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Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
WHQ 2nd Ed - Deathblow Conflict


According to the current 2nd Ed draft, the Deathblow should be replaced with a critical hit. This is fine, but I'm curious - what does this mean to warriors fighting, say... 12 Giant Spiders/Snotlings/Giant Bats/Giant Rats? These guys are hard to clear out...
25/Apr/2005, 2:17 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
thecustodian Profile
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God
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Location: The Temple
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Re: WHQ 2nd Ed - Deathblow Conflict


I've been thinking about the different weapons prepatory to my equipment table. Perhaps some weapons like the greataxe, greatsword and so on ought to be capable of a deathblow?

EDIT- just checking whether anyone has started writing them up or not?

Last edited by thecustodian, 25/Apr/2005, 6:10 pm
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Bruno Profile
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God
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Re: WHQ 2nd Ed - Deathblow Conflict


I agree with Custodian, Deathblow must be associated with weapons.



---
Bruno
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golembane Profile
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Lord
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Registered: 08-2004
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Re: WHQ 2nd Ed - Deathblow Conflict


I also have to agree. Depending on the weapon the critical hit can do different effects.

A Spear or halberd should be able to go through ranks of mobs in front of the player up to maybe 3 ranks speared. Of course this is only for two handed spears since a one handed spear won't have to force needed to crit. Halberds are two-handed items and thus always would have this rule for crits.

Great swords should be able to clear out the area next to themand in front of them in an AoE fashion. I never really felt it was right that a warrior could strike down all the enemies in all 8 squares around him. So this would possibly equal out the great weapon users.

Great axes would be similiar to a great sword.

Pretty much a melee weapon that uses two hands should be able to cause some form of death blow. This would assist in making a defensive player hard to kill but also slow killing where as an offensive player will take more damage but in general kill more.

Another option is to give the crit hits different options. Some might stun an enemy, others may push an enemy back one square, and eventually maybe a 6 you get the deathblow for certain weapons.

This type of play I think would add more flavor to the game and get rid of the: I hit you, you hit me, i hit you, you hit me, etc. that occurs so often.

Also instead of having weapon crits for defensive players we could add defensive crits so the sword and shield using Elven ranger knight might roll a 6 to hit and not only make every wound count as 2 wounds, but also shield bash the mob and stun him for the next turn.

This would again bring players together for thier different strengths.

*EDIT* added the limits of deathblow for great sword and two-handed spear.

Last edited by golembane, 25/Apr/2005, 9:33 pm
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thecustodian Profile
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God
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Re: WHQ 2nd Ed - Deathblow Conflict


quote:

Another option is to give the crit hits different options. Some might stun an enemy, others may push an enemy back one square, and eventually maybe a 6 you get the deathblow for certain weapons


Do you mean for different weapons? This is heading into Mordheim territory; with 'hammers and maces causing stunning, and swords being used to parry. Shall we do this?
25/Apr/2005, 10:42 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Blackheart Ranger Profile
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Hero
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Re: WHQ 2nd Ed - Deathblow Conflict


I think u guys are on to something. If u combine the rules for the bretonnian knight, as he might slash anything with T lower than 3 or get a -1 to hit if the enemy is at T=3 or more. Different [sign in to see URL] tables for different weapons sounds realy good.

Shield rules also needs some work. The warrior should be able to more with the shield, and we need more basic skills the warrior may choose. The bretonnian K has a fiew. (gues this si a new topic)
26/Apr/2005, 12:13 am Link to this post Send Email to Blackheart Ranger   Send PM to Blackheart Ranger
 
thecustodian Profile
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God
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Re: WHQ 2nd Ed - Deathblow Conflict


Does someone want to compile all this together?
Critical hits
Natural weapons' abilities
Other considerations (two handed, aptitude)
26/Apr/2005, 12:17 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
golembane Profile
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Lord
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Re: WHQ 2nd Ed - Deathblow Conflict


While at work I came up with a VERY VERY rough draft(took 10minutes to write it lol). to expand on my original proposal.

one handed weapons and shield
        Def. crits
           1-3: Knock back one square. If a model is in that square then they are then knocked back until there is no imposing model. Should a model be against a wall he takes 1 wounds with no saves.
           4-6: Shield Bash. Stuns the target so that it may not fight in its next 'I' turn.
 
two one-handed weapons
        Semi-Def crits
           1-4: Critical hit: Every wounds counts as two wounds before armor saves.
           5-6: Bloodletting: Every wound counts as two wounds AFTER armor saves.
          
