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


Maybe the warriors could all go to an arena or a fighting pit, and bet on the outcome of an actual fight between one of the warriors and a gladiator, or something similar. If you want a fun sideline for warriors to pursue in a town, give them something that they can all be involved in at once, but keep it simple.

Warriors could have a wrestling fight, where they can't use any items, armour or weapons, and the only factors are the warrior's and his opponent's weapon skills and strengths.

Maybe they could have a contest of agility, like walking a tightrope, or a game of strength.

There could be multiple games, using the different characteristics, and each of the other warriors could bet for either the success OR the failure of their comrade if they wanted to. The games would still be simple and based almost entirely on chance, but the players could all be involved.
7/May/2005, 6:21 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


That sounds interesting, Boyinleaves.
8/May/2005, 3:14 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Boyinleaves Profile
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Hero
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Registered: 05-2005
Posts: 59
Re: WHQ 2nd Ed - Travelling and Settlements


Okay, here's what I'm thinking for the Gambling House.

When the warriors go to the gambling house, one of the warriors may attempt to win at a competitive game of strength, speed, skill, intellect or accuracy.

The games use the following characteristics:
Strength - Strength
Speed - Initiative
Skill - Weapon skill
Intellect - Intellect, or Intellectual Initiative
Accuracy - Ballistic Skill


Once the participating warrior has chosen his game, he rolls on the following table to determine the skill of his opponent: Roll a d6

1 - Opponent's attribute is 2 greater than the warrior's.
2 - Opponent's attribute is 1 greater than the warrior's
3 - 4 Opponent's attribute is equal to the warrior's
5 - Opponent's attribute is 1 less than the warrior's
6 - Opponent's attribute is 2 less than the warrior's

Each warrior may choose to place a bet on the outcome: whether the warrior wins, loses, or the match is a draw. The warrior who takes the challenge may only bet on himself to win, but the other warriors may bet on whatever they like. Each warrior may bet up to say 500g per round. Warriors place bets after the skill of the opponent has been determined, so that they can pick the short or long odds.

Then, both the warrior and his opponent roll a d6 and add their respective statistic values. The person with the highest score is the winner. If the warrior wins, he gets a payout appropriate to the skill of his opponent, if he loses he gets nothing. If the scores are equal, then the match is a draw. Only warriors who bet specifically for a draw win money on one.


Depending upon the relative skills of the participants, each bet pays out more or less winnings.
If the winning warrior's skill was less, then the payout is more, reflecting the worse odds.
For a skill deficit of 1, the payout is 2.5 x the original bet
For a skill deficit of 2, the payout is 3 x the original bet
If the winning warrior's skill was more, then the payout is less, reflecting the better odds.
For a skill advantage of 1, the payout is [sign in to see URL] times the original bet
For a skill advantage of 2, the payout is 1.5 times the original bet.
If the match was a draw, any warrior betting for that outcome gains 4x his original bet.
If the winning warrior's skill was equal, then the payout is simply double.


Alternatively, the table for an opponent's skill could be made so that each result gave a specific value, rather than a comparative bonus, so that participating warriors had more of a chance to win. This would offset the fact that they really gain no advantage out of the current proposed rules.

I know, I have too much time on my hands.
That's it... I'm going to bed...
9/May/2005, 9:53 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
thecustodian Profile
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God
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Registered: 04-2003
Location: The Temple
Posts: 809
Re: WHQ 2nd Ed - Travelling and Settlements


Nice rules... beyond and above anything else that gets decided; these are going into my settlements.
I might suggest that there is only one or two types of game available at each place. Laugh as the Wizard is beaten to a pulp in the arena! Chortle as the Dwarf plunges to his death from the tightrope! Taunt the Barbarian's attempts to solve the Gordian Knot! Mock the Elf as he collapses with his pint, his brains slowly oozing out of his ears!

You could have an Endurance game with Toughness...

Just some thoughts and opinions.
9/May/2005, 10:11 pm Link to this post Send Email to thecustodian   Send PM to thecustodian
 
Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


Looks good, Boyinleaves.
10/May/2005, 6:52 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Boyinleaves Profile
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Hero
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Registered: 05-2005
Posts: 59
Re: WHQ 2nd Ed - Travelling and Settlements


Hehe, Dwarf on tightrope emoticon

Er, I've just spent a bit of time making some rolls and playtesting these rules .

My original idea, basing the opponent's skill, or difficulty of the game, off the warrior's statistic is not so viable.

This table:
1 - Opponent's attribute is 2 greater than the warrior's.
2 - Opponent's attribute is 1 greater than the warrior's
3 - 4 Opponent's attribute is equal to the warrior's
5 - Opponent's attribute is 1 less than the warrior's
6 - Opponent's attribute is 2 less than the warrior's

needs to be replaced with something like this:
1 - Opponent's attribute is 8
2 - Opponent's attribute is 7
3 - Opponent's attribute is 6
4 - Opponent's attribute is 5
5 - Opponent's attribute is 4
6 - Opponent's attribute is 3

Otherwise, you aren't really taking into accout the relative skill of each warrior, and a Wizard could partake in a strength contest with an equal chance of succeeding as the Barbarian.

Having only a couple of different games at each settlement would be more sensible, too then. Thanks Custodian, for pointing that out.
11/May/2005, 2:55 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


This also seems sound, though I figure it's just a manner of time before another post comes in saying that the warrior's opponent would be chosen based on them. *waits to see*
12/May/2005, 3:49 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
golembane Profile
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Lord
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Registered: 08-2004
Posts: 100
Re: WHQ 2nd Ed - Travelling and Settlements


Not to bad of rules, but I'd more then likely limit this to only larger cities.

Smaller cities don't take to contests to well since they are constently being assaulted by the creautres lurking in the dark.

Maybe that would be a possible option... Say that villages only have access to a certain number of the 'extra' areas to visit, while Cities have abroader range of those same places to visit.

Example being: A village may just have the alehouse/inn... It's not alot but it gets some income from passer-bys that happen through.

A city though could have the arena, Inn/alehouse, and a couple other places since they are larger and can afford to have much more options.

*EDIT* Ok that stunk for me trying to explain what I meant... Anyways here is the better way...

So you have
location A
location B
location C
location D*
location E*
location F**
location G**

So you have 7 different locations. Villiages could only have the locations without any * next to then(So location A-C), but these could be random depending on a die roll.

A small city would have access to location A-E Since it has a bit more funds and could potentially havemore for warriors to do.

Now a large city would have access to all the location but still random on which ones show up... So maybe a large city get 4 of those options where as a village would only get to roll for one of theirs.

Last edited by golembane, 13/May/2005, 1:21 pm
13/May/2005, 1:10 pm Link to this post Send Email to golembane   Send PM to golembane
 
Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


I think we're all assuming this, but it's best I put it down that the locations that are "always" in a village (alehouse, inn) would naturally be in every larger settlement. It's the other ones that are randomly selected from.
14/May/2005, 3:23 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Black Drazon Profile
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Lord
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Registered: 04-2005
Posts: 217
Re: WHQ 2nd Ed - Travelling and Settlements


We will have to return here later to fix individual items and that has to wait for three other discussions (Deathblow, Armour, Treasure) to close. We'll have to return later still to clarify Travel. I want all other Settlement and Travel discussions finished in 3 days.
14/May/2005, 3:35 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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