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house rules to balance warriors


i'm starting this thread because I've been inadvertently derailing other threads on the issue and just wanted to see if other people bother with it at all.
do people try to balance them out?
or do you carry on playing as per the rules and are happy to accept say the warrior priest and the wizard in the same party (I think these are the weakest and strongest respectively personally)

I am doing a total overhaul of most warriors in my quest, it's a lot of work but I enjoy game/world making anyway.

thoughts, feedback etc welcome emoticon

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
20/Oct/2013, 5:35 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: house rules to balance warriors


quote:

Edquest wrote:

i'm starting this thread because I've been inadvertently derailing other threads on the issue and just wanted to see if other people bother with it at all.
do people try to balance them out?
or do you carry on playing as per the rules and are happy to accept say the warrior priest and the wizard in the same party (I think these are the weakest and strongest respectively personally)

I am doing a total overhaul of most warriors in my quest, it's a lot of work but I enjoy game/world making anyway.

thoughts, feedback etc welcome emoticon



I think that Littlemonk has tried to balance the official Warriors extensively. I would recommend checking out his work if you have not already done so. It might save you some time trying to redo everything. emoticon

]Warhammer Quest Customized

I see quite a bit of this type of thing from time to time here, but I think Littlemonk is probably the most active in this type of work -- especially in regard to working on the actual Warriors. Also, I think he works very hard at making everything feel and look like the original rules and background material.

I would not wish to discourage your creativity though. Also, I would be glad to see any ideas you have. Fresh ideas are often inspiring, whether I use them or not. I also am sort of a game designer at heart, and I do a lot of experimentation...

For my own purposes, I mostly just add some house rules whenever I want to run a more balanced game. However, most of the games I am involved in (as GM) have custom/homebrew Warriors... so, much of my gaming could be considered play testing anyway.

EDIT: Well, I see you had recently been added to LittleMonk's message board. I hope to go and spend some more time reviewing his work and see about any of the revised Warriors I might wish to test more fully in my own games. emoticon

Last edited by OldWarrior, 21/Oct/2013, 9:47 am


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21/Oct/2013, 12:59 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: house rules to balance warriors


my current decision has been to attempt to level the playing field by powering up those lesser powered characters (anything not a wizard, pit fighter to a less extreme) rather than kicking the wizard repeatedly in the groin.

one of the problems I've had in the past is that at higher levels 4 characters tend to stand out: wizard (Duh), troll slayer, pit fighter (Duh) and witch hunter.

reason why, simply, is dirty blow skill and troll slayer skill. both enable on a 6 to hit to bypass ignore blow and ignore pain.

my simple fix has been to change what this skill does: neither bypasses ignore blow/pain any more.
they stay the same otherwise but add the warriors level to the damage.

I prefer fixes to remain as simple as possible so the pit fighter cannot buy the same advance on two consecutive levels. this means he caps his DD at 5 (still high) and has to spend his training points on other things.
it also caps his WS at 8 without some kind of additional permanent increases being earned.

I've been through every class and changed some of their skills. many of the "once per adventure" skills have been changed to "once per adventure per rank" and some actual skills have been amended too.
I've looked at littlemonks revised pit fighter but I like the class as it is: a glass cannon that gets a proper shoeing when not support by his friends. so I don't want him to have additional armour/defences.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
3/Nov/2013, 4:56 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: house rules to balance warriors


Elf Ranger changes

The elf ranger book remains as it is with the following changes:
wounds remain as +7: they do not increase as the battle level table shows.
The rolls on the mage or knight table are equal to the rank of the character instead of D6.
The war crown of Tiranoc can only be used once per turn, in the case of multiple uses being available. And time can only be frozen once per turn regardless of how many devices are available.

Skill/Spell changes

the following skills/spells have been changed as follows

Storm of vengeance: the damage caused by this spell ignores all modifiers. Monsters that are prone lose their next move action standing up, so can still attack if in a position to do so.

Dodge skill: this can only be successful once per turn, but may be attempted as many times as you want.

