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


I still think that providing a number of alternatives for being hit is not going to solve the problem that exists with armour. The armour itself must be fixed.
13/May/2005, 9:34 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 - Deathblow Conflict


I wrote a thing about this in the armor post so Ill just qoute myself and see what you all think.

quote:


It might be easiest for us if you do a complete rewrite of the armor systemand use the mordheim/warhammer rules.

This would simplify they type of armor each member wears(just say light, medium, heavy, and oh my god its a tank walking towards us![thats a joke people ])

Have addition +1 for helm and +1 for shield.

Depending on the mobs strength the players may need a fully armored warrior up from fighting a greater deamon per se so they at least get some armor save.

Now we just simply throw in the Strength vs Toughness role to see if each wound is nullified or not.

This would means a possible 3 things happening during a battle:

1) you are fighting mobs which don't effect your armor save and you could potentially not take any dmg at all if well equipped(ie a lone snotling)

2) you are fighting a mob that has enough strength to make you feel every blow. You lose the advantage of some of your armor but can still nullify a couple hits(ie an orc or chaos warrior)

3) you are facing a powerful mob that has all reason to bring fear to you and each hit simply is to hard for a piece of metal to protect from(ie a greater deamon or dragon)

with that system you'd still have those that have alot of toughness being the best at taking a hit and should be the first and foremost into the combat.

So what this means. We'd have to rewrite some of the mobs and give every mob a reasonable number of attacks so that they won't insta-kill the warriors, but have enough attacks to make them dangerous.

So what does this means for criticals... Well remember the mordheim critical charts I posted a while ago? The range of those criticals were anywhere from each wound causes two wounds to insta-kill and ran through.

So this means players also wouldn't have a ton of attacks... maybe 4 melee attacks max a turn for those that are specialized in combat(ie the barbarian or elven ranger knight is a melee character where as the elf is more agile and better and launching attacks from afar).

Think this could be a possible fix to both issues?

13/May/2005, 12:45 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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Registered: 04-2005
Posts: 217
posticon Re: WHQ 2nd Ed - Deathblow Conflict


For simplification's sake, this thread is closed until the Armour Thread is resolved.
14/May/2005, 3:18 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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