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Lord

Registered: 09-2008
Posts: 87
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Some questions for beginner


Hi everyone,

I'm new to WHQ and got some questions regarding the gameplay and rules, as they are not always clear in WHQ. I hope you guys can help me...


1. The definition of armour is not quite clear to me. Chars like Trollslayer or Assassin are not allowed to use ANY ARMOR - like body armor, of course, but what about helmets, shields, cloaks, furs or gauntlets??

2. Barbarian: Is the Berserker test at the beginning of each round compulsory or can the player decide?

3.Bretonian knight: "It is dishonourable for the Knight to use missile weapons, magic other than magical hand-to-hand weapons, magic armour or a healing potion."
I'm not a native speaker of English, so is my definition right: he may use magical hth weapons, magic armor and healing potions?

4. Alchemists laboratory: Could I just buy a cheap knife, arrows or even a rope and turn it into heaps of gold the next day?

5. There seems to be a discrepancy between the treasure cards and the items in the RPG book: Who is allowed to use scrolls? Only wizards/spellcasters?

6. Sometimes warriors use extra eamage dice (e.g. higher battle level). Does this bonus also apply to missile attacks or just melee?

7. Multilevel Rooms: Is the +/- modifier also applied to missile attacks, e.g. shooting at a model on a higher level (even on stairs) gets -1?

8. Fear: Is the to-hit roll also modified for missile attacks?

9. When can a warrior change the armor or weapon he is using? And when can equipment be exchanged between the warriors?

10. How is a willpower test carried out?

11. Wizard's level-up: "Once you have determined which casting number spells your Wizard hast learnt, choose whether each is a healing, attack, defenisve or special spell". So can I decide for each spell which one it should be, or must all be of one group (eg. just healing spells)?

For now, this should be all. I appreciate any help from you guys!!

thanks

18/Sep/2008, 12:08 am Link to this post Send Email to Sardaukar74   Send PM to Sardaukar74
 
OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1273
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Re: Some questions for beginner


quote:

Sardaukar74 wrote:

1. The definition of armour is not quite clear to me. Chars like Trollslayer or Assassin are not allowed to use ANY ARMOR - like body armor, of course, but what about helmets, shields, cloaks, furs or gauntlets??



The term armour is definitely used rather loosely in this regard. It most definitely does refer to helmets, shields, furs for certain warrior restrictions.

The Trollslayer definitely is one of these and is even more restrictive in that he doesn't even use some non-armour items which could offer protection.

Some Warriors' rules specify that they cannot use armour, but can use a shield or furs. In such a case the term armour is more specifically defined as body armour (like chainmail, heavy armour, light armour and etc...).

For instance, the Witch Hunter is allowed to use a shield and Furs but doesn't wear armour other than his Gorget. Here we would say that armour is defined mostly as body armour and helmets.

(EDIT: The warrior's own rules will usually make clear what is meant by armour. Sometimes, you might have to read in the advanced rules section for the warrior in question.

quote:

2. Barbarian: Is the Berserker test at the beginning of each round compulsory or can the player decide?



Different people interpret this differently. I think the wording could have been better for this skill. I personally see it as compulsory. To me, the Barbarian is a berserker; it is part of his nature. Therefore, I enforce that he must roll each turn in combat until he goes berserk or until all enemies are slain.

quote:

3.Bretonian knight: "It is dishonourable for the Knight to use missile weapons, magic other than magical hand-to-hand weapons, magic armour or a healing potion."
I'm not a native speaker of English, so is my definition right: he may use magical hth weapons, magic armor and healing potions?



The words other than changes the sentence to now listing the things he is allowed to use. So, yes, he may use these things. However, he never uses anything other than his knightly armour. Therefore, again, the term armour here refers to shields and helms especially.

In reference to missile weapons, he is supposedly NOT supposed to use them, but if he does he will suffer a penalty to his honour points.

quote:

4. Alchemists laboratory: Could I just buy a cheap knife, arrows or even a rope and turn it into heaps of gold the next day?



The simple answer is YES for things made of metal, but NO to other things (such as rope). Quote: turn base metals into gold. However, please note that you can only have any one unused item of equipment or treasure. Therefore, you only get to try this once per settlement and only for one item.

quote:

5. There seems to be a discrepancy between the treasure cards and the items in the RPG book: Who is allowed to use scrolls? Only wizards/spellcasters?