Endure: this allows you to ignore a single blow a number of times equal to your rank every adventure

weapon master of Hoeth: whenever you roll a natural 6 to hit you deal extra damage equal to your level.

Feint: the ranger can try to feint as many times as he wants, but can only be successful once.

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
3/Nov/2013, 4:58 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: house rules to balance warriors


Imperial Noble

cannot use a shield, can have armour points of 2+rank but no armour can be used which slows him down. Necklets and bracelets from Luigi and Salvatore count as armour 1 point each.

Skills

Feint: roll to see if you use any feints as normal, if successful you roll two dice to hit and pick the best one each time. This is mostly to save time.

Smash with sword hilt: this skill gives an extra attack per rank if all attacks are on the same enemy

find weakness: on a natural 6 to hit you do an additional D6 damage.

Sword Skills

dagger: this dagger is exceptionally sharp and ignores armour, if disarmed you will always have a pair of them you can choose to use until you reclaim your weapons.

Brettonian Knight

Knightly temper: this skill may be used once per adventure per rank.

Shield master blocks D3+rank per hit

dragon fighting applies to any breath weapon attack, not just fire based attack. Does not apply to non breath weapons at all.

Bind wounds restores D6 wounds plus level.

Heroic Death is a strength test so requires 6+rank to pass.

Wardancer

if the wardancer learns an elf skill it is free but he only has the skill for the next adventure.

Any gains or losses of luck are for the next adventure only.
no more luck charms: I don't like that elves can get these and no other warrior can. I know GW loves elves but still!

Skill changes

Blademaster: the disarmed monster will use it's move action re-arming itself, so can still attack if there is a warrior in reach. Only if the monster is one that can be disarmed: no disarming dragons!

Woven mist: the wardancer can perform the woven mist wardance a number of times per adventure equal to his rank. Every monster that wishes to attack while adjacent must first roll 2D6 and score equal to or less than their initiative. If they fail they cannot make attacks this turn as they are hypnotised by the wardancers swaying movements. This does not interfere with spellcasting or use of breath weapons, just regular attacks.

Herb master: firstly every uneventful week when travelling or day when in the troupe enables the wardancer to find D6 herbs for potion making.
Healing potions heal D6 wounds per rank
antidote potions can restore toughness points lost due to plague too, there is no requirement to roll a 4+ one potion restores 1 point of either strength or toughness.

Witch Hunter

starting wounds: roll 2D6, re-rolling 1's and 2's. Pick the higher roll and add to 6 wounds.

Faith, like luck, can not be used to manipulate effects of going up a level or gaining wounds or more faith etc. it also cannot be used to affect your amulets recharging, although luck can be used here as you are not going up a level.

Magic users: double gold for magic users remains, but does not include dragons.

Recharging amulets: this may be done at the witch hunters guild before any training commences, this means that you can recharge them and go up a level at the same time.

On the item table holy book is no 7 and boot blades are no 11. Additional rolls of the holy book are simply re-rolled.

Healing potions restore him to full wounds but do not add 1 permanent wound.

Iron Talisman of Khardoz: greater daemons must re-roll a successful ignore blow skill if hit with this weapon. They otherwise act the same as the rulebook.

Invocations: these are treated as spells and as such can be dispelled or resisted, with the exception of the greater daemon bane which cannot be resisted or dispelled by a daemon, but other magic dispel monsters can try to dispel it.

Dirty blow skill: this hit deals extra damage equal to your level and ignores 2 points of armour.

Vengeance: if used on a magic user you get triple gold instead of double, rather than quadruple.

Oppress: enables a witch hunter to ignore any event once per settlement per rank if they choose to do so. It does not make the day an uneventful day and they cannot ignore results of uneventful days. It still functions as normal in addition to the above.

Pit Fighter

skill points: you cannot increase a characteristic that was increased last time you went up a level. So if at level 2 you added 1 damage die and 1 weapon skill, then at level 3 you cannot buy either of those advances. This does not apply to wounds which can always be increased if you wish.

Skills

dirty blow: this skill is now on a 5 not a 2 on the skill table. On a 6 to hit you add your level to damage and ignore 2 points of damage.

