Runboard.com
You're welcome.
Community logo


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

Page:  1  2  3  4 

 
**legacy user**
Lord
Local user

Registered: 04-2003
Posts: 128
WHQ 2nd Ed - Spellcasting (Basic) and the Tables


This is more-or-less it for the Basic rules. Everyone remember that the first section of the Advanced Rules is "Basic Rule Tuning" or something, stuff like XP and Critical Hits that have no bearing in the Basic game yet have no fixable section in the Roleplay book.

We're dealing with the basic spellcasting section, power tokens and the To-Hit table. Now I don't know if anyone else has noticed but the To-Hit table in WHFB is different than this one. The differences? Every 2 on the WHQ chart is now a 3 and every 6 is now a 5. What do we think?

The last thing is the Monster's Stats. I think we need to play a game with our as-of-yet-incomplete Character Generation system before we tweak their adversaries, but if anyone wants to, please post here.

Next post? The Adventure Book. Post after that? Cards *shudders*.
9/Apr/2005, 4:06 pm Link to this post Send Email to Timberwulf  
 
**legacy user**
Lord
Local user

Registered: 04-2003
Posts: 128
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


No problems then? Okay!
12/Apr/2005, 12:48 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 - Spellcasting (Basic) and the Tables


Roll on the Adventure Book.
(not literally. You'll damage it.)
12/Apr/2005, 2:15 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
thecustodian Profile
Live feed
Blog
Friends
Miscellaneous info

God
Global user

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


Stop groaning, proles, I may have resurrected a post you thought long dead, but it's for your own good. One day you'll thank me.

What was I saying? Oh yes. I thought about the wizard spellcasting. Why don't we impose a few rules about how many spells he can cast per turn? Clearly, it's far more important with 'chance' casters, but in my New Order (sorry, the democratically created 2nd Edition) it's more likely to be needed.
So: how about (at first level);
3 spells if he only spellcasts
2 spells if he spellcasts and makes no attacks (but may move, apply bandages, consider the lilly, etc)
1 spell if he attacks as well (regardless of whether he moves, etc)

Is this too narrow a matter for the open forum?
7/May/2005, 5:03 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


I'll need someone else's opinion before I can decide, though I note that The Custodian most likely has played Dark World in his life :P.
7/May/2005, 8:38 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Sudden Real Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 12-2003
Posts: 104
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


I have to put my veto against this (yes, I have a veto, it's not my fault you missed that meeting), IF (and that's a big if) the number of spells he can cast doesn't go up as he advances (like the Elf Ranger).

I always thought the Elf Ranger was a sucky spell caster due to his limitations of spells per turn. In low levels there are no problems, but the higher level monsters have a Magic Resistance and even Magic Dispel. For example: the Chaos Dwarf Sorcerer (yes, I know I said to leave out the Chaos Dwarfs in an other post, but nothing is decided yet, is there?) has a Magic Dispel of 4+ and a Magic Resistance of 4+, and he's a level 4 critter. After that it only gets worse. What's the use if the Wizard can heal to save a near dead warrior if it gets dispelled anyway?

Example: the warriors run into the Chaos Dwarf Sorcerer and his minions while the Wizard rolled a 4 in the Power phase. One of them dies. Normally the Wizard has 8 Power (4 from the roll and 4 from his level) so he should be able to cast healing hands 4 times (cost: 2). With the rules proposed by the Custodian, the Sorcerer just needs save 3 times instead of the 4 times the Wizard could have casted. And then he's not even allowed to do anything else! If he for example moved to escape pinning and save his own backside, he can only cast 2 times. It may be only one spell more, but it could be the spell that saves your sorry behind.

So maybe increase the amounts of spells as he goes up in title. A Novice has 3, 2, 1, a Champion 4, 3, 2, a Hero 5, 4, 3 and a Lord 6, 5 and 4.

Just a thought, but I don't agree with just 3, 2 and 1.
7/May/2005, 10:26 am Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
Black Drazon Profile
Live feed
Blog
Friends
Miscellaneous info

Lord
Global user

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


And then, at the final moment when the Sorceror misses his dispel... he realises we cut Healing Hands from the spell list for being a cheap piece of s***! The GM is confused as to what to tell the player...

lol, sorry. Had to.

Last edited by Black Drazon, 7/May/2005, 1:24 pm
7/May/2005, 1:24 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Boyinleaves Profile
Live feed
Blog
Friends
Miscellaneous info

Hero
Global user

Registered: 05-2005
Posts: 59
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


If you're going for generated warriors, rather than ones with exactly specified statistics, why not have the number of spells he can cast a turn related to his initiative, either intellectual or regular?
It's supposed to be a rough indication of a warrior's speed after all.

I personally don't even allow the wizard to cast any spells outside of his own turn, even healing. He gets an 'opportunity' phase after the power roll, and before the end of turn in which he can cast a healing spell (or a defensive one at the start of the turn), but otherwise all of his spells are limited to his own turn. In my games however, warriors have the potential to last longer than one turn on zero wounds, so limiting his spellcasting in this way isn't quite so drastic. I prefer it, however, to simply letting the wizard let off a healing spell at any time to save the dying trollslayer, even while he himself is busily fending off the advance of two or three rampaging ogres. Just how long does it take to cast a spell anyway?

The number of spells a wizard can cast per turn needs to be limited, and I think Sudden Real's interpretation is pretty accurate here, it's somewhat in line with what a Ranger Mage is capable of, with a +1 bonus for not attacking, and a +2 bonus for not attacking and not moving. Maybe make a wizard able to cast a number of spells equal to his initiative, allow him two more if he doesn't move, then subtract one for each attack he makes? This method would get shot to hell for elven spellcasters though, unless you used intellectual rather than physical initiative. I would assume intellectual initiative would be about the same between most races for spellcasting warriors.

Sorry, too complicated isn't it... I'm probably not helping here, just tell me to go away if I'm annoying you...

Last edited by Boyinleaves, 7/May/2005, 5:30 pm
7/May/2005, 3:27 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
thecustodian Profile
Live feed
Blog
Friends
Miscellaneous info

God
Global user

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


Heh heh heh, arguments and strife!
Dark World- a quick google search tells me I haven't, but would like to.
Spells- Yes, I did mean to improve the amount one could cast as the chappie gains levels. I did have written down an idea for when the wizard has more attacks, where he can give up 2 attacks per new spell, or something, instead of having no attacks at all. Plus there were spells like my favourite Firehammer which are attacks...
(I love that one: you feel compelled to say 'FIRE-HAM-MOR!' in a loud voice as you strike down your foe)
Intriging about the Ranger Mage...

I also want to tinker with ideas about Magic Dispel and Resistance. Not sure if I will, though.
7/May/2005, 5:27 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
thecustodian Profile
Live feed
Blog
Friends
Miscellaneous info

God
Global user

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


And of course, the new Intelligence Stat would be of use here.
7/May/2005, 6:01 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Page:  1  2  3  4 





You are not logged in (login)