Runboard.com
You're welcome.
Community logo


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

 
**legacy user**
Lord
Local user

Registered: 04-2003
Posts: 128
WHQ 2nd Ed - Exploration, The End and Combat


That's right, three sections. If you're just joining us, please read the thread about the Warrior's/Monster's phase. I think it's best if we playtest those rules before deciding, so I'm not going to let this slow down just because of that. Please, if you have the time, playtest the rule in that thread. Thanks emoticon

The Exploration phase is ridiculously short. The only real concern is Techpriest's, as he wanted it to be an action, not a phase. The only other thing to debate would be letting the players open doors with monsters in the room.

There's not much to debate about the Basic endgame. Should we add a sentence so that new Advanced players won't skip over the new Objective room table, or should that go in the Adventure book?

Combat. It's best not to divide XP and Gold quite yet, it's just the Basic Game. But don't forget about it later! There's no section on gold in the Advanced rules, we'll have to force it in!

We'll also need a clarification about wounding and the rule of 1 and 6 ( emoticon )
5/Apr/2005, 5:14 am Link to this post Send Email to Timberwulf  
 
thecustodian Profile
Live feed
Blog
Friends
Miscellaneous info

God
Global user

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Exploration, The End and Combat


I can't really see the point in exploring a new room in the middle of combat- and you certainly wouldn't be able to resolve any Events (so the Wounded Knight Pather would have to patienty wait for you to dispatch the monsters before offering you his map, or whatever)
In terms of The End, does anyone actually play competatively?
Deathblows- I play this as a bonus attack you can make when you kill a monster. I believe that other people insist that the monster must have been on full wounds and killed with one attack? What's the balance of opinion? I like the suggestion made in another post of trading in the Deathblow for a system of Critical Hits.
I disagree with the treasure divvying system. The leader in our groups tends just to hand it to whoever will use it best, or count it as group cash. After a while, there's no point handing out surplus swords.
Last of all, what do people reckon to losing all items on death? Perhaps we can change this if there's an encumbrance rule?

Peace :cool:
5/Apr/2005, 7:54 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
**legacy user**
Lord
Local user

Registered: 04-2003
Posts: 128
Re: WHQ 2nd Ed - Exploration, The End and Combat


>In terms of The End, does anyone actually play competatively?

It's the purpose the Basic Game, I guess. No reason to all-out remove it.

>Deathblows- I play this as a bonus attack you can make when you kill a monster. I believe that other people insist that the monster must have been on full wounds and killed with one attack? What's the balance of opinion? I like the suggestion made in another post of trading in the Deathblow for a system of Critical Hits.

If we can avoid clarifying what justifies a Deathblow, I'm more for changing to Critical Hits than before. In the basic game though, we'll use only one Critical chart. (And no fair not making "Deathblow" a critical result! That's a staple WHQ word! lol)

>I disagree with the treasure divvying system. The leader in our groups tends just to hand it to whoever will use it best, or count it as group cash. After a while, there's no point handing out surplus swords.

Agreed. This is a competative game rule we can cancel out in the advanced rules should we keep the competative game.

>Last of all, what do people reckon to losing all items on death? Perhaps we can change this if there's an encumbrance rule?

I figure the party can pick the items up if they survive the fight... any other opinions? We're definitely having a encumbrance rule.
5/Apr/2005, 3:07 pm Link to this post Send Email to Timberwulf  
 
Bruno Profile
Live feed
Blog
Friends
Miscellaneous info

God
Global user

Registered: 04-2003
Posts: 802
Re: WHQ 2nd Ed - Exploration, The End and Combat


We can use a special rules very easy to manage crit hit. I used it for monsters and warriors

On the to hit part
If 1 to to hit > Loose all attack in its turn
IF 6 > Crit hit > Ignore toughness and armor of Enemy

If you don't understand me tell me.