Grapple: using this skill means you have to target one enemy with all of your attacks and you cannot use a weapon. Roll to hit as normal, grapples cannot be dodged, ignore armour and deal regular damage. Make as many attacks as you normally do but no deathblows and all attacks are on the same enemy.

Quick medication: the toughness check requires 6+rank to pass

Mighty blow: for every attack you lose, add 1D6 damage to your remaining attacks this turn.

Intimidate: this skill is now on a 2 and not a 5 on the skill table. Every monster adjacent to you that tries to attack you must roll 1D6 on a 6 is scared of you and takes -1 to hit this turn. Does not affect monsters that cause Terror.

Trollslayer

Rune axe: roll 1D6 to see what your rune axe does (it no longer does +1 wound damage)
1 +1 S and T, 2 +1 M and pinning roll, 3 +3 starting wounds, 4 +1 WS, 5 ignores 2 points of armour, 6 re-roll the first missed attack every turn.
Whenever you visit the troll slayer shrine and the runesmith is there you get to roll again and add the new rune as a permanent addition. You cannot get any of them more than once. Only your original rune axe can have these runes on it. Once you have them all you can gain no more, but these runes do not count towards your limit of runes on this axe.
Once they are all on the axe you roll on the normal table in the troll slayer book to see what rune is added and these runes are exactly the same as in the book.

Troll slayers carry only the usual limited gold but can use their “symbolic gold” to purchase runes (and runes only) from any runesmith they find in the dwarf quarter or any where else for that matter.

As troll slayers do not wear armour they can have 2 runes per level on any axes they own.

Troll slayer skill: when you roll a 6 to hit your strength is increased to 7,8,9 or 10 based on rank. The hit also deals extra damage equal to your level.

Skills

replace berserk with counter strike: whenever you are hit but take no damage (including attacks that you ignore due to skills or magic items) you get to make an immediate attack against the attacker. This attack cannot create a death blow.

Lessen blow: you ignore damage equal to your level with every hit.

Ignore blow: you may attempt to ignore any number of blows, but may only successfully ignore attacks equal to your Attacks characteristic.

Mighty blow: every attack you choose to lose adds 1D6 damage to all of your remaining attacks.

Blood fever: you can choose to lose all of your attacks in a turn in order to make a single blood fever attack. Make two attack rolls and choose the best one, on a hit you do double the normal damage. If you kill the enemy in that one hit you get to move into their square and repeat this attack against another adjacent monster. This process continues until you fail to kill the monster or fail to get into contact with another monster. If you use a weapon that only enables you to make a single attack then you cannot make the secondary attacks.
This skill may be used once per turn.

Chaos Warrior

the chaos warrior cannot use magic items except from potions, scrolls and runes as well as any non-magical treasures like fire bombs and flash powders.

Chaos temple: this behaves as normal and luck can be used here.

Advancement: as per usual rules luck cannot be used while advancing a level, but marks of chaos and other means of re-rolling dice can be.

Chaos Attributes

A starting chaos warrior will have no attributes which have no benefit and are simply visible (marked with a *), any of these are simply re-rolled (albino, featureless face, hunchback and also uncanny resemblance). The same happens with any purely negative attributes (atrophy, blood rage, cowardice, mindless, alcoholism).
Any budding chaos warrior with this attributes would be lurking in a forest somewhere, the starting chaos warrior will have none of these skills. They can however gain them from temple visits as normal or going up levels.

Iron hard skin: treat this as a ring of toughness; it can be gained extra times but is counted as a bonus to your toughness score.

Agility: +1 initiative and to pinning rolls.

Insubstantial: monsters have -1 to hit you unless they are daemons or ethereal or are armed with a magic weapon.

Uncanny resemblance: instead of looking like another warriors brother the chaos warrior looks like another warrior! This will always be a human one, if there are no humans in the party then this is simply a “no effect” attribute that is not visible. If there is another human (randomise if more than one) then if either warrior is forced to leave the settlement the other one will have to on the same day also.

