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Thread: WHQ Revision

  1. #21

    Re: WHQ Revision

    Added the Chaos Warrior (with variations for 4 gods + unaligned), Dwarven Brewmaster, Imperial Noble, Pit Fighter (untested currently), Ogre(partially tested), and Warrior Priest (currently in testing at level 9). Amazon and Swashbuckler will be out once the Lustria expansion is ready as they do go along well with that.

    As far as what's tested and what is not we play test each warrior all the way to level 10 with two goals in mind. They have to be viable and useful all the way up to level 10 (though some like the warrior priest are more of a slow build up) and they must be fun and interesting to play. If you have tried playing an elf to level 10 for instance before you would find that they are 'ok' at level one but quickly outclassed due to not having the items that barbarians and dwarves get. On top of that they don't have many options for what to do each turn other than shoot the bow or swing a weapon. Hopefully these rehashes will make things more fun.

    One word of warning though non of these warriors are meant for playing without the revised rules. They will almost all be more powerful than their original counterparts (with exceptions for the wizard for instance who got hit pretty hard by the nerf bat). Have fun and give me some feedback on the chaos warrior in particular he is still expected to take a few tweaks before he's fun and balanced.

  2. #22

    Re: WHQ Revision

    Just a little update (pun intended): The Halfling Thief!

    Though currently untested not a lot has changed with this plucky fellow. He is mostly a support character and a major source of cash for the party! Anyways he's up in the warriors section added in with all the others so check it out if you're looking for a fun challenge.

    As an aside has anyone actually gotten a chance to test out these rules yet? Was really hoping to get an idea of how others are finding the balance while playing through a campaign. So if anyone has actually played the rules set do let me know any issues you're having!

  3. #23
    Chapter Master Daniel36's Avatar
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    Re: WHQ Revision

    I was just reading the Empire army book, and if you have it lying around, you should definitely check out the part on Middenheim.
    Apparently there are many, many dungeons within Ulricsberg, the mountain on which Middenheim is built.

    It could be an amazingly cool source book.

    But what I am really thinking is... screw the original rules altogether... Come up with more interesting rules than that. Honestly, Quest would be more fun if movement was skirmish based, like Mordheim, with advancements like what Daemonslave suggests. Stuff like that. But that's just me. Not that I have the inclination to work on such a monstrous project, I already have enough work on my own game... But yeah. (Secretly, I am really hoping that Warhammer Quest will see a re-release... teehee)
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  4. #24

    Re: WHQ Revision

    I'm confused are you suggesting a Middenheim expansion? I really don't see how those dungeons would be much different than the others in the old world though I haven't seen the new empire book yet.

    As far as throwing out the original rules I don't see why anyone would want to. WHQ was the only game IMHO that even came close to making an interesting and balanced co-op dungeon crawl. Plus the random dungeon generation is great with lots of expandability. Not sure I get what you mean about skirmish movement ala Mordheim either. Played Mordheim too (one of the very few D66 table using games lol).

    Anywho just added the Swashbuckler to the warriors. Untested but at least more interesting and usable than the old version for sure. Only 6 adventures away from finishing up the Lustria Expansion (damn you writters block/laziness)!

  5. #25
    Chapter Master Jonahmaul's Avatar
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    Re: WHQ Revision

    Haven't got the time at the moment but really interested in reading through some of this. I still play Quest quite regularly and some friends and I have been doing very large groups recently (8-10) so have to tinker with the rules to balance them, particularly for larger parties (we got far too good last time because of all the objective room treasure rolls).
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  6. #26

    Re: WHQ Revision

    Quote Originally Posted by Jonahmaul View Post
    Haven't got the time at the moment but really interested in reading through some of this. I still play Quest quite regularly and some friends and I have been doing very large groups recently (8-10) so have to tinker with the rules to balance them, particularly for larger parties (we got far too good last time because of all the objective room treasure rolls).

    yikes 8-10? Through party makeup and dumb luck we've ended up with that many allies but not full fledged warriors! That has to be a nightmare to try and find a challenge with. It's in very early planning stages but I'm also working on a evil quest expansion that not only can you play as the bad guys and build a lair but play against another human controlled party as well hopefully so stay tuned for that. Now if only my dog would finish up the Lustria adventures so I don't have to.... I swear that part really is nearly done!

  7. #27
    Chapter Master Jonahmaul's Avatar
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    Re: WHQ Revision

    We just double the monsters to make it tougher. Although we got so ridiculously hard we did manage to out a Bloodthirster when we were level six! Although we didn't double down on that! I'll be really interested to see what you come up with Lustria wise as I have a Lizarman army so have said I'll try to bash up some rules for LM enemies (haven't thought about doing any themed adventures yet though, concerned about how much time it will take!).
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