Runboard.com
You're welcome.
Community logo






runboard.com       Register for a free global account (learn about it) | Log in: (), globally (lost password?)

Page:  1  2  3  4 

 
Boyinleaves Profile
Live feed
Blog
Friends
Miscellaneous info

Hero

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


Again, 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??)

13/May/2005, 8:12 am Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Starting The Game


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?
13/May/2005, 8:39 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Boyinleaves Profile
Live feed
Blog
Friends
Miscellaneous info

Hero

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


Yeah, I love the Mordheim rules too, we could just do that... emoticon. But look at all the hard work we've done!
13/May/2005, 9:01 am Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
golembane Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

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


quote:

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)
13/May/2005, 12:12 pm Link to this post Send Email to golembane   Send PM to golembane
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Starting The Game


In 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.
14/May/2005, 3:09 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Starting The Game


As 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.
14/May/2005, 3:38 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord

Registered: 04-2005
Posts: 217
Summary of "WHQ 2nd Ed - Starting The Game"


Summary:

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.
28/Jun/2005, 7:31 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Page:  1  2  3  4 





You are not logged in (login)