Characteristic roll of 12

roll twice more re-rolling any roll of 12

chaos artefacts

Bewitched blade: can only be disposed of by visiting another chaos temple and paying d6x500 gold per level. Causes unexpected events on a power phase roll of 1 or 2 as normal. While using this sword you can re-roll one missed attack every turn and all hits deal double damage. This weapon can be merged with other artefacts and retains all powers. While you have this sword you have to use it.

Axe of Hellstone: this axe deals double damage on all attacks but your Attacks characteristic is halved while you are using it, round up. May be merged with other weapons. If merged with a hellblade the effects of the two are countered so you no longer lose half your attacks.

Snarling blade: double attacks and can never be merged with other weapons. You cannot choose not to use this weapon unless you are level 5 or above. While using the snarling blade enemies have -1 to hit you.

Crown of immunity: the +2 toughness is not armour.

Lashing blade: deathblows caused with this weapon have to hit monsters adjacent to your warrior.

Shield of spell absorption: whenever a spell is cast at you roll a D6. On a 4+ the spell is absorbed by the shield and has no effect. You can now cast that spell at any time in the adventure. While the shield has a spell in it you cannot roll to absorb another spell. You cannot choose not to absorb a spell. If a spell is cast in the area and you happen to be affected then the shield does not absorb it, only spells specifically cast at you can be absorbed.

Blood armour of chaos: gives 1 armour per level and cannot be removed. You can never gain armour points from other pieces of armour like shields or helms, but you can still benefit from other effects. Can never be merged with other armour.

Finding more Chaos Artefacts

whenever chaos monsters are killed you can roll a D6 for each group. On a 6 you find a new chaos artefact in addition to the treasure normally provided. When levelling up you will not get given a second chaos artefact that you already possess, but you can find duplicates when in the dungeon in this way.

Wizard

You can only use one device of stored power per turn per rank. So if you have 2 brooches of power and one chalice of sorcery you need to decide which to use at the start of the turn, unless you are hero level in which case you can use them all!

Dwarf

the dwarf can now have one rune per level on every weapon he has at his disposal. He can also have one armour rune on each piece of armour per level too. These must be purchased in the usual ways in the dwarf quarter.

Skills

mighty blow: you can choose to lose attacks to make the remaining attacks more powerful: each attack you lose allows you to do additional damage on those that remain equal to +1D6 per attack lost.

Killing blow: whenever you roll a natural 6 to hit you deal +1D6 damage on that attack.

Endure: you can ignore one blow per rank in every adventure.

Goldmaster: the gold you find is 2d6x50 per level. In addition whenever you roll for gold as treasure you get to discard a number of 1's rolled equal to your rank. This means the number is not counted when calculating the gold but you do not find nothing.

Blood fever: you can choose to lose all of your attacks in a turn in order to make a single blood fever attack. Make two attack rolls and choose the best one, on a hit you do double the normal damage. If you kill the enemy in that one hit you get to move into their square and repeat this attack against another adjacent monster. This process continues until you fail to kill the monster or fail to get into contact with another monster. If you use a weapon that only enables you to make a single attack then you cannot make the secondary attacks.
This skill may be used once per turn.

Trademaster: roll an extra die when determining stock. If you roll double the stock needed there are twice as many available as normal. Then roll 1D6 and if you get a 5+ you get the first purchase for half price and do not get thrown out if you decide not to buy them all.

Elves

no change for the normal elf
skills

power shot: you deal extra damage with your bow equal to your level.

Pinion: whenever you roll a 6 to hit there is a chance that the enemy is pinned if it is adjacent to a wall. Roll D6 on 5+ the shot does normal damage and the enemy is pinned to the wall so on it's turn cannot move. It can still attack as normal if it can reach targets.

Hypnosis: when there are no monsters on the board you can spend your turn in hypnosis and regain 1D6 wounds per rank.

Last edited by Edquest, 8/Nov/2013, 6:09 am


---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
3/Nov/2013, 5:49 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: house rules to balance warriors


important house rule:

cost to level up is higher. it goes 2000 gold for level 2 6000 gold for level 3 and then double whatever the normal cost is.

