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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 - Spellcasting (Basic) and the Tables


Dark World and its prequels were my favourite games once. While I can't say much for Dragon's Gate, I can say that if you bother to set the three of them up together, there's an indescribable sense of nerd-like pride to have all these 3-D Adventures ready for battle. :cool:

Specifically, what I was referring to was DW's turn system. A model, with a few "Village of Fear"-based exceptions, was allowed to move up to three squares, and each square not moved would allow one "action". Something to that effect.

I'll leave the magic system up to you, Custodian.
8/May/2005, 3:13 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Bruno Profile
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God
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Posts: 802
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


quote:

Timberwulf wrote:
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?


Of course we must roll on the table from adventure book
See this post
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quote:

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


In our game we allow wizard just to cast offend spell during its warrior Phase. Dion from its webquest game does the same. It's working pretty well.
I hope yo see your unconscious table soon.
Offensive spells can be cast during the Caster's turn in the Warrior Phase only.

quote:

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)


If we revised a bit the spell's cost, the fact that offend spell can be launch at one moment, the number of spells cast won't be important.
If healing hands is remove or the cost is increased the wizard will have a dilmena when casting spells. He'll prefers to keep his tokens.

What do you think?

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


The problem with allowing a wizard to cast as many spells as he likes limited only by the number of spell points he has comes when he has access to magical items like Chalices of Power and Orbs of Power, anything that grants him extra points of power. He can cast literally as many spells as he likes, particularly if he happens to be very lucky.

Spells probably can't be cast instantaneously. Allowing a wizard to cast unlimited numbers of spells seems to be a bit silly if some kind of incantation, gestural behaviour or thought process is involved in using magic.
9/May/2005, 8:19 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
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God
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Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


quote:

Boyinleaves wrote:

The problem with allowing a wizard to cast as many spells as he likes limited only by the number of spell points he has comes when he has access to magical items like Chalices of Power and Orbs of Power, anything that grants him extra points of power. He can cast literally as many spells as he likes, particularly if he happens to be very lucky.


Arghhh you're right.



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


BassJam's summary of the To Hit table tells us clearly which table is correct. The change shall be made! Though I guess we're sticking with the system from Quest, whatever.

Boyinleaves is right, though I think we do need to improve the number of spells based on title or level as earlier suggested. A few of the magic-related items might want to be changed to allow one or so extra castings in lieu of a use for their excess power.
10/May/2005, 2:09 am 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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Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


quote:

A few of the magic-related items might want to be changed to allow one or so extra castings in lieu of a use for their excess power


That seems a workable system.

As far as spells go, my plan for college wizards was to have about six spells per title. Before each adventure they pick the ones they want to use. Each turn they get a chance to cast a number of spells based on their other actions. They roll a dice and make up the deficit between the dice and the difficulty with power tokens, always using at least one.
10/May/2005, 4:05 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Black Drazon Profile
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Lord
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Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


Ah, I like that. Adventure sheets the world over will rejoice at no longer having 50 spells cramed into one tiny Skills box.
10/May/2005, 7:03 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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Hero
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Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


A limited number of spells sounds like an excellent idea, particularly if some were of use against particular monster types, so they could be valuable in a themed dungeon.

Custodian, I take it from your descriptions in character generation and up thread that your idea is that a wizard's spells would increase in power as he gains battle levels, if he is limited to knowing only a few from each school?

Although, the description of a Warrior wizard, as the typical wizard from WHQ is known, is that of a wizard capable of knowing the right spell to cast for any particular situation, their resources are more varied. Specifically, the roleplay book states that a hardened WHQ wizard would hold his own on the battlefield against the most powerful of imperial battlemages, whereas one of the college wizards would be lost (and probably dead) after a few hours in one of WHQ's subterranean caverns. Or something to that effect. I've always liked the idea of such a wizard, so I'm not sure how your idea of putting the colleges into WHQ actually sits with the lore there. Other than that, I believe it would be a good system.

The idea of magical items allowing an extra spellcast is excellent. They should probably be worn items like rings though, so that their use is strictly limited.
10/May/2005, 6:26 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
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God
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Posts: 809
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


Yes. In terms of fluff, the 'warrior wizard' is indeed our classic wizard. However, in terms of the psychotemporal physics of Warhammer Magic, these wizards would be somewhat unstable, to say the least. There will still be an opportunity to have this mixed bag of spells in the Hedge Wizard, who is less powerful, but more flexible.

You've got the right idea about the spells. Wizards will be able to tailor their selection to the constraints of the dungeon as well as their own playing style.
Some wizards, like the Elven High Mages, have access to all of the spells at their levels, and they also get to pick some from the devoted lores.

Spells will get cheaper and/or more powerful at higher battle levels.
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Black Drazon Profile
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Lord
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Posts: 217
Re: WHQ 2nd Ed - Spellcasting (Basic) and the Tables


He's right. A human with the mastery of two colleges would... how do I put this gently? EXPLODE. And one with knowledge of all 8 would... well he wouldn't have made it that far, would he?
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