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sudas Profile
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Hero

Registered: 05-2003
Posts: 41
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Elf Ranger pack?


This is one pack not listed in the Museum. If someone has this, perhaps you can send some scans to Bruno for archival purposes.

I believe there are two characters in one: Elf Ranger Knight and Elf Ranger Mage. Is the Mage powerful enough to replace the Wizard? I might like to have a party of 4 elves: Elf Archer, Elf Wardancer, Elf Ranger Knight and Elf Ranger Mage.

In the meantime I created my own level one Elf Ranger Knight card based on the FAQ and the ad from White Dwarf. He has Elven Armor, a short bow, a Crown of Tiranoc that allows a second Warriors' Phase 1/adv., and the ability to get a second attack if he hits with the first 1/turn.

Last edited by sudas, 12/Jun/2003, 4:15 pm
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thecustodian Profile
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God

Registered: 04-2003
Location: The Temple
Posts: 809
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Re: Anyone have the Elf Ranger pack?


The Ranger Mage is really just a Ranger Knight with three spells rather than a starting skill. He casts spells in the same way as the Warrior Priest.
The Healing Spell he starts with restores Battle-Level wounds to all in the room. While this is good at later levels, at level 1 he's no substitute for the wizard, especially as there's always a chance he wont be able to succeed the casting roll.
All of the spells become more powerful at later levels. The Ranger trains and gains an extra skill or spell at each level- either charater can have spells and skills.
The one you describe is fairly accurate.
Anyway, only at the higher levels, or with other skills is the Ranger Mage a wizard substitute.
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sudas Profile
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Hero

Registered: 05-2003
Posts: 41
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Ranger Mage as Wizard replacement


Thanks,
I've downloaded the rules, and played them during a level one adventure. We had 5 warriors and no wizard. He was an incompetent spellcaster. Also 5/15 spells on the list require a 2ND roll to succeed!

I changed two rules to make him tougher before I started:
a) He starts with 1D6 Power tokens which can add +1 each to his casting roll.
b) I traded one spell: Shockwave for Fury of Indraugnir

I only got to cast an attack spell once, because I was trying to heal 1 Wound per turn. Here are my suggestions to improve the Elf Mage. They are mutually exclusive:
c) A Power roll of 6 is an automatic success to-cast.
d) A Power roll of 1-3, use the to-cast chart as normal,
   A Power roll of 4-5, you may either cast one spell automatically, or roll for two spells.
   A Power roll of 6, you may cast one spell automatically and another spell on a 2+.
e) The Elf Mage may make a to-cast roll for each spell every turn.

Let me know what you think.

Last edited by sudas, 12/Jun/2003, 4:31 pm
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Glitch Profile
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Lord

Registered: 04-2003
Location: Skavenblight
Posts: 88
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Re: Elf Ranger pack?


I kind of like the more limited casting power of the Ranger Mage, he should be less powerful of a spell caster than the Wizard. If his spell casting is bolstered I would reduce his Weapon Skill (bring it down to 2) and possibly Toughness.

BTW: Where did you download the rules?

Last edited by Glitch, 13/Jun/2003, 2:40 am
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sudas Profile
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Hero

Registered: 05-2003
Posts: 41
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Re: Elf Ranger pack?


http://www.ourlair.com/slayer/Archives/WHQ/Characters/

Note,even though it's a zip file, it takes a very long time to download.
13/Jun/2003, 10:14 am Link to this post Send Email to sudas   Send PM to sudas
 
sudas Profile
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Hero

Registered: 05-2003
Posts: 41
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Mage instead of Wizard


I played another adventure with the Elf Ranger Mage, and no Wizard. This time I also used Auto-hit for rolling a natural 6 for power. I had 5 backup power to add to to-cast die rolls. I was also backed up by the Raven Shaman. Sometimes we'd both try to cast healing, other times I got a chance to use an attack spell. Sometimes I wasted the opportunity to cast an attack spell, because I saved until the end of the turn in case of healing.

The Fury of Indraugnir is kick-ass on level one. It does 1 wound to all monsters on the board section. Bye-bye rats and bats! Cast twice on two turns, all goblins were hosed.

With another Wizard or Shaman, he can do his part, but as a lone substitute he leaves something to be desired. I thought of another possible rule for magic:
> Roll to cast one of each type of spell per turn (Attack, Defense, Healing, Special).

