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GlitchSCG Profile
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Champion

Registered: 01-2005
Posts: 36
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Re: Reloading Pistols


It strikes me that it would be difficult to reload these fire arms while darting around the dungeon corridors. I'll likely adopt Questing Knight's new Gunsmith rules. But to reload, the Warrior can do nothing else that turn, and of course must not be pinned. I find it strange that a Warrior cannot reload just because there are Monsters on the same board section.
18/Sep/2011, 11:51 pm Link to this post Send Email to GlitchSCG   Send PM to GlitchSCG
 
Littlemonk Profile
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Registered: 07-2008
Posts: 431
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Re: Reloading Pistols


I think the "Same Board Section" thing is simply a generic way of putting a limitation on the pistol itself. Much like some spells that say "Same Board Section" where you're wondering, "Why the hell can't i just cast this into the next room when i'm standing right here in the doorway??"

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19/Sep/2011, 4:04 am Link to this post Send Email to Littlemonk   Send PM to Littlemonk
 
Nachie Profile
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Lord

Registered: 08-2011
Posts: 102
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Re: Reloading Pistols


Resurrecting this thread instead of posting a new one because this is also a Witch Hunter question: do you guys let him use multiple amulets on the same turn, or only one per turn?

Obviously in the simple rules he only uses each amulet once per adventure, but in the advanced rules he gets a certain number of charges for each one and may have difficulties recharging them if they run out, so it makes sense to let him use them all up in one adventure if he likes. But blasting off more than one in the same turn seems too powerful?
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Littlemonk Profile
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Registered: 07-2008
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Re: Reloading Pistols


It all seems to balance in the end. Recharging amulets isn't an easy thing. 33% chance it fails to charge and a 16% chance it crumbles to dust.

And with this armour limitations and average statistics, his amulets make him what he is.

So yes, he can use his amulets whenever he wants. And to limit him would severely cripple him to an unplayable and enjoyable status.

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19/Oct/2011, 2:54 pm Link to this post Send Email to Littlemonk   Send PM to Littlemonk
 
QuestingKnight Profile
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Lord

Registered: 06-2009
Posts: 79
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Re: Reloading Pistols


My group has always allowed the Witch Hunter to use as many as he likes as well.
Like LittleMonk says, the amulets are what make the Witch Hunter a competitive warrior, and burning through them quicker will simply deny him that edge later in the game. Much like the Wizard burning lots of power tokens in one turn to Freeze the objective room clear of injured monsters...

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OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1273
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Re: Reloading Pistols


quote:

Littlemonk wrote:

It all seems to balance in the end. Recharging amulets isn't an easy thing. 33% chance it fails to charge and a 16% chance it crumbles to dust.

And with this armour limitations and average statistics, his amulets make him what he is.

So yes, he can use his amulets whenever he wants. And to limit him would severely cripple him to an unplayable and enjoyable status.




I like the way Littlemonk explained it and the way QK agreed! I agree too! emoticon

However, there is one more thing... I think there are some other special things that the Witch Hunter can get, during his normal training and his non-leveling extra training benefits as well, which can really set him apart from other types of Warriors.

In some ways he seems almost a fanatical, or near-so, opposite end of the spectrum Warrior to the Chaos Warrior.

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Lord

Registered: 08-2011
Posts: 102
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Re: Reloading Pistols


Thanks for the feedback again, guys!

During the game we just started last week, I told the WH player to basically use Batman as his inspiration emoticon
20/Oct/2011, 2:47 pm Link to this post Send Email to Nachie   Send PM to Nachie Blog
 
BassJam Profile
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Lord

Registered: 07-2003
Location: Philadelphia
Posts: 539
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Re: Reloading Pistols


Just to add 2 pence regarding blackpowder weapons....

Such weapons are rare in the Warhammer World for a reason. They are noisy and imperfect and ammo is harder to come by than for bows and crossbows. You have to keep the powder dry and once the single round in your chamber is used up you have to not only throw another bullet in (or pour shot) but you have to load and tamp down more powder.

The technology is just not perfected yet, although guns in this world are certainly superior to the arquebuses in D&D.

So, I think there are two philosophies you can use:

1) Accept the gun rules as is and enjoy the occasion when you get a powerful shot off and then imagine the tension as your warrior decides whether to reload or not.

2) Opt for a more realistic approach to the weapons. Add a wider range of damage (such as 1d12+1) and balance it with a nasty misfire chart that includes a result that might render your weapon useless. Oh yes, and are you firing a gun UNDERGROUND in an abandoned mine? That might prove dangerous! Also, a gunshot is FAR louder than the Ogre banging his club against the wall, so how about every time a Warrior fires a blackpowder weapon he follows the Ogre rule of rolling 1d6 during the Power Phase and if his result matches the Wizard's then another Event occurs?

Now, both approaches are fun in their own way. But I would put serious thought into the reasons that most characters choose bows as their weapon of choice before making guns too easy to use.
5/Nov/2011, 2:05 am Link to this post Send Email to BassJam   Send PM to BassJam
 
Littlemonk Profile
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Registered: 07-2008
Posts: 431
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Re: Reloading Pistols


quote:

BassJam wrote:

Just to add 2 pence regarding blackpowder weapons....

Such weapons are rare in the Warhammer World for a reason. They are noisy and imperfect and ammo is harder to come by than for bows and crossbows. You have to keep the powder dry and once the single round in your chamber is used up you have to not only throw another bullet in (or pour shot) but you have to load and tamp down more powder.

The technology is just not perfected yet, although guns in this world are certainly superior to the arquebuses in D&D.

So, I think there are two philosophies you can use:

1) Accept the gun rules as is and enjoy the occasion when you get a powerful shot off and then imagine the tension as your warrior decides whether to reload or not.

2) Opt for a more realistic approach to the weapons. Add a wider range of damage (such as 1d12+1) and balance it with a nasty misfire chart that includes a result that might render your weapon useless. Oh yes, and are you firing a gun UNDERGROUND in an abandoned mine? That might prove dangerous! Also, a gunshot is FAR louder than the Ogre banging his club against the wall, so how about every time a Warrior fires a blackpowder weapon he follows the Ogre rule of rolling 1d6 during the Power Phase and if his result matches the Wizard's then another Event occurs?

Now, both approaches are fun in their own way. But I would put serious thought into the reasons that most characters choose bows as their weapon of choice before making guns too easy to use.



Well thought out and articulated. (as usual!)

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5/Nov/2011, 3:20 am Link to this post Send Email to Littlemonk   Send PM to Littlemonk
 
BassJam Profile
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Lord

Registered: 07-2003
Location: Philadelphia
Posts: 539
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Re: Reloading Pistols


Thanks for the kind words, Littlemonk.

I was also thinking about how a Turn doesn't really represent such a huge amount of time. It basically is the amount of time it takes a Warrior to get a couple good hits in with a sword or walk 30-40 feet or so.

Without reloading weapons we wouldn't have all those great moments in zombie flicks when a character is struggling to reload their weapon with shaky hands and dropping shells on the floor!
5/Nov/2011, 4:17 am Link to this post Send Email to BassJam   Send PM to BassJam
 


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