Hi there several years ago our group got back into WHQ after a prolonged break. We found the core mechanics just as fun as they used to be but the balance scewed from nigh impossible in the beginning to Laughably easy at the higher levels. So we started tinkering with the rules, adding in others house rules, making up our own etc. What follows is a Google Docs link below.
https://docs.google.com/folder/d/0B_dW6NCrPT61WXdycy1EaUtzVU...
We have kept the core mechanics and feel for the most part and built on top of that core. It may not be apparent at first but a ton has changed. Monster tweaks abound as do the encounters themselves. Warriors (only 4 in this release but there are far more that have been tested to 10) have been made stronger and or more interesting to balance out the various types and keep them fun to play all the way to 10.
Due to the high number of small tweaks it is highly recommended that when playing this revision you throw out your knowledge of the old rules and actually read the new ones as even special abilities have changed in some instances.
All official and some unofficial board sections are used in this revision. I will post my dungeon card deck when I get a chance as it is slightly altered for balance and varieties sake.
Anyways let me know what you think and do try it out. We have played 5 campaigns to level 10 and are currently testing out the new Lustria setting so there are reasons behind the the rules choices. Also if yours or anyone's work appears in this that you know of and is not credited let me know! I didn't intend to release this at the beginning but I thought the community would enjoy it and I do want others work to be credited (check the main rules).
New things (such as warriors and settings ie lustria) will be added soon!


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