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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 - Linking Games (what a concept)


I like this, and am willing to include it with the following changes to the rules in general.


1) Wizards can only cast spells in their own turn, including Healing.

2) I still don't like Healing Hands under these circumstances, but would like the group's opinion.

3) I still don't like the "Soulstone-like Ressurection" Boyinleaves proposed based on this system, but would like the group's opinion.

4) 1's on recover attempts must always fail. This can be modified in house rules, but medical logic stands behind Boyinleaves opinion.

5) Healing spells should have varying levels of impact based on the number of wounds they would normally heal (You can't possibly be implying that (Cure Small Wounds giving the same chance at recovery as Tissue of Life? No way!). Also, Create Food cannot help a downed warrior, mostly because provisions do not.

7) I still want the group to debate resurrection in town.


I also have a question about the system: the major injuries that effect a warrior on a D6 roll of 1. Does your group remember to do this, Boyinleaves? I know my group forgot about stuff like this all the time, I'm just curious.
10/May/2005, 1:55 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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Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Linking Games (what a concept)


Hi
Pretty nice, seems quite fair. I tried my own system some time back, but never got it into a proper shape. I included bleeding wounds and things that required bandages, but apart from that your table has everything and more.

I would personally drop the thing about spellcasting monsters. It seems a bit much to keep track of.
10/May/2005, 4:01 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 - Linking Games (what a concept)


Hmm, he's right.
10/May/2005, 7:02 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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Hero
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Registered: 05-2005
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Re: WHQ 2nd Ed - Linking Games (what a concept)


Ditch the monsters going down rules, although they only come up infrequently, they can be a real bother to deal with.

Hmm, just rereading my rules, I don't think I mentioned anywhere that I only allow warriors to use healing items and such on downed warrior if they are unpinned. Never liked GWs idea that provisions(!) and bandages(!) could be used on warriors on 0 wounds by pinned warriors. Thus, I give wizards one chance at the end of the turn (and the beginning, but that's not so relevant) to cast a single healing spell, as a last ditch chance to save a warrior. Else, all of a wizard's spells are cast during his own turn. With the proposed initiative rules this would be very important, otherwise there might be no chance to save a warrior if they have no adjacent, unengaged comrade.

As to Black Drazon's query about Serious Injuries and effects like Poison, when a warrior is reduced to 0 wounds, he is IMMEDIATELY affected by stat loss from poison, plague, etc., and also suffers a Serious Injury. This gives warriors lots of incentive to stay above 0 wounds. Not sure whether that was clear in my doc, I typed it up pretty hurriedly, from notes that were scattered across several pages.

As to his comment about healing spells having more beneficial effects, that didn't come up much in my games, because the wizard always used his lowest cost healing spell anyway. Still, there should definitely be some rule to govern this.
 Perhaps anything up to the first 5 wounds healed by a healing spell goes towards stabilising the warrior, and anything beyond that actually heals him?


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thecustodian Profile
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God
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Re: WHQ 2nd Ed - Linking Games (what a concept)


Aren't the poison and disease rules a bit pointless? Well, not pointless as such, just fairly redundant. I always thought it might be better to have a warrior become poisoned after a poison attack, regardless of whether it took him to 0 wounds. The toxin affect a stat for a time, or give him some time to find a cure before it killed him... I don't know. And I would love to be able to infect warriors with diseases.
Ahem <hiding alter to Nurgle> aside from that specific criticism with the original rules, it sounds like it fits in well.

Perhaps 1 wound per title gives +1 on the table?

EDIT- one old set of rules had the warrior surviving a number of turns equal to Toughness before expiring.

Last edited by thecustodian, 10/May/2005, 11:04 am
10/May/2005, 11:03 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Boyinleaves Profile
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Hero
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Re: WHQ 2nd Ed - Linking Games (what a concept)


Don't have any stuff with me right now, so I can't check, but the rules for Paralysis, I believe, cause any warrior injured to suffer -1 Movement at the end of the turn.