I may change this now actually, because a further house rule helped gold become relevant again.
but then reason I started was because we always got to a point, around level 6 I think, where the warriors got back from an adventure with enough gold to level up 3 times and so any adventures after that simply kept the gold piling up.

that said I did something else in addition to above which I think may work better.

firstly and random gold lost or gained through events (dungeon events, travelling hazards, settlement events) is multiplied by your level.
any variable costs to go places is also multiplied by level: wizard consultation is D6x50goldxlevel for example.
runes cost is increased too d6+2x100xlevel

in fact anything not a set price goes up as you level up.
with this in place I don't think the higher costs of levelling up is strictly necessary.

entourages: some enemies (dragons and greater daemons and the great undead liche king) had a habit of appearing in the monster phase/power phase and being dead before they got a turn. (witch hunter/troll slayer/pit fighter/wizard or even all 4 kicked them in!)
I started giving them entourages that appeared with them to stop this happening.
these were all comparatively weak creatures for that dungeon level.

bloodthirster: 1 juggernaut per warrior, 2 bloodletters per warrior, 2 chaos warriors per warrior and 1 chaos lord.

keeper of secrets: 2 daemonettes, fiends and chaos warriors per warrior. 1 chaos master sorcerer.

great unclean one: 1 beast of nurgle per warrior, 2 plague bearers per player, 1 chaos warrior per player, 1 chaos sorcerer per player.

lord of change: 3 flamers per 2 warriors, 2 horrors per warrior, 1 chaos sorcerer per warrior, 1 chaos master sorcerer.

vermin lord: 2 rat ogres per warrior, 1 warlock per warrior with 2 stormvermin champions per warrior as their guards.

Liche king: 1 vampire lord, 1 wraith per warrior, 1 mummy per warrior, 2 wights per warrior.

Dragons were a little different and roll a D6 on the following table with +1 for great and +2 for emperor dragons.
1 one centaur per warrior
2 1 ogre and 1 centaur per warrior
3 1 minotaur and 1 centaur per warrior
4 1 stone troll and centaur per warrior
5 1 dragon ogre, minotaur and centaur per warrior
6 1 griffon, minotaur and centaur per warrior
7 1 manticore, dragon ogre and centaur per player
8 giant. 1 minotaur per warrior and 2 centaurs per warrior

oh and a giant also has a retinue when encountered as a monster in it's own right, but not if found as part of a dragons retinue. the giant retinue is all of the following:
2 centaurs, ogres, minotaurs, stone trolls, dragon ogres per warrior, 1 griffon per warrior.

all of these additional monsters are worth their own gold but have no items.
(these were added after doubling of all level up costs and multiplying random expenditure by level rather than before.
so this did not *cause* the excess gold issue we were having)

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
3/Nov/2013, 6:13 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: house rules to balance warriors


the other thing with adding monsters to encounters with greater daemons and giants and dragons was that the weaker classes, or those that focus on killing weaker enemies (wardancer, noble, elf with bow of loren etc)

had an enemy to focus on too.
(just noticed I referred to them as retinues not entourages actually)

coming up I will type up the enchanters special location.
the enchanter can mark your blade with a magical mark which gives you some form of benefit which is typically permanent.
some of these were made specifically to create a party that did not *have* to rely on a wizard for healing.
I've made it a special location that any can visit, including the chaos warrior, to keep things even.
the mark is a combination of enchantment on the weapon/armour but is in someway linked to the warrior with it, more powerful warriors can have more marks in this way, but there is a maximum you can ever have.
who can have a mark?
level 1 cannot have a mark: they are simply not powerful enough to imbue in this way.
levels 2-4 can have 1 mark
levels 5-8 can have 2 marks
levels 9-10 can have 3 marks.

this limit is applied to any one weapon, shield or armour. a two handed weapon that is not a bow can actually have double the marks as the warrior using it will not be using a shield (this is a game balance point more than anything for me personally)

weapon enchantments, cost (is multiplied by level at all times) and effects as follows. any marked with a * is a non-cumulative effect.

