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OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1283
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A New Character Advancement Method


I only post this here because I think some WHQ gamers might find it interesting. In fact, I think some people might be able to adapt this concept to WHQ. Think of playing a game of WHQ without having to keep track of gold/experience (as some use) for the killing of the monsters. I know, for many of us that might take away a lot of the fun. emoticon

I created this system of Character Advancement as a means to bypass the nitty-gritty D20 type experience point system in a version of Dungeon Bash that is currently a pet project of mine.

Image


Suggestions for anyone thinking of adapting this type of system to Warhammer Quest:

If such a system is used for Warhammer Quest, it replaces the gold cost for training. Gold normally granted for killing monsters shoul NOT be rewarded to the Warriors -- or they may become way too rich. Their treasures (which may at times include gold), they may sell for the gold they need between adventures AND they may still receive some gold rewards for completing adventures.

I would recommend that the successfully-completed adventures/quests requirements be changed to something like the following. Which would be a better scale for WHQ 10 level maximum warriors.

This ignores the Side Quests since they are not an integral part of WHQ. The term Failed Adventures assumes that the warriors actually survived AND that they really tried their best to accomplish their goal -- even if they were forced back out of the dungeon from the very first combat. lol

1 = One Successful Adventure OR Two Failed Adventures

2 and 3 = Two Successful Adventures

4 through 6 = Three Successful Adventures

7 and 8 = Four Successful Adventures

9 = Five Successful Adventures


The reason 10 is not listed is that these are the requirements for advancement and there is no BL 11 to advance to (yet emoticon). Please read the chart (image given above) for more explanations. emoticon

Disclaimer: I hereby admit that none of this has been play-tested by me. I am basing this entirely upon my past experience in Warhammer Quest and my limited experience in reading the Dungeon Bash materials and the open-licensed D20 system (v. 3.5).

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Old Warrior

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10/Aug/2008, 12:44 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
MasterSwanny Profile
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Registered: 08-2008
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Re: A New Character Advancement Method


I think that one of the key balancing acts to this delicate game known as warhammer quest is the ability to keep a limit on what equipment a character can buy/receive.

Say you no longer need to buy lvl advancement, aren't you just in turn making the amount of money the warrior has to spend on equipment more plentiful. One of the reasons I like the game is to try and balance affording the lvling up(who doesn't like saying, oooohhh, I can afford to lvl!) and buying equipment.

Instead of spending on the lvl, they spend 1000g on some crazy equipment they shouldn't be able to afford and all of a sudden everyone has armor bringing there toughness to 7 or 8 at lvl 1. Of course you could say, the shop just so happens to be out of that item, but it might leave a player feeling like he is being nerfed(even if it is for the greater good of the game.

So maybe finding a balance between missions and gold would be best?

13/Aug/2008, 12:24 pm Link to this post Send Email to MasterSwanny   Send PM to MasterSwanny
 
OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1283
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Re: A New Character Advancement Method


You make a very good point. I agree in fact. emoticon

However, I must point out that if anyone wants to use the type of advancement method I propose, they must strip the gold/experience rewards away from the warriors for the killing of monsters.

As for being able to afford better equipment, I think that many of the treasures they find in the dungeon (weapons and armour) are actually much better than the average nice items they can purchase in the shops.

Again, if they do NOT get gold for killing monsters, they will still have to be careful how they spend their money in the settlements just on that basis.

But, then again, I have heard from more than one WHQ player that their warriors just sell ALL their treasures -- keeping very few of them.

EDIT: I too really like the fact that the warriors have to decide -- especially early on -- between training and better equipment. This is one reason why I probably will never use this system in WHQ myself. I really think that it will be useful to me as I attempt to lighten up Dungeon Bash and make it a much more simple a game than the D20 stuff tends to be.

Last edited by OldWarrior, 13/Aug/2008, 12:59 pm


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Old Warrior

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13/Aug/2008, 12:51 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
MasterSwanny Profile
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Re: A New Character Advancement Method


After thinking about the idea more, the thought of playing with lvling rules based on missions done is a clever way to get around some of the role playing aspects of the game. It would remove all gold which would eliminate the need to go back to towns and cities which would eliminate a long period of time that it takes to deal with each person individually to determine what they are going to do at a settlement.

Most of my friends are nerds(in the positive meaning, not negative) but they find role playing crossing that line into the negative nerd-dom-hood. So perhaps eliminating most of that with this play method would make the game more playable to a large audience.
14/Aug/2008, 4:47 am Link to this post Send Email to MasterSwanny   Send PM to MasterSwanny
 
OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1283
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Re: A New Character Advancement Method


Wow! I hadn't even thought of elimitating the visits to settlements. Though one might be able to do so by using this method.

However, I would remind you that many things needed in the dungeon would then need to be provided as treasures (like arrows, shot & powder, provisions, Stone Bread, and etc..., also some mundane treasures to supply some more ordinary weapons and armour might be good.

The Treasure Tome (a custom treasure table for randomizing and making treasures generally less rich) I find helpful in both toning down the treasures AND in providing mostly a more realistic spectrum of finds throughout the dungeons. Also, I personally re-roll certain armour results if a party becomes more or less armour-rich -- while using this table.

The Treasure Tome link above is to an mht file which does not open in Firfox (last I knew). I need to update that file as html.

Another issue to consider is that many warriors, primarily expansion warriors (including the Trollslayer) have special locations they need to visit in order to train or to gain other character enhancements.

I suppose this could be addressed by skipping over the Hazards-rolling type of travel and the Settlement Events and just follow some storyline to land the warriors at a city, town, village or even a clearing in the forest where they will find the needed: Temple of Sigmar (or even an Altar to Sigmar, for Warrior Priest), A Wood Elf Troop (for the Wardancer), a Wizard's Guild/conclave (for you-know-who), Luigi's (for the Imperial Noble) and so on...

Therefore, this might require a little more restructuring.

For myself, I probably count as the really nerdy type. emoticon I will likely always make my warriors -- even in my solo games -- in WHQ go through all the in-between adventures processes as outlined in the RPB.

Another suggestion, if someone were to follow the quest requirements method for advancement, while still visiting settlements in between (according to the normal rules): If you find that the warriors just are not acquiring enough gold to do much of anything, maybe adding a bounty system would be helpful.

I know someone who grants 10% of the monster's gold value to the warrior who kills a it. The catch is that the warrior does NOT get this bounty until he returns to a settlement where it is rewarded to him (immediately upon arrival).

This bounty he grants to the warriors on top of turning all monster gold values into XP and dividing it evenly among the warriors. Then he requires the full XP equivalent of the fold requirement to level up PLUS 10% in gold as well. He also reduces the cost of many things in the shops in the settlements.

However, this takes us full circle back to a more complicated method. I mention it here, because I think it fits in with the over-all discussion quite well. For, some people might not like carrying around all that gold -- along with the chance to lose it by some freak event. This XP system seems to work quite well.

---
Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
14/Aug/2008, 11:45 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 


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