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Kanin Profile
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Novice

Registered: 12-2004
Posts: 9
Re: WHQ 2nd Ed - Travelling and Settlements


I would like to see all aspects of town. Yes the meat of the game is in the dungeon, but i think it adds to the character when something happens to them cause of a roll on a town event. We've actually recounted stories of distinct things that have happened to our character because of a town event. I would like to at least see them in the optional rules already made up & done, as if i was goingt o go through all the trouble of making up the town then I would just be DMing an rpg. Usually we play Warhammer on the nights that we cant get everybody together for a game, which is quite frequently.
29/Apr/2005, 7:05 pm Link to this post Send Email to Kanin   Send PM to Kanin
 
Black Drazon Profile
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Lord

Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


You're quite right, Kanin. I personally had a Barbarian waste his luck points every settlement visit trying to get his second shot at the bull that flattened him :P. But the fact is the settlement rules are broken beyond the repair we, trying to fix the entire game et al, are apparently (:S) capable of doing. They'll go in the Optional section with a note as to why they're there and, like the Weapon rules in Blood Bowl, will be dealt with at a later date.

(Though hopefully they'll be finished someday, unlike the weapons in BB)

Seriously though, does anything need to be fixed in the Settlement shops? Besides the Trance Stone? We have to fix the Trance Stone. (We also need to fix the animals, but that needs our new Travel system).

As a manner of survey more than anything, who actually uses the Alchemist, anyways? lol. I always forget about it when I pick up useless, low-value stuff like the Quarg Boots.
30/Apr/2005, 2:47 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Travelling and Settlements


Well, I've never been into the gambling house, but that might just be down to my natural piety. Speaking of which, the temple is pretty pants. Scrap that and stick in temples for actual gods. Shallya, Morr, Sigmar, Ulric...
I was going to mention light sources from the general store. Are there going to be lanterns in the new order? :P
30/Apr/2005, 4:47 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Sudden Real Profile
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Lord

Registered: 12-2003
Posts: 104
Re: WHQ 2nd Ed - Travelling and Settlements


I agree on the Gambling house, never really saw the point of that.

As for temples of different Gods... Are you up to the task of writing several different BALANCED tables for this? It sounds hard and I bet it's even harder to do. Maybe it's possible if the tables crossed over, but first we need to get a list of all the (major) Gods and what they represent.

I would keep the Alchemist though, it's a good place to get rid of things that are either too cheap to sell or can not so easily be discarted.
30/Apr/2005, 4:58 pm Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Travelling and Settlements


Balanced? Pshaw! You sound like a member of the Old Faith! Witch! Burn the Witch!
Sorry about that... never bothered much with the old balance malarky. Anyway, I didn't say I was going to write them. I've got my hands full with Starting Equipment at the moment.
Actually, I don't know. How hard would it be? You just pick a load of benefits like in the generic temple, the Wizards' Guild and the like, figure out appropriate sounding names, and there's your core.
Still, the current trend is to reducing settlement locations. Perhaps introducing further temples is asking a bit much.

I guess it might be due to the fact that I've just finished reading 'Witch Finder'... Black Guard templar of Morr, anyone? Necromancers, beware... :S
30/Apr/2005, 5:07 pm 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 - Travelling and Settlements


Theres around 10 different MAIN gods in the Empire. Would there be a reason to come up with that many special locations?

I mean I can get in my WFRP materials and dig out a few names but the ones I remember off the top of my heads are Sigmar, Taal, Morr, Manaan, and Ulric. Theres also a couple female goddesses as well that I know I'm missing.

Just seems that it's more working then needed for the game. I think we all want a game thats 'Easy to learn, but hard to master'.
30/Apr/2005, 6:33 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 - Travelling and Settlements


Okay, no more Gambling Hall seems to be the consensus. And golembane is right, we don't need 10 more Temples... but I guess we should keep the one.

As for the Trance stone, we should upgrade it to like D6 wounds or something, maybe the cost should go with it.
1/May/2005, 6:15 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 - Travelling and Settlements


Good idea, never saw much use to that Trance stone... why waste a turn to heal one wound when the wizard can do it for free? Now 1D6 wounds, that's a whole other story...
1/May/2005, 6:28 am Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
Blackheart Ranger Profile
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Hero

Registered: 04-2005
Posts: 52
Re: WHQ 2nd Ed - Travelling and Settlements


I dont think I agree with the removing of the the gambling den. If its needs fixing, lets fix it. Remember that we are representing a lot of players that have all different styles of playing, and the example of this is all the homemade rules of stores like Araby shop, Dwarf guildmaster,Jewelers, Fastfood, Haunted mansion, aso aso

I think I rather like to take in a fiew new ones instead.
1/May/2005, 7:33 am Link to this post Send Email to Blackheart Ranger   Send PM to Blackheart Ranger
 
golembane Profile
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Lord

Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Travelling and Settlements


Heres a simple idea. Lets keep all the places in the book.

BUT(Always a but isn't there) you have to roll on a city chart and denote which villiages, cities, etc has what.

So per se a villiage only get 1 roll. So they'd have whatever establishment they roll plus the general shops. Where as a city would get 2-3 places in addition to the normal shop.

This way the rules are still in there and should players just want to make a fast trip to town without dealing with the gambling house then it might not even exsist anyways.

Kind of a rough idea I know.
2/May/2005, 2:29 am Link to this post Send Email to golembane   Send PM to golembane
 
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