regenerate:500: regain 1 wound every power phase
weapon master:1000: +1ws*
power focus:1500: weapon may store 1 power per rank*
defending:1000: take 1 less damage on every hit
dodge:500: +1 to pinning rolls
accuracy:1500: +1 to hit once per adventure
cutting:1000: +1 strength
free fire: 1000: you can use this missile weapon when pinned
point blank: 1500: you can use this missile weapon on an adjacent target.

armour and shield enchantments
iron:500:+1 armour point but can never grant more than base armours own points
tough:750:+1 toughness*
swift:500:+1 movement*
rigour:500:+2 wounds per rank*
dazzling:1000:once per adventure monsters have -1 to attack rolls
regenerate:500:regain 1 wound in the power phase each turn
dodge trap:1000:you can avoid setting off 1 trap per adventure

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
3/Nov/2013, 6:32 pm Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: house rules to balance warriors


Your custom rules are becoming quite a project. So far, I have one question and one suggestion.

When you said that the monsters have "-1 to their attacks" did you mean -1 to hit? I think so... It might be a little more clear to use the actual words to hit.

Suggestion (maybe you already have this in mind): I think it would be very useful to produce your custom rules in PDF or HTML form as a master document. This way you can format them more easily however you would like and more importantly to this community, you could make them easier for people to use them. I think PDF is best for anyone who might wish to print them.

Another option is that you could use TiddlyWiki or something similar to make your own personal "living document". A TiddlyWiki file (it is in HTML) can be set to automatically save (to your local machine) every time you add an entry or edit an existing entry.

Last edited by OldWarrior, 4/Nov/2013, 12:08 am


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3/Nov/2013, 11:48 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: house rules to balance warriors


yeah was meant to be -1 to attack rolls, cannot see where I've put that but yes this is the way it was intended emoticon

currently I have all this saved in documents, many of the pdf's I've seen saved are all pretty with pics and stuff and I think they look great, but I am not going to do that due to laziness/time/effort and the fact that I just want the rules.

I don't normally do much "fluff" writing on background or story telling beyond what is necessary to introduce characters either to be honest.
some of my players know the warhammer world background and some do not, if I need to explain in short a warrior concept to a non-warhammer fan I do an "in a nutshell" explanation and that's it.

thanks for offer though and i'll consider it rather than spam this message board with more stuff emoticon

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
5/Nov/2013, 3:00 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
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Re: house rules to balance warriors


quote:

Edquest wrote:

yeah was meant to be -1 to attack rolls, cannot see where I've put that but yes this is the way it was intended emoticon

currently I have all this saved in documents, many of the pdf's I've seen saved are all pretty with pics and stuff and I think they look great, but I am not going to do that due to laziness/time/effort and the fact that I just want the rules.

I don't normally do much "fluff" writing on background or story telling beyond what is necessary to introduce characters either to be honest.
some of my players know the warhammer world background and some do not, if I need to explain in short a warrior concept to a non-warhammer fan I do an "in a nutshell" explanation and that's it.

thanks for offer though and i'll consider it rather than spam this message board with more stuff emoticon



I think you did say "attack rolls". So, it might just be that I am more of a stickler for using the words "to hit rolls" in that context. Possibly, it is from the idea that the word "rolls" might be misunderstood to mean both OR either/or in reference to To Hit rolls and damage rolls

As for "spamming", I do not necessarily think that sharing your custom rules with the readers here is spam. It is in the right place and others might like to try custom stuff -- I am one! emoticon

I think my main reason for offering to help with PDF or html format is to make sharing with others easier for the ones who might want to try your custom rules. Whether or not you do share your stuff in one of these forms, I would still be glad to host it on my site with your permission, since I share all sorts of custom WHQ things there.

By the way, I am very similar to you in regard to the background and fluff. Yes, I do give a good bit of that type of info in the custom Warrior documents I make, but for most other custom rules, you will likely find that such info is very sparse if not totally absent.

Last edited by OldWarrior, 5/Nov/2013, 7:16 am


---
Old Warrior

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It is one of my favorite places on the Internet.
God bless you, everyone!
5/Nov/2013, 7:06 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 


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