely useful but limited. I don't really know, but maybe all 'use once per adventure' items, like rings, could be lumped together and used anytime, regardless of what permanent effect items were being worn?nondisclosed_email@example.com (Boyinleaves)Mon, 09 May 2005 22:03:04 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557076,from=rss#post557076https://bwarhammerquest.runboard.com/p557076,from=rss#post557076Hmm, there might be a problem with having runes and the like as you suggested- they occupy a very specific place in the Warhammer World. I tried to do something similar some time back but found myself defeated by the fluff (sort of). I do think it might be better for the warriors to have more weapons available. Some warriors do rely on having a choice of axes. Say a Trollslayer with the ambidextrous option might desire to have a big, twohanded axe, and the odd hammer or throwing axe as well. That's well over his limit. I assume that he'd be able to keep most of his stuff with his mule, and select before each adventure- nothing wrong with that. Perhaps, though, we ought to focus more on encumbrance than slots?nondisclosed_email@example.com (thecustodian)Mon, 09 May 2005 21:48:47 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557075,from=rss#post557075https://bwarhammerquest.runboard.com/p557075,from=rss#post557075Has anyone got an opinion about how many rings, amulets, icons, and other miscellaneous 'use once per adventure' items should be carried and kept ready for use? Mine are as follows: I would think that essentially unlimited amounts of rings could be carried, but only 2 at a time worn and ready for use. Rings are pretty small, light things after all. Items that can be used once per adventure, or once per turn and such would take up one of a number of quickslots, representing them being readily available to the warrior from belt pouches or a bandolier, or even in the off hand in the case of the wizard and something like a Chalice of Fate. Warriors would be able to carry more 'use once per adventure' items in their backpack (up to a certain limit depending on size and strength) but could swap these around into their quickslots during any turn in which there were no monsters on the board. This would to some extent prevent warriors from going nuts with time freeze rings and invisibility rings in the first turn in the Objective room, but would allow them more scope for actually accruing treasure. If anyone could be bothered revising the entire treasure rules, I would suggest that a lot of the 'use once per adventure' effects be divided up between rings, amulets and perhaps bracelets, so that only a limited number of them could be worn at a time. Use once per adventure rings would have to be worn to be able to be used, as would the amulets and bracelets, but the other sorts of items, such as Orbs of Power, Firebombs, Flash Powder, and so forth, would have to be kept in one of the quickslots in order to be used. As to the rest of the items you guys have suggested, I'm totally in favour of your conclusions here. However, there is one small problem: weapons that come under the jurisdiction of being 'use once per adventure'. Warriors that carry around a Frostblade or a Hydra sword would be at something of a disadvantage. These are 'use once per adventure' weapons that essentially are useless except for the one turn in which a warrior uses them. Similar to these are the shields that for example allow a warrior to ignore a blow once per adventure. Again, if everyone was interested in revising the treasure rules completely, I would suggest, in light of your proposed encumbrance rules, that 'use once per adventure' effects on weapons and shields be done away with. They could, however, easily be adopted into runes instead. A Frost Rune that allows the warrior to make one attack in a turn once per adventure that kills a monster if it suffers one wound would be much more useful than a whole sword to lug around, which prevents a warrior from equipping a more versatile alternate weapon. Obviously, using runes should be limited also. The Dwarf gets up to 2x his battle level on his axe, but he's a Dwarf, so I'd suggest only battle level or less for other characters, and this as a total number of runes on all carried weapons and armour, depending on how powerful they were, of course. There are also a few 'slots' that you overlooked. My suggestion as to the slots would be thus: 1 Set of Armour 1 Shield, and 1 spare Shield 1 Helmet, and 1 spare Helmet 1 Pair of Gauntlets, worn 1 Pair of Boots, and 1 spare pair 1 Missile weapon, or 1 Brace of Pistols 2 Daggers in 'ready' slots 1 Weapon, and 1 sheathed weapon, OR 2 Weapons if ambidextrous, OR 1 2 handed weapon 1 Cloak OR 1 Cape 1 Belt 2 Rings 2 Braclets 1 Necklace/Amulet] 5 Quickslots, anything that is not covered by the rest of these rules, or is distinctly 'use once per adventure' would be placed here to be available for use. Battle level worth of Runes divided between all weapons Battle level worth of Runes divided between armour and helmets 1/2 Battle level worth of Icons or Runelike inscriptions divided between both shields Naturally, what I'm proposing is probably more work than is absolutely necessary, but in my experience, a lot of the treasure on the tables is unbalancing and ridiculously easy to obtain.   That said, Bruno, I'll send you my (very) rough concepts of alternative treasure tables. Ciao for now. Hope this is all comprehensible, it's been a loooonnnnnng daaaaayyyy.  