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thecustodian Profile
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God

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


Interesting... I had considered generating a city (or smaller) that had a certain number of districts or quarters. Poor Area, Temple District, Dwarf Quarter, Quality Apartments, etc.
Once you figure out which are there, you will find certain places in each.
Similar idea, really.
2/May/2005, 2:43 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Black Drazon Profile
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Lord

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


I like that idea, and I especially like The Custodian's method to it. It would add some spice to our "tres Mordheim" system. I would say every town has the basics and the rest are divided into districts... but only if we can make that work. If we find that too many districts have too few things in them, Golembane's solution would be best.

Can anyone think of how to fix the Gambling Den?
2/May/2005, 4:51 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Blackheart Ranger Profile
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Hero

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


quote:

golembane wrote:

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.



I think this is a good idea. Easy, fast tablerolling
2/May/2005, 5:56 am Link to this post Send Email to Blackheart Ranger   Send PM to Blackheart Ranger
 
Boyinleaves Profile
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Hero

Registered: 05-2005
Posts: 59
Re: WHQ 2nd Ed - Travelling and Settlements


Warriors get luck don't they?

Well, to give the warriors the slightest advantage at a gambling house, allow them to use their Luck to add +1 to a roll in the Gambling House. A warrior could use this only once per roll, and would have to declare it beforehand. A 1 would no longer be a loss, and a 5 or 6 would be a win. Just seems to be one instance where Luck would be a particularly prevalent statistic.

Perhaps they could also cheat a little bit, by making an initiative test to see if they're found out, and if they are, then they lose their bet and get beaten up etc. If their test passes, they get +1 to the roll as with luck.


I'm wondering what people think about the idea of each settlement possibly being under the influence of a particular event or series of events when the warriors reach it, that effects all warriors equally, rather than individual settlement events, which I feel are more a roleplay game's domain than anything. For example, when the warriors arrive, they roll on a table, and have results such as:

2 - The settlement is being affected by plague and it is dangerous to stay there. Warriors might get infected, -1 T.

3 - There is a trade embargo happening, all stock ratings are +1

4 - There is a hostile army approaching, the warriors can only stay a day or two unless they want to get trapped under siege.

5 - 10 Nothing particular happening

11 - Visiting Nobility. All stock ratings are at -1 as traders attempt to supply as much merchandise as possible during the visit, but living expenses are increased.

12 - Booming Economy. The economy of the town is thriving, and all items cost 10% less.

These global events could be made suitably generic in order to make such a smaller table more generalisable.
6/May/2005, 8:31 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
Black Drazon Profile
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Lord

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


Maybe Boyinleaves, but I would prefere we still with th eventless settlements in the main rules as they waste less time. We'll discuss the tabled versions later.

Hmm, you're suggesting luck, instead of re-rolling, would give +1? From my calculations... okay, I suck at math. Which one is better odds? I think they're the same, but forget how to prove it.
7/May/2005, 8:30 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Boyinleaves Profile
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Hero

Registered: 05-2005
Posts: 59
Re: WHQ 2nd Ed - Travelling and Settlements


Yeah, pretty sure that the chances of a 6 on either of 2 rolls is the same as a 5 or a 6 on one roll, but the advantage would be that if you decide you are going to be lucky this time around, then you wouldn't have a chance of losing.
 
Using 1 luck to give you +1 would equate to a 1/3 chance of winning, whereas if you just used luck to reroll, there is absolutely no advantage to the player, you still, on a second reroll, have exactly the same chances of winning and losing as you did on your first roll.

As to eventless settlements... In the basic rules, absolutely. All you want to do with them is make sure the standard gameplay, dungeon bashing, is smooth and uninterrupted, so the quicker settlements are dealt with, the better.
7/May/2005, 9:26 am Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
Sudden Real Profile
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Lord

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


But you do seem to forget the Rule of 1 and 6, which can not be tampered with.

A 1 always fails, a 6 always succeeds, even how modified the roll is.

So the warrior would still have a chance of losing in the Gambling house, even though his chances of winning have increased.
7/May/2005, 10:29 am Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
Black Drazon Profile
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Lord

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


Once again, I'm not sure the Rule of 1 and 6 applies here. I think we should revoke an earlier policy and fix the rule so we know just when it applies, instead of leaving it up to the player (for example, we decided it applies to To Hit, but not Wounding).
7/May/2005, 1:22 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Boyinleaves Profile
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Hero

Registered: 05-2005
Posts: 59
Re: WHQ 2nd Ed - Travelling and Settlements


Yeah, I did think about it, but there are several times when its application is dubious. In this example, I think that invoking a warrior's luck to make him likely to win at cards or dice or whatever the gambling house involves excluding the chance at failure. Fair enough, in my opinion, as you would have to use a valuable point of luck for only a chance at winning.

If people are serious about altering the Gambling house, maybe there could be games in which the stakes could be increased, but so could the risk, ie a 2d6 roll where 2-3 loses your money, and 11-12 wins or something. Maybe this would make a luck bonus more appropriate, as the 1 and 6 rule wouldn't obviously apply to a 2d6 roll?
7/May/2005, 1:37 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
thecustodian Profile
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God

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


What is this I find? Blasphemy against the Holy 1-and-6?
Perhaps a more advanced table as Boyinleaves suggests might be of use.
I'm not much up on gambling, but I'm pretty sure there's more than one way to deal a pack.
7/May/2005, 5:53 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
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