If this were adapted to poison and plague, and warriors injured by these effects had their Strength or Toughness reduced by one at the end of the turn, respectively, then the effects would become a bit more dangerous and useful. Perhaps warriors could target strength and toughness loss with healing potions, or even specific items like antidotes or vaccines (yeah, maybe "disease cure potion" would be a better term) so that they wouldn't die from excessive statistic loss. Or the wizard or 'healer' would have to learn specific spells to target these conditions.

Custodian, I do like the idea of warriors dying after so many turns. Poison would, I take it, allow a warrior to survive a number of turns equal to Strength then, and Plague allow him to survive a number equal to Toughness? Perhaps poison and plague could also, if you decide to adopt the Downed rules I wrote up, affect a warrior's roll to see if he stabilises by -1, thus reducing the effect of healing items, and increasing the chance the warrior will die each turn. The rules for permanent stat loss when reduced to zero wounds, I never really cared for, but maybe they are worth keeping.
10/May/2005, 6:03 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
thecustodian Profile
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God
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Re: WHQ 2nd Ed - Linking Games (what a concept)


Yes, the advantage here is that these dangers become a lot more real.
Poison- yes, something like that.
Plague- I had imagined this as being something more like a roleplay effect, but perhaps not.

And definetly yes to negative effect on 'Downed' roll. This could take the place of having a set time to find a cure?

Cheers
10/May/2005, 6:09 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Bruno Profile
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God
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Re: WHQ 2nd Ed - Linking Games (what a concept)


Hi Black Wolf,

Here's my opinion

quote:

1) Wizards can only cast spells in their own turn, including Healing.


Agree and disagree. Healing may be cast in reaction's phase

quote:

2) I still don't like Healing Hands under these circumstances, but would like the group's opinion.[\quote]
Remove this spells even if it costs 6

quote:

3) I still don't like the "Soulstone-like Ressurection" Boyinleaves proposed based on this system, but would like the group's opinion.[\quote]
Euhhhhh I must have a look

quote:

4) 1's on recover attempts must always fail. This can be modified in house rules, but medical logic stands behind Boyinleaves opinion.[\quote]
Agree

quote:

5) Healing spells should have varying levels of impact based on the number of wounds they would normally heal (You can't possibly be implying that (Cure Small Wounds giving the same chance at recovery as Tissue of Life? No way!). Also, Create Food cannot help a downed warrior, mostly because provisions do not.[\quote]
Agree for create Food
I am agree with you but the system will become heavier and heavier. Perhaps we can talk later of that part

quote:

7) I still want the group to debate resurrection in town.[\quote]
Too much complicated to implement. How the corpse is carried over 5 weeks of travel?
What will be the cost?


---
Bruno
10/May/2005, 9:52 pm Link to this post Send PM to Bruno
 
Black Drazon Profile
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Lord
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Posts: 217
Re: WHQ 2nd Ed - Linking Games (what a concept)


quote:

Boyinleaves wrote:
As to Black Drazon's query about Serious Injuries and effects like Poison, when a warrior is reduced to 0 wounds, he is IMMEDIATELY affected by stat loss from poison, plague, etc., and also suffers a Serious Injury. This gives warriors lots of incentive to stay above 0 wounds. Not sure whether that was clear in my doc, I typed it up pretty hurriedly, from notes that were scattered across several pages.



I don't recall asking this at all! But it brings up a point. I was asking if your group has ever suffered one of your effects, such as Stupidity, that involve a D6 roll every turn. I know when my parties had stuff like this, they forgot about them really fast.

quote:

Bruno wrote:
Healing may be cast in reaction's phase



I assume you mean the end of turn healing Boyinleaves suggested.


quote:

Bruno wrote:
I am agree with you but the system will become heavier and heavier. Perhaps we can talk later of that part



Hmm... perhaps we should make it so the healing spells have a value written in each of them, showing what bonus they apply? Just a suggestion.


quote:

Bruno wrote:
Too much complicated to implement. How the corpse is carried over 5 weeks of travel?
What will be the cost?



Umm... by mule? lol, good point. This looks less and less likely.
11/May/2005, 6:24 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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Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Linking Games (what a concept)


quote:

How the corpse is carried over 5 weeks of travel?


Why, by the exercise of foul necromancy! Why carry a corpse when it can carry itself!
Sorry for interrupting.
11/May/2005, 8:03 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
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