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Bruno
God
Registered: 04-2003
Posts: 802
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Re: WHQ 2nd Ed - Tougher Monsters
To avoid the killing machine effect, I made a count of the gold in a piece of paper. After the adventure I divide it in 4 parts equal.
--- Bruno
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3/May/2005, 11:49 pm
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Blackheart Ranger
Hero
Registered: 04-2005
Posts: 52
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Re: WHQ 2nd Ed - Tougher Monsters
Gorgut has 12 wounds 400gold (400/12=33)
Dwarf does 4 = 33*4= 132 exp
Barbarian 3 = 33*3= 99 exp
Elf does 2 = 33*2= 66 exp
Wizard 3 = 33*3= 99 exp
(4 points lost because of the round down 33,333333333...)
Treasures:
He has an armour +1T
On a roll of 4+ its usable for the warriors
The magic ring he wears is usable for the wizard on 4+
Advanced rules
On the monstertables, like lvl 3 no24
the champion there should have some sort of treasure. This could be rolled (GM) or a card could be picked (Basic rules) when the fight is about to begin (If its a wizard only, he may not use it, its just his)
Its not mutch to admin, its easy to remember and I think it work.
Or we could just stick to the items on (rpbook) page 83-84
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4/May/2005, 1:10 am
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AncientNomad
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Registered: 04-2004
Location: In the graveyard
Posts: 102
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Re: WHQ 2nd Ed - Tougher Monsters
Ooh, I like Blackheart Ranger's system of doing this. The problem, as I see it, would be to calculate all of this, it could take too much time from the actual gaming and eventually turn dull.
Hmm, just realized that all you would have to do is to count 1 wounds as 33 Exp, in this case... But I will post this anyway, because it could be a problem.
I hope you understand how I mean, and I don't mean to wine.
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4/May/2005, 3:01 am
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thecustodian
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: WHQ 2nd Ed - Tougher Monsters
It would be interesting to do something where you collect salvage/treasure after the battle. If the monsters carry armour, roll on this table- chance of getting some useful metal, or even some full armour. If they have a gold (experience) value above a certain level, they may be carrying jewels or something.
I just like the idea of having things you can sell at settlement- I support the idea of cutting down on generic gold and making it harder for warriors to buy their way across the old world.
I do think that figuring out the cost for each wound would be a bit pointless. I just do what Bruno suggests.
EDIT- sorry, not pointless, just difficult to work. What if a monster can heal itself? Trolls, vampires, skeletons, etc.
Last edited by thecustodian, 4/May/2005, 3:20 am
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4/May/2005, 3:18 am
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Blackheart Ranger
Hero
Registered: 04-2005
Posts: 52
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Re: WHQ 2nd Ed - Tougher Monsters
quote: thecustodian wrote:
It would be interesting to do something where you collect salvage/treasure after the battle. If the monsters carry armour, roll on this table- chance of getting some useful metal, or even some full armour. If they have a gold (experience) value above a certain level, they may be carrying jewels or something..
I think that sounds mutch more right than there should be "laying a treasure card" around in each Dungeon room. In the obj. room where the monsters keep there treasure pile, is a bit different
quote:
What if a monster can heal itself? Trolls, vampires, skeletons, etc.
I sort of tok that forgranted that its in the "gold" value and Monster lvl calculation. Good point. That messes up my easy math. But hey, lets say its a bonus and keep it simple LOL
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4/May/2005, 5:57 am
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thecustodian
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: WHQ 2nd Ed - Tougher Monsters
Heh heh
Actually, it wouldn't be that problematic. All we'd have to do is go through the various monsters and have, instead of Gold value, experience value per wound. But it wouldn't stop unscrupulous (i.e. average) warriors from holding back from the final blow to let it regenerate. Like when the wizard refuses to lend bandages to wounded comrades in the middle of a battle so he can heal them later with magic for the exp reward.
I'm going to jot down some ideas for a salvage table. Please folks, send me ideas for things you can find.
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4/May/2005, 7:52 am
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ComicJam
Novice
Registered: 04-2005
Posts: 9
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Re: WHQ 2nd Ed - Tougher Monsters
Just a quickie:
With regards to treasure cards, how about when you walk into a room which has a treasure card, its given randomly to a (tougher) monster who can use it if he is able?
Cheers!
P.S. I like Custodian's salvage treasure after battle too...
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4/May/2005, 8:33 am
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Black Drazon
Lord
Registered: 04-2005
Posts: 217
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Re: WHQ 2nd Ed - Tougher Monsters
Hmm... good eye catching the Regeneration problem. Too bad though, I was really liking the Gold Value per HP system. It might still be a viable means of controlling distribution of goods, but we'll have to tweak all healing measures to make it fit...
ComicJam is right, perhaps handing the magic item to a specific huminoid monster would be an ideal solution to the "magic items lying around like common dwarf prospectors" syndrome? It does seem a little odd to allow it when Warriors can't pick up their items, but hmm... We could apply a rule to applicable monsters, to keep it out of the hands of swarms or creatures that start with their own weapons. But it would be a major increase in the difficulty level, suggestions? (It would, on the other hand, give us a reason to "Disarm" for once).
I like BHR's treasure salvage idea, but I don't like making all the items usable by the heroes. His armour, firstly, would be quite damamed by the end of the fight and all "Evil" magic items are supposed to be malign, aren't they? All the same, basing salvage somewhat on the monster's armour save and treasure has a lot of merit. I can imagine the equipment being in good shape every once and a while, too.
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4/May/2005, 8:51 am
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thecustodian
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: WHQ 2nd Ed - Tougher Monsters
quote: His armour, firstly, would be quite damamed by the end of the fight and all "Evil" magic items are supposed to be malign, aren't they? All the same, basing salvage somewhat on the monster's armour save and treasure has a lot of merit. I can imagine the equipment being in good shape every once and a while, too.
That's basically the idea- for the most part the warrior might find some useable cloth, some damaged iron, rivets or whatever that are worth a gold piece or two if you want to haul them back to town. Then there might be the cases where parts of armour- greaves, bucklers, even whole plates survive. I read the Illiad a time back, and I was amazed to see how just about everyone, once they'd killed their mark, would stop to strip the corpse of armour, which they would keep. This is while there's a battle going on! At least our warriors would finish the fight!
There's a fan-blinking-tastic table by Phil Chaos Lord (?) with a load of mostly bad weapons, and mundane items for sale. Then, as I say, there's the Trade Goods idea.
Ought this go in a 'Gold and Treasure' Topic?
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4/May/2005, 9:05 am
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Dartagnon
Champion
Registered: 05-2004
Posts: 33
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Re: WHQ 2nd Ed - Tougher Monsters
I personally like the idea of tweeking the monster tables to include an EXP per Wound column. This definately solves the ol' who gets what for EXP problem when the death was a joint effort. Regeneration cheating could be handled easily through penalties via house rules, with a section regarding such in the new rulebook. If regeneration causes more EXP through non-cheating tactics, the extra EXP would actually be deserved. But I do feel that, in many of the situations where the warriors find foes, the foes actually would have found and kept some sort of treasure or gold. This can easily get out of hand, I agree. But perhaps the monster table could also include a treasure table column, where, by code, the players would know which table (if any) they roll on to see if they find any gold or treasure. X, for example, indicates that no treasure roll applies, would be a suitable code for bats, rats, etc., But there should be a chance that spiders would have something in their lair... Minotaurs kept something that looks pretty... and so on.
2 cents food for thought
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4/May/2005, 9:41 am
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