Broken English's Bruno

---
Bruno
14/Apr/2005, 5:54 pm Link to this post Send PM to Bruno
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Exploration, The End and Combat


Good idea, Bruno. It's a better idea than keeping the Deathblow as it still ignores the problem of us working out the rules while providing a "training wheels" type of critical system, if you'll excuse that silly metaphor. For that matter, it could be carried into the advanced game by lazy players :P.
15/Apr/2005, 5:37 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Bruno Profile
Live feed
Blog
Friends
Miscellaneous info

God
Global user

Registered: 04-2003
Posts: 802
Re: WHQ 2nd Ed - Exploration, The End and Combat


I've worked a bit on the 2nd ed.
I'd like to add a new concept for explore room already tested with Dion.
That'll decreased a bit the dominance of leader and will bring a bit chaos on the group.

quote:

Exploration Phase

    * When it's the Leader's turn and he is standing next to an unopened door he should submit and order stating that he wants to Explore. The GameMaster will then reveal the next board section and the next Warrior Phase can begin.
    * If any other players has a light source and are standing next to unopened doors at the end of the Monster Phase they can submit an Explore order as well.



---
Bruno
9/May/2005, 6:39 pm Link to this post Send PM to Bruno
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Exploration, The End and Combat


Hmm... I was certain that was in the rules the whole time! Silly me. Done.
10/May/2005, 2:01 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
BassJam Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 07-2003
Location: Philadelphia
Posts: 539
Re: WHQ 2nd Ed - Exploration, The End and Combat


couple notes: Deathblow is a bonus for when a previously unwounded creature is killed in one hit (even if they regenned to full health [home rule :b]) . It is not a coincidence that Deathblows become less common at higher Battle-Levels - it's a bonus for lowbies.

Crits:
quote:

On the to hit part
If 1 to to hit > Loose all attack in its turn
IF 6 > Crit hit > Ignore toughness and armor of Enemy



I use a very cool Critical Hit system (but that is too complicated for 2nd Edition.) The part you should use though is this:

If 1 is rolled to hit > Automatic miss only.
If 6 is rolled to hit AND the target was able to be hit on a 2 or 3 > Possible crit > roll on relevant critical hit tables + add One Wound that ignores Toughness and Armor.

Explanation: At first I played like Bruno, but that didn't work out well because crits were too common. I decided that Chaos Warriors should be able to crit Goblins, but not the other way around due to Weapon Skill. Unless of course the Goblin has a Sword that adds +3 to hit of course!

Simple example: An Orc with Ballistic Skill 4+ rolls a 6 to hit your Warrior with an arrow. He hits but CANNOT crit!
A Dark Elf with BS 3+ rolls a 6 to hit your Warrior with an arrow. He hits and possibly CAN crit.

Final note on crits: In my games crits are rare and deadly, so even if all this happens, the target gets to make a save vs. death against the crit. Since you guys don't use those saves, I'd recommend making the crit a "Critical threat". In other words, if a natural 6 is rolled, it is a possible crit. Then the attacker rolls again, and if he hits the number required to normally hit his target then it is a crit. If he misses, it's just a normal attack. This is the system that 3rd edition D&D uses and it works well.

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
1/Jun/2005, 1:07 pm Link to this post Send Email to BassJam   Send PM to BassJam
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Exploration, The End and Combat


Hm, that's a well thought-out system, BassJam! You're right it's too complicated for 2nd Edition, but you should submit it for the Optional Rules we intend to put in the back when we get to that point.

The reason Crits were being introduced is that a new GM appeared in the forums just a little while before we started this:

[sign in to see URL]

He pointed out that, if lacking proper magical equipment, one would be at the mercy of every Chaos Warrior that came their way! The critical was introduced as a way to counteract that. Though technically, as skills seem poised to remove magic items, it'll be their fault soon, the fact is that we can't have a skills system that reads "One who does not take Skill X will be pummelled to death by the servants of Khorne."
1/Jun/2005, 1:21 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 04-2005
Posts: 217
Summary of "WHQ 2nd Ed - Exploration, The End and Combat"


Summary:

Any warrior may explore as long as they are on the same board section as the lantern.
28/Jun/2005, 8:48 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 




You are not logged in (login)