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wreade1872 Profile
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Novice
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Registered: 02-2012
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Critical Strikes


I'm going to try out these Critical Strike rules [sign in to see URL]

but i've come up with some nerfs to start with which i might rescind later depending on how terrifying or not the result is.

Toned down version.
1) Monsters with a pre-existing action on a 6 to hit, do not perform Critical Strikes.

2) No Warrior may suffer more than one Critical Strike per turn.

3) Once a Warrior receives a Critical Strike he becomes extra wary and immune from that type of Strike from that kind of weapon, for the rest of the Event. (You may want to print up some counters)


I did also notice this post [sign in to see URL] but i prefer Yeung's version.

Anyway if anyone's tried out these or similar rules let me know what the result was emoticon .
30/Aug/2016, 1:25 am Link to this post Send Email to wreade1872   Send PM to wreade1872 Blog
 
Warrior Monk Profile
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Lord
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Registered: 09-2013
Location: Northern Rockies
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Re: Critical Strikes


Too RPG for me.

The simplicity of the original WhQ rules makes it the quality game it is.

If I was into rules for this, that and everything, I would play Tactica.

Last edited by Warrior Monk, 30/Aug/2016, 4:59 am


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In service of Deity, the Latter-day Prophet, the de la Valette and mankind.
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Littlemonk Profile
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Re: Critical Strikes


The Critical Strikes are from Deathblow Magazine II and are considered 'semi-official'.

I think your toned down version is logically thought out.

Let us know how it goes!

---
Blessed are the curious for they shall have adventures.
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Warrior Monk Profile
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Lord
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Re: Critical Strikes


Ah, the article by the kid from Philly, who is now (presently living where I spent a a fair amount of the '70s & '80s at) working for Disney.

These rules did not impress me back in '99 and they still do not.
When folks talk about needing to make WhQ less "boring" or more "entertaining" (words used by Yeung in his article), my first thought is, "What is wrong with your imagination and/or scenario design skills?"

What makes WhQ enjoyable is two things:
1) The "why" of why the Warriors are off killing the Monsters and taking "names".
And
2) The ever-present, little feeling just in the back of the consciousness that they may not make it home again.
Both require not more rules, but a well thought out reason for playing - a great adventure.

A well planned scenario/mission/quest/whatever-term makes up for nearly all of the missing notions that Andy J. et al forgot/overlooked/whatever during the limited playtesting time that GW Studio is given by GW Office for any of their games, let alone WhQ.
The two groups I have been in over the last 21 years have found very little needs to be added to the WhQ game and nothing of consequence - just a number of things that need to be ironed out or filled in slightly.

And, believe it or not, well-painted toy soldiers make up for much of what people claim needs to be added.
Well-painted toy soldiers bring the game alive and so it is more satisfying - therefore more entertaining and less boring.
Almost every person I have dealt with on a face-to-face level, who claim that WhQ is broke, needs serious revisioning or needs a good number of things added/modified/whatever-term, have less than ten percent of their toy soldiers painted and based.
More often than not, they have just the core heroes and less than thirty of their toy soldiers primed, let alone painted.
One guy had no toy soldiers painted whatsoever, but had put together a pretty nice 3D dungeon, but then harped on and on how WhQ and GW were both broke and gamer-unfriendly.
Played with him only once despite his beautiful scenery!

Simply, I have found that if one invests the time and energy one could in pratting on about how things are broke, etc. into creating well-thought out and fun scenarios/quests/missions/whatever and put the remaining effort in bringing alive your toy soldiers, WhQ is an experience that carries your gaming through the decades just as it was by AD2000.

I just hope people do not take WhQ to the refuse bin that Blood Bowl is now in.
They ruined the game and, what is worse, Jervis let them do it!

Well, let me step down from my podium, say thank you for listening patiently, and have fun at home with however you want to play WhQ.

Last edited by Warrior Monk, 30/Aug/2016, 3:22 pm


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In service of Deity, the Latter-day Prophet, the de la Valette and mankind.
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Edquest Profile
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Lord
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Re: Critical Strikes


I dislike critical hits personally, the warriors already have skills which replicate this for the most part (not all of them).

the fact that you have already noted that some monsters already have a "critical hit" ability and have now decided to weaken those enemies and also that warriors will take critical hits less often than monsters means this will just end up with more powerful warriors very quickly.

at level 1-3 this may not matter, but at level 7+ enemies with 6+ attacks (chimera, dragons, greater daemons, many of the large monsters for that matter. hey chaos lords and necromancer lords/liches have 5 attacks and you can face multiple in an objective room).
suddenly every warrior can do multiple critical hits with their 3-4 attacks, but the dragons they fight with 7 attacks each can only do one per warrior?

seems biased on the warriors side to me.

(incidentally this is an issue many RPG's have, which I play and love, that "good guys" suffer more critical hits over time whereas most "bad guys" only suffer 1 simply because their play time is limited.

---
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
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Sir Questalot Profile
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Champion
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Re: Critical Strikes


I use a method suggested here(I think,memory
failing with ageemoticonthat a natural 6 means u do a minimum damage equal to the number of damage
dice rolled. Basically, if the Warrior or
Monster absorbs/ignores all the damage from
the hit and the hit was a natural 6, then
damage is 1 Wound/die that was rolled when
calculating damage. Easy, simple way to reward
a roll of 6.
8/Sep/2016, 6:56 am Link to this post Send Email to Sir Questalot   Send PM to Sir Questalot
 
OldWarrior Profile
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God
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Critical Strikes


quote:

Sir Questalot wrote:

I use a method suggested here(I think,memory
failing with ageemoticonthat a natural 6 means u do a minimum damage equal to the number of damage
dice rolled. Basically, if the Warrior or
Monster absorbs/ignores all the damage from
the hit and the hit was a natural 6, then
damage is 1 Wound/die that was rolled when
calculating damage. Easy, simple way to reward
a roll of 6.




If a person wants Critical Hits in their game AND wants to keep it simple, then I really like this approach. emoticon


---
Old Warrior

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It is one of my favorite places on the Internet.
God bless you, everyone!
9/Sep/2016, 10:31 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Sir Questalot Profile
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Champion
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Registered: 11-2009
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Re: Critical Strikes


Yes! And the suspense of getting a big Monster
down to 1 or 2 Wounds and if u can just roll a 6 on the to hit roll!!
    
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