Two handed spear or Halberd(The fastest of the two handed weapons but also the weakest effects)
        Offensive frontal crits
           1-2: Critical hit: Every wounds counts as two wounds before armor saves.
           3-4: Bloodletting: Every wound counts as two wounds AFTER armor saves.
           5-6: Impale: All damage doubled before armor saves with no saves [sign in to see URL] continue on to hit next mob behind the previously killed but must pass a successful to-hit and to wound roll.
 
 
Two handed sword(Semi-slow attack but average in its damage and penetration)
        Offensive frontal crits
           1-2: Critical hit: Every wounds counts as two wounds before armor saves.
           3-4: Bloodletting: Every wound counts as two wounds AFTER armor saves.
           5-6: Sweep: All damage doubled before armor saves with no saves possible. Can continue on to hit next adjacent mob but must pass a successful to-hit and to wound roll.
 
Two handed axe(Slower attack but greatest chance to break through armor)
        Offensive frontal crits
           1-4: Bloodletting: Every wound counts as two wounds AFTER armor saves.
           5-6: Sweep: All damage doubled before armor saves with no saves possible. Can continue on to hit next adjacent mob but must pass a successful to-hit and to wound roll.
26/Apr/2005, 2:35 am Link to this post Send Email to golembane   Send PM to golembane
 
golembane Profile
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Lord
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Re: WHQ 2nd Ed - Deathblow Conflict


quote:

thecustodian wrote:

quote:

Another option is to give the crit hits different options. Some might stun an enemy, others may push an enemy back one square, and eventually maybe a 6 you get the deathblow for certain weapons


Do you mean for different weapons? This is heading into Mordheim territory; with 'hammers and maces causing stunning, and swords being used to parry. Shall we do this?



Yeah in general I really enjoyed the flavor that having different weapons did for the characters. This could also assist us in developing a treasure system where an item could come as a numerous types of weapons unless its a super rare item such as the bow of loren.

Like I said, I think this gives us a far more flavorful combat. Plus I used mordheim as the basis for my WHQ system so it kinda seemed natural to throw the idea out to the rest of you all emoticon

quote:

Shield rules also needs some work. The warrior should be able to more with the shield, and we need more basic skills the warrior may choose.



Yeah the shield rules were fairly boring and... well useless. They didn't really do anything for the players besides make sure they couldn't use a 2 handed weapon. Maybe we could have the different shield have the possiblity to nullify an attack, but the higher the chance to nullify the greater the delay is since its probably a larger shield.

Buckler shield would have maybe a -1 'I' penelty, but only block attacks on a 6, where as a Tower shield would give -3(or greater, this is just off the top of my heads) 'I' but has a chance to nullify an attack on a 4+

Of course some attacks couldn't be nullified such as those coming from large monsters or spells.

Anyways yeah this is a different bag of snakes all together.
26/Apr/2005, 2:42 am Link to this post Send Email to golembane   Send PM to golembane
 
Blackheart Ranger Profile
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Hero
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Registered: 04-2005
Posts: 52
Re: WHQ 2nd Ed - Deathblow Conflict


I think the Q is how mutch work are we / U going to put into this.

I was thinking something lik:
1d6=6 u get a [sign in to see URL] Roll a table 1-6(12)
1D6=1 ur not going to hurt anything anyway
emoticon

Def. fighting. Might be a good idea.
With 1 sword= no effect
1 sword + Shield(usualy+1T)ad one more+1T=+2T
2 swords gives only +1T

Another way, is to make it about "to hit"

With 1 sword= no effect
(ur fighting for ur life anyway)
1 sword + Shield=-1 to hit (big shield=-2)
2 handweapons= -1 to hit

* Def. fighting gives NO critical hit

I belive the use of Shield is all in the skills u can give warriors and the special feats in the treasurecards.

It might be a good idea to divide them into buckler, shield, large shield. or something like this

This way u make the fighting mutch more flex. with litle work.
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