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Lord
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Registered: 08-2011
Posts: 102
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Nerfing Healing Hands, and Critical Hits


So a lot of people tend to think of Healing Hands as being a game-breaker, making the warriors more or less invincible (so long as the wizard is around, of course) and the wizard in my campaign just got that spell when he went up to BL 2.

So my idea was to nerf the spell by making it only apply to warriors he can see. So for instance it will always affect him, but then only other warriors standing in front of him. Other warriors, even if they are in the same room but standing behind him, will not be affected. Any thoughts on this?

I also feel like I need to make some sort of change to the resurrection spell since it also takes away most of the fear of actually dying (not to mention is sort of incomprehensible in the context of official Warhammer fluff), but I haven't decided exactly what I'm going to do with it, yet. Maybe just not allow it in the game?

In other news, I'm going to start using the Mordheim critical hit tables in my games and am super excited about it. I know others have used them, and was wondering how you handle it. Do they just come up whenever a 6 is rolled to hit? How do you resolve issues where rolling a six to hit already creates some sort of bonus? For instance, when an Ogre rolls a 5+, or if a warrior is using a warhammer? Do you only give critical hits to the monsters, or do warriors get them, too?

I'll also be porting over some other stuff from Mordheim, like the spells lists, which should be fun since it means the Warrior Priest can finally get an offensive blessing (by which I mean a blessing that deals damage in and of itself), which according to the fluff I think they should definitely have had in the official rules.

Just looking for advice from people who have already playtested this stuff, before I just drop it on my own players.

EDIT: Apologies if this should go in the rules forum, mods please move it if you think it should be.

Last edited by Nachie, 20/Dec/2011, 2:20 pm
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lord mavik Profile
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Hero
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Re: Nerfing Healing Hands, and Critical Hits


Healing Hands seem to work fine for the low levels. The real problem is that the rest of the Wizards healing spells just do NOT scale anywhere near as good as the Wizard levels.

Those are the spells I feel that need to be modified. Fact is, I've home ruled some changes in those [sign in to see URL] can't remember what those changes are due to having a long break due to the holidays here in the US.

If you are looking at nerfing Healing Hands. Try making it work on the Wizard and adjacent Warriors only.
This is a small, nerf and shouldn't effect the warriors most of the time but it does require a little more tactical awareness on the players part.


(Idea) - Resurrection: Toss it out and replace it with a complete Heal with a component cost. Can be anything from 100gp per warrior level to a % of the warriors gold.
21/Dec/2011, 12:57 am Link to this post Send Email to lord mavik   Send PM to lord mavik Blog
 
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Lord
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Re: Nerfing Healing Hands, and Critical Hits


quote:

lord mavik wrote:
If you are looking at nerfing Healing Hands. Try making it work on the Wizard and adjacent Warriors only.
This is a small, nerf and shouldn't effect the warriors most of the time but it does require a little more tactical awareness on the players part.


The only problem with this is that I tend to throw them into a lot of outdoor adventures where they aren't necessarily fighting in close quarters or even in the same group - for instance if they split up to defend different gates during a siege or something. So in those conditions, making it only apply to adjacent warriors actually ends up being the much bigger nerf.

quote:

(Idea) - Resurrection: Toss it out and replace it with a complete Heal with a component cost. Can be anything from 100gp per warrior level to a % of the warriors gold.


This is an excellent idea, thank you!

Would love to hear more about your home rules on spells whenever you get home from the holidays emoticon

Last edited by Nachie, 21/Dec/2011, 3:16 pm
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God
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Re: Nerfing Healing Hands, and Critical Hits


I personally like the idea of adding a chance that Healing Hands will fail. This would work regardless of the area of effect issue.

I have not tried this in my games yet. In my experience at higher levels, the Warriors are often struggling to keep the Wizard on his feet so that he will be able to cast Healing Hands! emoticon

By the way, I think any modified rules discussion could go in the Custom Rules... forum. I'll move it -- it's easy! emoticon But, the General Discussion forum is good for anything when you have a question of where to post it. Everything started out there to begin with -- no problem. emoticon

Thanks for mentioning the Mordheim Critical Hit tables. I will have to have a look at them to help my own big project.

Last edited by OldWarrior, 24/Dec/2011, 3:50 am


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Nachie Profile
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Lord
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Re: Nerfing Healing Hands, and Critical Hits


quote:

OldWarrior wrote:
Thanks for mentioning the Mordheim Critical Hit tables. I will have to have a look at them to help my own big project.



Make sure you're looking at the "optional" expanded Critical Hit tables, which are actually found towards the back of the Mordheim rulebook emoticon I find them to be much more user-friendly than the clunky fan-created ones that were published in Deathblow.

Giving Healing Hands a chance to fail sounds like a good idea, but I don't want to venture into it without first getting a better grip on magic in Warhammer in general so that any modifications I make can be applied to all spells. Someone - I think BassJam? - had mentioned using some of the rules from WFRP, like the chance for a miscast or that certain spells might attract the attention of demons. Very interesting.

I only just got a copy of Realms of Sorcery though and since it's one of the thickest rulebooks I've seen I think it's going to be a little while yet before I distill anything questworthy out of it!
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Novice
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Registered: 02-2010
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Re: Nerfing Healing Hands, and Critical Hits


How about using the Advanced Heroquest rule for critical hits? That is what I am considering for my own games. Advanced Heroquest is Warhammer Quest's predecessor after all and the rule is very easy to translate to Warhammer Quest.

When a 6 is rolled to hit an opponent the attacker gains an additional free attack.

And of course, if a 1 is rolled to hit an opponent, then the attacker has fumbled the attack and the opponent takes advantage and gets a free attack on the attacker.

This simple rule would not bog down game time as looking over critical hit charts would. I am not saying critical hit charts are a bad idea, I may try them myself, I am thinking of a way to do it without consumming alot of game time.

As for Healing Hands, I do not beleive it makes that big of a difference when considering the high death rate of the warriors. Especially the Wizard! So I leave it as is.
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