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Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
WHQ 2nd Ed - Tougher Monsters


There's not much to fix here... until you realise that this is the ideal place to put the new Experience Points rules!!!!!!!!!!!!!

Long time favourite house rule, EXP divides the "Gold" someone gets from a monster into a certain fraction gold and the rest EXP/EP/Not Gold/XP. We need to decide two things: the precise fraction for the new rules and how to revamp the monster table to show this (I suggest replacing the word "Gold" with "Bounty" or something, assuming it'll fit in that tiny column).
30/Apr/2005, 2:51 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Sudden Real Profile
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Lord
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Registered: 12-2003
Posts: 104
Re: WHQ 2nd Ed - Tougher Monsters


First thing we should do is update the Bestiary to match with the current stock of Games Workshop. Who needs the rules of the Chaos Dwarfs when you can't get them anymore? Gorgon? Wouldn't even know what it looked like. If it wasn't for me buying a Lustria Salamander my players would never even fought a Basilisk!

I'm not saying these rules have become obsolete (I based my version Be'Lakor on a Chimera). Maybe we could use the rules of the Chaos Dwarf Blunderbusses for the Ogre Leadbelchers...

Point is, we need to state first which monsters will make the cut, which ones have dropped out and which new ones should be included (proper rules can follow later), and of course why you would like to see them stay/leave/join.
30/Apr/2005, 4:30 pm Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
golembane Profile
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Lord
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Registered: 08-2004
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Re: WHQ 2nd Ed - Tougher Monsters


I have to agree. Theres alot of monsters which just are no longer around in miniature form simply because GW has phased them out.

I don't know what monsters are included in the WFRP 2nd edition that was just released, but that may also be a good refrence as to which monsters to keep in, in general. Since its the newest overall book(s) released recently.

Reason I think that is simply because GW tends to make sure things are done the way they want, when they want.
30/Apr/2005, 6:27 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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Posts: 217
Re: WHQ 2nd Ed - Tougher Monsters


This wasn't exactly what I wanted to discuss at the moment (pg 32-33, slightly 34), but if we want we can jump ahead to which monsters stay and go.
1/May/2005, 6:06 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Sudden Real Profile
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Lord
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Re: WHQ 2nd Ed - Tougher Monsters


Ah, sorry... uhm, well how about the Gold value becomes the xp, and the amount of Gold a warrior gets for killing something is, I don't know, a 1/4 of the Gold value?

This way, there will be fewer warriors running around with hoards of treasure as they will have to sell some stuff to buy equipment. And since Gold isn't used to lvl anymore, a warrior would get that much extra gold usually used to lvl to spend on armour and such, making him harder to kill. Before he had to choose between equipment and levelling, and now he has to choose between treasure and equipment. And not only does his survival in the dungeons become harder, but also his (financial) survival in town.

"Yes, I really like my steel daggers, but if I don't sell them, I won't be able to buy that helmet I need to boost my toughness... oh dilemma..."

As always, just a thought.
1/May/2005, 6:27 am Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
ComicJam Profile
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Novice
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Re: WHQ 2nd Ed - Tougher Monsters


I think that each Monster should have Gold AND EXP points and training still costs money. Maybe the EXP is group EXP (like in Baldurs Gate), because I'd find it annoying that I've reduced this dragon to 1 Wound only to have my buddy kill it, taking all the points and money!

Also, a Warrior could pick up a Monster's "Possessions" and can carry it to the next settlement to sell/pawn etc. at a "Pawn shop" location, thus getting some extra cash. Alternatively, the Monster could have a list of useful equipment that a Warrior could use/carry to sell later in the normal way, but there is a limit to what can be carried. I also think not all Monsters would have gold. I mean, what does a Minotaur want with cash?

Just some ideas I thought I'd like to share.

Cheers! emoticon
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golembane Profile
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Lord
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Re: WHQ 2nd Ed - Tougher Monsters


I don't think monsters should have both. Players have an odd way of getting gold and not having enough places to spend it as is.

Once you start getting more treasure flowing in then you simply take the gold value for it and theres a few bits of treasure thats worth a pretty penny.

Sure it might slowdown the players, but this also makes us have to keep the reward given in both dungeon events and for beating the dungeon to a respectable level.

I opt for the Monster have an XP value, and let gold be made through treasure, events, and rewards for completeing missions.
2/May/2005, 2:18 am Link to this post Send Email to golembane   Send PM to golembane
 
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God
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Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Tougher Monsters


Yeah... I've always seen the gold as being more of a 'bounty' by whomever is employing the warriors, or the local elector count. For a time I experimented with making them roll 1D6 after the adventure, which selected a percentage of their kill that was paid in gold.
1= 10%
2-4= 25%
5= 40%
6= 50%

Whatever they get, they gain the full amount in EXP.
As for group experience, I usually use that for simplicity's sake. But, if a warrior kills a monster on his or her own effort, they can take that EXP. Any part kills go into the 'pot' and are divided up later.

If we cut the amount of gold, shall we also cut the cost of things? Not the whole way, as it can be too easy for warriors to get stuff, but to some extent (1/3 off?)

There were also ideas for Trade Goods, which I invented a large number of but never got around to putting online. it was a pretty cool replacement for the gold system.
2/May/2005, 2:39 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
Re: WHQ 2nd Ed - Tougher Monsters


I like the idea of cutting monsters down to just EXP, though I think we'll definitely need to test this out before we finish the rules.

The question is, though, do we have enough rules to pull this off? Warrior's income is now based on salvaged treasure and we have new encumbrance rules. I liked ComicJam's all-over "salvage" idea, but it just contradicts our encumbrane rules.
2/May/2005, 4:30 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
golembane Profile
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Lord
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Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Tougher Monsters


If worse comes to worse we can go the old role playing route and have a new character sheet made that has slots.

Each slot can have one items and the backpack, side pouch, etc has X slots you can place items in.

If you have no more slots free for items any treasure/items you find is on-the-spot turned to it's gold value unless you gold something in one of your pack slots.
3/May/2005, 11:42 pm Link to this post Send Email to golembane   Send PM to golembane
 
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