nondisclosed_email@example.com (Boyinleaves)Mon, 09 May 2005 21:08:22 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557074,from=rss#post557074https://bwarhammerquest.runboard.com/p557074,from=rss#post557074I'd like to write an encumbrance rules using strength. I've seen many ideas. I'll test it and keep you informed. The idea is to made your backpack yourself and to limit the gold If you have played Diablo, I'd like to implement a similar system. Regardsnondisclosed_email@example.com (Bruno)Mon, 09 May 2005 18:44:09 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557073,from=rss#post557073https://bwarhammerquest.runboard.com/p557073,from=rss#post557073So in final we can carry 2 rings 1 suit of armor 2 helms 2 shields up to 2 daggers/knives 1-2 primary weapons depending on size(up to 2 swords but only one great sword or halbereb for example) 1 missle weapon 2 pair od boots (one in backpack) 2 gauntlets Do you have the weight encumbrance rules by Mike Inside? Perhaps that'll help us a bit.nondisclosed_email@example.com (Bruno)Mon, 04 Apr 2005 23:16:27 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557072,from=rss#post557072https://bwarhammerquest.runboard.com/p557072,from=rss#post557072Re Karma- it's the little 'Applaud/Smite' thing on the bottom of each post, next to the send email/PM option. If you can't see em, maybe if you log off and try then? I was just curious. We have the system on my Uni website, and as far as I'm concerned it's a stupid popularity contest. I do apologise. Back to WHQnondisclosed_email@example.com (thecustodian)Sun, 27 Mar 2005 18:37:03 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557071,from=rss#post557071https://bwarhammerquest.runboard.com/p557071,from=rss#post557071I'd up the # of daggers and give one more shield (carried on your back, I guess). And we should only allow one or two pairs of boots, too, like Sudden Real said. Not like there are that many "boot" items out there, but I digress :P. And two gauntlets (yeah. Of damzhar. There, again, aren't any more. But we might as well specify). The Karma system? I didn't know it was an optional thing. What is it?nondisclosed_email@example.com (Timberwulf)Sun, 27 Mar 2005 13:33:14 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557070,from=rss#post557070https://bwarhammerquest.runboard.com/p557070,from=rss#post557070We also had a house rule for how much gear a player was allowed to bring into the dungeon with them. In general it was: 2 rings 1 suit of armor 2 helms 1 shield up to 2 daggers/knives 1-2 primary weapons depending on size(up to 2 swords but only one great sword or halbereb for example) 1 missle weapon and we didnt specify max potions or scrolls. We figured they were useful enough to have a good supply. The warriors, we felt, wouldnt have time to switch into new armor if they wanted too, but at the same time should be able to pull a dagger out of their boots if the need arises. The 2 helms considered one worn(and thus thats the effects which the player gained) and one strapped to the players pack or side. I'm sure you could imagine where the other items would logically be placed.nondisclosed_email@example.com (golembane)Sat, 26 Mar 2005 19:11:22 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557069,from=rss#post557069https://bwarhammerquest.runboard.com/p557069,from=rss#post557069I think for backpacks, one set of armour, two helmets, two boots and uhm... I don't know, five or six weapons, depending on the size (smaller weapons, like daggers and such could maybe be half of a normal weapon)? Haven't had the time to make up some rules for it, but this sounds about right.nondisclosed_email@example.com (Sudden Real)Sat, 26 Mar 2005 16:57:00 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557068,from=rss#post557068https://bwarhammerquest.runboard.com/p557068,from=rss#post557068The way I work it in my group is that warriors may only use 2 rings(1 on each hand) this is because the magic of the rings can nullify or cause unknown effects. As for the lantern, I'm in the midst of testing out something right now where it uses the hidden rules from mordheim. All mobs are hidden and depending on results either get ambush(assuming they don't already have ambush as a skill) or they pop as per the norm in the monster phase. Just because some mobs can see in the dark I don't see a reason why they'd want to live in it. If you are in a dungeon where you take care enough to set traps you're probably also smart enough to light candles.nondisclosed_email@example.com (golembane)Sat, 26 Mar 2005 14:58:11 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557067,from=rss#post557067https://bwarhammerquest.runboard.com/p557067,from=rss#post557067Aha, I fear I must contradict you! Warriors can wear eight rings- they can't use their thumbs! (according to the FAQ, at any rate) But, I've nothing myself in mind. The leatherworkers (rules recently added to the Museum) have a rule for this, though I'm not sure how item specific it is. PS how come you aren't on the Karma system? I don't hold with it much myself, but I'm just wondering.nondisclosed_email@example.com (thecustodian)Sat, 26 Mar 2005 13:37:41 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557066,from=rss#post557066https://bwarhammerquest.runboard.com/p557066,from=rss#post557066"Putting the lantern down", eh? This could revolutionize tabletop dungeon-crawling! Nope, wait a second... Barbarian's aren't that smart! lol. Okay, we'll work with Custodian's character generation and an uncumbred lantern. Speaking of encumbrance... we need some rules there before we move on. Obviously, a player can only be wearing one suit of armour, one helmat, one set of boots, one set of gloves, ten rings and two hands worth of items. But what about the backpack?nondisclosed_email@example.com (Timberwulf)Sat, 26 Mar 2005 12:40:51 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557065,from=rss#post557065https://bwarhammerquest.runboard.com/p557065,from=rss#post557065Basically, the only thing that we use the lantern for is to say how far one can get from the party leader. We don't really count it in terms of encumbrance, as in a fight, it presumerably gets put down. There's a great model; from Mordheim I believe, of a chap with a lantern on a pole, sort of attached to his pack so he can carry a sword and shield too.nondisclosed_email@example.com (thecustodian)Sat, 26 Mar 2005 11:19:41 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557064,from=rss#post557064https://bwarhammerquest.runboard.com/p557064,from=rss#post557064I agree the lantern should change somehow (maybe make a necklace that gives light or something). The lantern is held, which means no shield or bow, so the only person who has his hands free to carry it, is a wizard. And who wants a wizard who can kill everything in the room just by sneezing go first?nondisclosed_email@example.com (Sudden Real)Sat, 26 Mar 2005 10:52:00 +0000 Re: WHQ 2nd Ed - Starting The Gamehttps://bwarhammerquest.runboard.com/p557063,from=rss#post557063https://bwarhammerquest.runboard.com/p557063,from=rss#post557063  Depends... if 'light and lighting' are looked at and sorted out, then perhaps. Yes, the lantern will be available, possible not in its current form.nondisclosed_email@example.com (thecustodian)Sat, 26 Mar 2005 05:13:56 +0000