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Black Drazon Profile
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Lord
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Registered: 04-2005
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Re: WHQ 2nd Ed - Armour Issues


Technically speaking we would have to rework the power of some high-level monsters, but really can you imagine being hit by a dragon? It would hurt, assuming you lived long enough to register it.

The counter-arguement is that the Dwarf would only take one out of every 6 hits. The damage caused by those 6 hits in the current system would come up about equal. However, with the system in place, weaker monsters/heroes are still capable of harming stronger.
3/May/2005, 8:18 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
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Re: WHQ 2nd Ed - Armour Issues


Ok I got ya.

Yeah we'd have to do a bit of reworking, but overall if we could work up slowly through the BL's selecting the weakest and the strongest and a couple inbetween and seeing how a fully armored and a fully unarmored hero does both one on one and in a party situation. We might be good to go.

Doesn't seem like it would add to much work. Just have to get the general feel and things should start falling into place. A greater deamon would be very close to a emporer dragon, but still with its own special deadliness.

Of course this spills right into the Monster changes thread...
3/May/2005, 11:32 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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Re: WHQ 2nd Ed - Armour Issues


lol, naturally. We'll be there soon, I just think it's important to finish up with everything we have on our plates first. We'll also need to work on Psycology and Warrior Development before we dare touch the monster rules, though Treasure and Magic can probably be held back if we see a major need.

Testing these rules is of great importance. If my (technically Greywolf's) theory holds fast and the WHFB system allows weaker models and advantage but stronger none, then we'll switch. If it doesn't turn out that way, then it doesn't matter huh? lol.
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Boyinleaves Profile
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Hero
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Registered: 05-2005
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Re: WHQ 2nd Ed - Armour Issues


Hi, I'm new to be posting on this forum though I've been lurking about for some time now. Thought I'd pipe in with one of the small rules about armour that I use in my (very infrequent, unfortunately) games.

Very simple: Instead of a shield providing a straight toughness bonus like other armour, I allow the warrior wielding it to reroll one of an attacking monster's damage dice per point of toughness the shield provides. This works somewhat like the parry skill from Necromunda and Mordheim. This is disallowed when a monster rolls a 6 to hit, indicating it has gotten past the warrior's defences.

With respect to helmets, I allow them to provide a toughness bonus ONLY when a monster rolls a 6 to hit, as was mentioned above

The rest of the time, on a 2 to 5 to hit, a warrior uses his toughness bonus from armour as a straight bonus, and the bonus from his shield as a reroll.


As to critical hit tables for extra damage on a 6 to hit... well, fun for a while, but it really slows down my games.

Just my humble opinion.

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Black Drazon Profile
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Lord
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Re: WHQ 2nd Ed - Armour Issues


I was never much of a fan of the "To Hit indicates damaged body part" system being proposed here, because it implies that the head is the easiest target to hit (after all, you do die if you get hit there :P). IMHO, the only good thing that came out of the multi-controversial Pit Fighter pack was the idea that a roll of 2 hits the head.

I think the final decision on armour and criticals will be made during hte monster testing phase set to begin after just a few more sections. There's just too many options to decide on one system or another, but in all respects Critcals are still being discussed.
6/May/2005, 9:23 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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Re: WHQ 2nd Ed - Armour Issues


I've been thinking about this for a few days BD, and I think I can see now what you mean about the 2 being the head, though now I'm of a different opinion entirely.

I think now that a to hit roll (determined as it is by the weapon skills of the combatants) is more likely indicative of the warrior's attempts to get past his opponent's guard/his ability to defend himself with his weapon. A natural 6 to hit could be thought of as completely overwhelming an opponent so that a warrior would have the opportunity to strike his opponent in a more damaging way. In this concept, the damage roll is more indicative of where warrior has hit his opponent than the to hit roll. Just wondering if anyone thinks the same, and whether that has any bearing on how criticals are dealt with.
11/May/2005, 4:16 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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Re: WHQ 2nd Ed - Armour Issues


You make a good point, but seeing as how it is the six that stays common throughout the to-hit process (when clearly the hitting of Bloodthirsters is almost never contacting anything vital), it might be a better argument for a critical to occur on a Damage roll of six instead of To-Hit. This becomes awkward as DD increases, though. Any ideas?
12/May/2005, 3:57 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Sudden Real Profile
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Lord
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Re: WHQ 2nd Ed - Armour Issues


The answer is actually pretty simple. If you roll more than one damage dice, the critical hit only affects the die that rolled a natural 6. Since you're opponents have become better too, you're less likely to hit a very vital spot, but still good enough to hit something vital.
12/May/2005, 1:44 pm Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
Boyinleaves Profile
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Hero
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Re: WHQ 2nd Ed - Armour Issues


Nice one. That could actually work really well.
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golembane Profile
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Lord
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Re: WHQ 2nd Ed - Armour Issues


Problem is that we'd have to slow combat down to see which die get a crit if any. We can't do mass rolls, and let the players say the critical order because it'll turn out:
1,2,6,4 as rolls and the players would of course take the crit as the first attack.

We'd need it where we roll one attack at a time and deal it with completely before moving on. This way Critcals are dealt in the sequence in which they are attained.
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