When you have a Wizard character, how often do you use the defensive spells?
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Novice

Registered: 06-2003
Location: 2 Deeps down without a Lantern
Posts: 11
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posticon Re: Mage instead of Wizard


Of course the Fury of Indraugnir Spell is great at level 1. However that spell is not attainable by an Elf Ranger Mage. (At least not by the Officail Rules). An Elf Ranger Knight would be able to roll that spell When going to level 2 but only with at least 20 points out of a possible 24 points. As your Knight goes up in levels it would become easier to get that spell. The spell and skills list goes from -8 to +22, the Mage may obtain anything between -8 and +10, while the Knight my obtain anything between +1 and +22, the Fury of Indraugnir Spell is number 17, way out of range for a Mage.

---
Dorothy to Scarecrow: But What Would You Do With A Brain If You Had One.
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sudas Profile
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Hero

Registered: 05-2003
Posts: 41
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Re: Unattainable spells/skills


You're right. If going up to level 2, I meet a less experienced trainer, my Mage would roll 2D6-2+1D6, for a maximum of 16, making the Fury of Indraugnir spell unattainable. The lowest one a Knight could get would be 2D6+2-1D6 or -2, making Weaponlord(-3) skill unattainable.

The only official way it could be obtained is if the character changed paths. For instance, if a Knight has one skill and two spells upon reaching level 3 (one the Fury), he switches to a Mage. If a Mage has switched to a Knight (4 skills), he could get it when training for level 6. Of course by then it might not be so hot.

I'm pretty loose with the rules for WQ. For instance, the official rules require a Trollslayer to go to the objective room alone, when the rest of the party leaves the dungeon. Such a rule won't lead to a high-level Slayer. Remember, rule #1 is to have fun.
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Lord

Registered: 07-2003
Location: Philadelphia
Posts: 542
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Re: Elf Ranger pack?


hehe, on the other hand, you should feel damn proud to have a high-level Slayer! I had one that went down fighting 40 enemies after a '66' and an '11' were rolled on the Monster Table! After the rest of the party had died, he soldiered on, heavily wounded but still taking out enemies. When I knew it was over, I dropped a handkerchief over the morbid scene, signaling the curtain closing; my siblings were near tears!

Anyway, back on topic, The Elf Ranger Mage has a really great Weapon Skill; the only rule I ever changed was spells are Auto-cast on a Power roll of 6. I never felt underpowered and Kel A'tharon is my highest level Quest character. The character is not a straight-class mage; a High Elf Mage should be able to cast rings around any but the most powerful humans!

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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sudas Profile
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Hero

Registered: 05-2003
Posts: 41
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Elf Ranger Mage level 2


I played my third adventure with the Ranger Mage, who was now level 2 but playing on a level 1 table. I got the spell that creates a cloud, to give the warriors a chance to regroup for one turn. I used this when two minotaurs jumped out!

With two casting attempts, starting power of 2, a Wizard's staff with power, the Fury of Indraugnir spell, and all spells upgraded to lvl 2, he's tough enough to hold his own.

I discovered that if we waited until I rolled a 6 for power, I could go in to a room, and if the monsters had 2 or less wounds, I could destroy them all automatically. All three monsters in the objective room were like that, and since I carried the lantern, BOOM, all dead with one spell. I'm going to have to go back to rolling a 2+, on a a power roll of 6 to give others a chance.

The other change I might make is to make cards out of the spells and skills. When going up a level the warrior can either draw the card of his type, or roll as normal.

I don't understand the reason an Elf Mage couldn't try to unlearn a spell and learn another of his own type at the Wizards' Guild.

This was a pretty long dungeon: we went through all the dungeon cards; +5 for Lost event, +2 because this was our third adventure on a level-one dungeon. We also went through all the event cards. Whenever there were monsters on the board, a power roll of 1 automatically meant more monsters. Everyone got 5 dungeon room treasure cards before the objective room.

The level one Elf Archer was tough, too. He gave up Dodge, to start with Rapid Fire for 2 attacks with a bow. Near the end we discovered Rapid Fire Bracelets, which then allowed him 3 shots with a bow! Usually this character is one of the weakest.
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