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Timberwulf Profile
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Lord

Registered: 04-2003
Posts: 128
Re: WHQ 2nd Ed - Starting The Game


"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?
26/Mar/2005, 12:40 pm Link to this post Send Email to Timberwulf   Send PM to Timberwulf
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Starting The Game


Aha, 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.

Last edited by thecustodian, 26/Mar/2005, 1:38 pm
26/Mar/2005, 1:37 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
golembane Profile
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Lord

Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Starting The Game


The 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.
26/Mar/2005, 2:58 pm Link to this post Send Email to golembane   Send PM to golembane
 
Sudden Real Profile
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Lord

Registered: 12-2003
Posts: 104
Re: WHQ 2nd Ed - Starting The Game


I 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.
26/Mar/2005, 4:57 pm Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
golembane Profile
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Lord

Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Starting The Game


We 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.
26/Mar/2005, 7:11 pm Link to this post Send Email to golembane   Send PM to golembane
 
Timberwulf Profile
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Lord

Registered: 04-2003
Posts: 128
Re: WHQ 2nd Ed - Starting The Game


I'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?
27/Mar/2005, 1:33 pm Link to this post Send Email to Timberwulf   Send PM to Timberwulf
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Starting The Game


Re 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 WHQ
27/Mar/2005, 6:37 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Bruno Profile
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God

Registered: 04-2003
Posts: 802
Re: WHQ 2nd Ed - Starting The Game


So 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.

---
Bruno
4/Apr/2005, 11:16 pm Link to this post Send PM to Bruno
 
Bruno Profile
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God

Registered: 04-2003
Posts: 802
Re: WHQ 2nd Ed - Starting The Game


I'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.

Regards

---
Bruno
9/May/2005, 6:44 pm Link to this post Send PM to Bruno
 
Boyinleaves Profile
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Hero

Registered: 05-2005
Posts: 59
Re: WHQ 2nd Ed - Starting The Game


Has 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.
 
9/May/2005, 9:08 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
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