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Timberwulf Profile
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Lord

Registered: 04-2003
Posts: 128
WHQ 2nd Ed - The Cards


Dungeon Cards! Event Cards! Treasure Cards! Get our your decks, ladies and gentlemen, we're on the final stage of the Basic Game! No more... erm... n00b... rules... (does not say n00b for years afterward).

I say... no more Dying Dwarf Prospectors! What's wrong with dead ones? Or keys under rocks, I say?!?!

We'll also need to clarify that Hellmace as discussed earlier, not to mention all other issues related to it.

It's a broad topic... so broad I don't actually expect any responses. Come on, people, you can do it!
13/Apr/2005, 11:18 pm Link to this post Send Email to Timberwulf   Send PM to Timberwulf
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - The Cards


Must...overcome...overwhelming desire not to...respond...on...such...a...momentous...and...yet...strangely...attractive...
Sorry, I am a fan of Cheddar Gorge.
Yes, cards. I am myself something of a fan of the DDP, given his remarkable ubiquity through the WHQ world.
Some time back I made a list of all the events and event cards I knew and divided them into 6 (what other number would do?) types. Off the top of my head they were catagories like 'Trap', 'Ambush', 'Encounter', 'Accident', 'Discovery' and something else. I'm not sure if this is any good to anyone?
And as for treasure cards... ohh, mercy.
13/Apr/2005, 11:49 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Timberwulf Profile
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Lord

Registered: 04-2003
Posts: 128
Re: WHQ 2nd Ed - The Cards


What did you do to the cards once they were divided?
14/Apr/2005, 12:05 am Link to this post Send Email to Timberwulf   Send PM to Timberwulf
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - The Cards


It was really an unfinished plan... without an end in sight!
I think I sort of imagined figuring out what the proportion of each type of events were, maybe to suggest how many I should include in custom sets. It was also useful to have the various traps and encoutners together in one place.
I guess some types of events are more useful in certain situations. In an abandonned pyramid or underwater you won't be getting Encoutners. In the fortress of a mad wizard, there might be more traps.
As I said, I'm not sure if this is any good to anyone, but I thought I'd share...
14/Apr/2005, 12:45 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Timberwulf Profile
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Lord

Registered: 04-2003
Posts: 128
Re: WHQ 2nd Ed - The Cards


If you ever have anything solid, send it in. For now though, I think we'll stay with the normal Event cards emoticon
14/Apr/2005, 7:33 am Link to this post Send Email to Timberwulf   Send PM to Timberwulf
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - The Cards


quote:


For now though, I think we'll stay with the normal Event cards


Very wise! emoticon
14/Apr/2005, 7:38 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
golembane Profile
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Lord

Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - The Cards


For the second edition would we be as focused on the cards aspect asprevious editions or should they just be rolls which you can do in the core and RPG book?

Seems thats the way all of GW's games are rolling and we could easily make a D6 roll on an event chart which says roll on the ambush chart, roll on the treasure chart, etc.

To me I think the biggest downfall with WHQ was that it was so card heavy. Same with all the 2nd edition 40K and up to 6th edition WFB.

So the end result would be a 2 possibly 3 step flow chart. Wouldnt take very long and after a while players would start learning that event 45 is the cloaked stranger event.

Also seems if you take out the use of cards you nullify the chances of needing to constantly replace said cards should something unexpected happen to them(Get bent, soaked, whatever).

Just my 2 cents
14/Apr/2005, 9:09 pm Link to this post Send Email to golembane   Send PM to golembane
 
Black Drazon Profile
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Lord

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - The Cards


Golembane makes a good point. As much as I loved Warhammer Magic, I was very glad to see it go at the same time emoticon. Also, creating a card-less WHQ would allow any new Quester to pick up the game for about $15 worth of dice and printing ink (ink is expensive :P).

I can see this working for Event cards, which have a clear ratio of Monster to Event, but we'll need a new Dungeon Card system if we want to make this work. What do we think of the idea as a whole?
15/Apr/2005, 5:32 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Sudden Real Profile
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Lord

Registered: 12-2003
Posts: 104
Re: WHQ 2nd Ed - The Cards


We could use a die (like a D10 or something) to replace the Event deck, but I don't think you can dismiss the Dungeon deck so easily... I see no real alternative for that.
16/Apr/2005, 8:17 pm Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
TITANFORGE Profile
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Novice

Registered: 04-2005
Posts: 11
Re: WHQ 2nd Ed - The Cards


The Old Advance Hero Quest had room and corridor like Warhammer Quest.But you rolled for what was next.

you roll for what type of corridor is next,the chart would tell you if it was a T-corridor or a corner to the R or Left,as soon as you move were you should have LOS to a new Corridor You Roll.

Now if you get a passageway you roll to see what is on the end of it say one more corridor or a T-juntion. But in all tell your Heros do not have LOS to what is around the corner.

Room are only placed in/down passageways so for every passageway you roll for the number of doors and place them think it was 1D3.

as Heros move up to the door they can open the door as soon as they do roll. it my be a room it my be blocked door or the big Q room.

at the end of the Heros turn the DM/cup if your playing solo.Can take a counter from the cup

it my be a Trap counter Roll on hazz list. Thats if the DM whats to spring it on you He as the DM only knows if its a Trap, Monster,or a counter that lets his Monsters ambush you or escape you.To fight latter.(this helps if its the Q-Monster)

If its a room and you open the door roll to see the number of doors in the room if any and.for the Event if the chip from the cup says Event or the DM springs a Event chip from is hand of counters. He can play one counter/chip from his hand in his/monsters turn.
 
16/Apr/2005, 11:02 pm Link to this post Send Email to TITANFORGE   Send PM to TITANFORGE
 
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