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Sweet, I hope it rules. I've just started playing my copy of Warhammer Quest again and it's just as good as I remember. One more reason to eventually buy an iPad, I guess.
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# ¿ Aug 21, 2012 19:49 |
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# ¿ May 5, 2024 04:02 |
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There's really only one super broken healing spell that I can think of, which is the 2 power point one that heals everyone 1 wound. Since it can be cast basically every turn after the monster phase, it can lead to really stupid situations where the heroes attack, all get dropped to 0, then get healed for 1, and repeat, with virtually no end to what should be a total party kill, barring exceptionally terrible power rolls--like so many that the wizard has to expend all his power store, which is unlikely. What is causing you trouble? All the other forms of healing have limits that actually matter. If it's that spell, it isn't hard to fix it so it's not ridiculous--even increasing the cost slightly makes it more in line with the other spells. And what's the dwarf's deal? His toughness and armor aren't so much higher than everyone else's that he should be invulnerable.
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# ¿ Oct 2, 2012 17:05 |
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Zombie #246 posted:This here, I found on BGG, creates a much more dynamic system of generating dungeons for warhammer quest. The combat mechanics are mostly the same in the other documents though. Is that the guy who did the massive rewrite? Some of that stuff is really interesting, but it's like an 80+ page rewrite--we are incorporating some of it in baby steps. The unexpected event table for in combat is great and makes more sense than suddenly finding a dying prospector in the third round of a battle.
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# ¿ Oct 3, 2012 13:30 |
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Wolfsbane posted:Now you're asking. I actually haven't played in a couple of years, and it was considering getting back into it that led to me thinking about alternatives. Purely from memory then: The HP issue just has to do with the turn structure--because the Heroes get to act first (barring unexpected events that turn up Ambush monsters), and you can use magical healing after the Monsters go, even if at 0. But I honestly think it's just that one healing spell--the other spells aren't nearly as powerful or come with huge risks. One costs 4 and heals one warrior 1d6, another costs 5 and allows every Warrior to roll a d6 and heal that many--but if any Warrior rolls the same number, nobody gets healed anything at all. And there's Resurrection, which costs 6 and can bring back a Warrior who died turns earlier--but they lose any accumulated gold and treasure, which is a huge cost. Other forms of magic healing, like the Elf's starting potion, are pretty rare. You can find some similar potions in the treasure deck, I believe, but the potions the Elf can buy in towns are pretty random and heal 1d6 each, not to full like his starting one. And provisions and bandages can't be used at 0, though they can be okay. Trying to bandage a fallen Warrior is a total 50/50 crap shoot, so you can often just waste your item and not heal the guy at all. All of this is balanced, at least in my experience, with the Power roll every turn. Many warriors will be very wounded in battles, and relying on the Wizard to spend his Power to heal them. This prevents the Wizard from constantly just burning everything with magic. And the Wizard gains gold for healing other warriors, so I think the designers anticipated this situation as well. For the Dwarf thing, even the level 2 monster chart starts bringing out many more Minotaurs, Ogres, Chaos Dwarf Blunderbusses, etc. I haven't really seen the Dwarf becoming invulnerable, just very sturdy--he's probably the best of the four basic warriors (though the Wizard is pretty different from the other three, so maybe shouldn't be compared directly), but I don't think he's so much better. Getting to 11 toughness and armour isn't super easy--most of the armor you can buy is super expensive and if you're extraordinarily lucky to find enough magic armor and shields to get that high, I think you've earned it. I confess, I've only played it as a board game, not with a GM--TPKs aren't uncommon if you get unlucky, which I think is in keeping with the spirit of the game. Monster magic is incredibly dangerous--the Orc Shaman instant death spell isn't super likely to come up, since you need a 4 on 2d6 (from memory) and then another 1 on a d6. But that's why Warriors get luck, to mitigate something like that. More dangerous, in my opinion, are the numerous Orc spells that target the Wizard specifically and prevent him from casting magic on his next turn. This makes it impossible to do the standard magical healing that the warriors depend on, and can quickly cause a TPK. Orc Shamans should be the priority target, and once per adventure attack items saved just in case they show up. I like Warhammer Quest way, way, way more than any other Dungeoncrawl type board game I've played. I'd look at Descent 1 with the Road to Legend expansion or something, though it's not very similar--Descent 2 is not at all what you're looking for. It has a completely different feel from Warhammer Quest.
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# ¿ Oct 4, 2012 14:12 |