Always follow the letter designations: BDEW which stand for the four warriors which come with the game. Some scrolls may only be used by a wizard or perhaps another spellcaster, but some seem to be usable by others. To be sure, follow the letter designations AND the particular Warrior's rules. For instance, the Trollslayer NEVER uses spell scrolls.

quote:

6. Sometimes warriors use extra eamage dice (e.g. higher battle level). Does this bonus also apply to missile attacks or just melee?



Basic damage for all weapons both melee and missile is the Warrior's damage dice characterisitic plus strength. Strength is usually defined as strength of the weapon for missile weapons. Damage dice sometimes are specifically stated by the weapon's description and in such a case might over-rule the Warrior's damage dice characteristic; but, this should be evident within the weapon's description.

quote:

7. Multilevel Rooms: Is the +/- modifier also applied to missile attacks, e.g. shooting at a model on a higher level (even on stairs) gets -1?



I would say generally NO, but it seems to me that the multi-level aspect might in some cases hinder Line of Sight -- like if the targt was a good distance away.

quote:

8. Fear: Is the to-hit roll also modified for missile attacks?



According to the WHQ rules I would say YES. However, I am easier on the warriors and say NO. Also, I do not impose the Fear penalty on spells unless the target monsters is adjacent to the spellcaster.

quote:

9. When can a warrior change the armor or weapon he is using? And when can equipment be exchanged between the warriors?



This gets more into the roleplay section of the RolePlay Book I think. The general rule is that it takes one whole turn to change your body armour. Helms might take one action -- or substitute this action for 1 attack. Shields can easily be dropped. Otherwise, most things can be pulled out of the warrior's pack without taking any extra time.

CHANGING WEAPONS -- This one is clearly stated in the rules somewhere (emoticon). A warrior states which weapon he is using at the beginning of his turn. So, he may change his weapon once at the beginning of each of his turns.

quote:

10. How is a willpower test carried out?



Roll 1D6 and add the Warrior's Will Power. Usually, this should be 7+ to succeed, but a greater or lesser difficulty might be imposed depending on the situation and depending on the Warrior type.

For instance, the Trollslayer must pass a WillPower test to avoid going to the Alehouse each day in a settlement. Since his WP is so strong, he only fails by rolling a 1 (which always fails for any test) on his WP test.

quote:

11. Wizard's level-up: "Once you have determined which casting number spells your Wizard hast learnt, choose whether each is a healing, attack, defenisve or special spell". So can I decide for each spell which one it should be, or must all be of one group (eg. just healing spells)?



The Wizard has great freedom to choose any spells, as many spells, and of whatever type he pleases. The only restrictions are what spells are actually available to learn and that he cannot split a single dice roll into smaller numbers. He can spend all his spell-learning dice upon one type of spell or he can choose from two or more spell types. It just depends upon how many points he has to spend.

Sometimes, higher level Wizards might find their choices have narrowed down, because they have already learned a great number of spells.


Last edited by OldWarrior, 18/Sep/2008, 11:55 am


---
Old Warrior

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18/Sep/2008, 12:44 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1273
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Re: Some questions for beginner


I failed to answer the question about exchanging items with other warriors.

Generally, in the basic game this is eaily done. The players (or Me, Myself and I, if playing solo emoticon) just loan, sell, trade their equipment with each other as they please.

In the more advanced game (especially as you get into the RolePlay rules), this is more complicated. Some things probably ought not to be traded in the midst of combat -- like armour that the warriors are wearing. Also, it would be very hard to believe that warriors could freely trade items while they are separated by monsters AND pinned by them in melee combat as well.

For some things like healing potions or weapons, I might say that warriors could "toss" them to one another during combat, with some type of test being required for the one tossing and/or for the warrior on the receiving end as well. Possibly an Initiative Test -- modified to be more difficult by greater distance and/or by a greater number of foes pressing about them.

I tend to be rather lenient on the warriors as it relates to healing potions. I allow them to share their healing potions with each other no matter what the situation. Of course, in my games healing potions are hard to come by as treasures, because I use some treasure tables where Healing Potions (salves and etc...) do NOT show up very often.


During Non-Combat Situations

Assuming no one is incapacitated, like being webbed, or down in a pit... The Warriors may generally trade/switch weapons and equipment easily among themselves. But, still remember that it takes a whole turn to change one's body armour.

---
Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
18/Sep/2008, 11:02 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 


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