PDA

View Full Version : Warhammer Quest Rules



Daemonslave
18-08-2010, 13:53
Hi, this is the place where you can post your house rules [note: I will make a seperate thread for new monsters], etc. If people think they are suitable I'll compile them into this first post updating regularly (kinda like what they do on the rumour threads).

Daemonslave
18-08-2010, 14:01
Me to go first;

Sharing gold vs large monsters: At the moment the person who delivers the death blow to a monster gets all the gold for that monster. I think thats a bit unfair, especially as at the later levels you come across monsters with many wounds and every one chips in.

These are my suggestions;

A, Every character who inflicts a wound upon said monster (or group of monsters) gets an equal share of the gold

B, The gold is shared out equally amoungst all the warriors regardless of damage inflicted (of single monster or the entire group)

C, Work out an amount of gold, depending on the amount of damage your warrior inflicted (ie the barbarian inflicted 40% of the damage, then he gets 40% of the gold).

Or would you like to keep it as is?

Personally I would vote B, because the wizard and others with healing abilities would lose out otherwise - whilst he may not be fighting as much as the others he is doing other roles such as keeping the warriors alive.

Inandantia
18-08-2010, 14:10
My vote would go to B also, with loose change from rounding up going to the warrior who made the killing blow. Keeps things nice and simple and, as you say, healers deserve their share too!

I'd be tempted to give option C a go though, as long as it doesn't slow down play too much. Have you tested it out?

wilsongrahams
18-08-2010, 14:17
I agree with option B too - and I'm still awaiting my rule book to arrive after buying it on ebay. I followed the Quest campaigns in White Dwarf years ago but never got round to playing - I'm hoping I can entice my partner to join in!

Inandantia
18-08-2010, 14:26
It's a great pick up and play game straight out of the box I find, really easy to throw a quick adventure together. So hopefully a good one to play with your partner, plus it's more co-operative as the monsters don't really need a player controlling them.

On the gold thing, I've started using experience alongside gold as I never really liked having to put off buying that new pack mule or shiny sword because I was saving for the next level. Quite simply I split the gold value between actual gold and exp.

So a monster worth 50gp on its profile would net the warrior 25 gold and 25 experience. Once they've got enough exp they cash it in as usual. It also allows healers or other indirect warriors to gain experience if they don't spend much time killing monsters, by awarding them a few exp when they heal or buff another model (a bit like the elf ranger gaining gold when they use their heal spell).

Any thoughts on this?

Daemonslave
18-08-2010, 17:21
It's a great pick up and play game straight out of the box I find, really easy to throw a quick adventure together. So hopefully a good one to play with your partner, plus it's more co-operative as the monsters don't really need a player controlling them.

On the gold thing, I've started using experience alongside gold as I never really liked having to put off buying that new pack mule or shiny sword because I was saving for the next level. Quite simply I split the gold value between actual gold and exp.

So a monster worth 50gp on its profile would net the warrior 25 gold and 25 experience. Once they've got enough exp they cash it in as usual. It also allows healers or other indirect warriors to gain experience if they don't spend much time killing monsters, by awarding them a few exp when they heal or buff another model (a bit like the elf ranger gaining gold when they use their heal spell).

Any thoughts on this?

Hmmm. Not so sure on this one. If the warriors just collect gold then they can choose what they want to do with it (i.e. enough to go up a level and the rest on any equipment). If they get half gold, half experience then it will take them longer to save up money (if thats what they want) or to save up experience (if thats what they want) rather than having all gold allowing things to be optional. Also when the warriors are at level 10 the experience points would be wasted as the warriors cannot increase any higher.

Inandantia
19-08-2010, 09:12
Hmmm. Not so sure on this one. If the warriors just collect gold then they can choose what they want to do with it (i.e. enough to go up a level and the rest on any equipment). If they get half gold, half experience then it will take them longer to save up money (if thats what they want) or to save up experience (if thats what they want) rather than having all gold allowing things to be optional. Also when the warriors are at level 10 the experience points would be wasted as the warriors cannot increase any higher.

I agree it does take longer, but for me I don't mind that. Also from a GM point of view it gives the opportunity to award extra exp on adventures, be it for finding a passage, disarming a trap or healing an ally like I mentioned earlier; in these kind of situations when you want to reward the party it seems odd to give them gold. By the same token it seemed odd when a warrior could now become a better fighter because they found a bag of gold on the floor.

So it's a personal preference for me, I liked how it broadened the ways the party could be rewarded. As far as exp being wasted at level 10, you do make a good point although that's never been a problem for me as warriors have either been killed, disappeared or otherwise retired before that point! I did always think though that if a party ever reached that level it probably wouldn't be difficult to house rule level 11 and beyond. :cool:

Mr Feral
19-08-2010, 10:21
Hmm, great idea!

I'm more inclined to go for option B, purely because its the simplest and easiest option in-game.

Daemonslave
19-08-2010, 10:33
Now that you mention about rewarding things like discovering secret passages with experience I am starting to warm to the idea.

I'm actually in favour of it slowing down the warriors rising through the levels (it gives you more time time to paint your models and more use out of them - you dont want to spend a fortune on lots of monsters only to use them for a few adventures).

Maybe experience points can be used to trade in for certain items, ie. extra spells for the wizard or extra luck for the warriors, too, or maybe for purely useless things such as lordships, knighthoods, etc (allowing your characters to be named - Sir Jarok Bloodspiller, for example)

Mr Feral
19-08-2010, 10:54
I forgot to ask, how would you define "large monsters"? Would it be determined by Wounds, base size, literal size of model etc.?

Also, would it be appropriate to use a similar system for expensive enemy characters, since obviously its usually also a team effort to bring them down?

Inandantia
19-08-2010, 10:59
I think being able to trade in exp for things other than levels is a good idea. Love the idea of buying titles and knicknames too, and they wouldn't have to be completely useless just very, very circumstantial i.e. Sir Jarok gets the title "the Saviour of Brownwater Village" gets a small discount at the shops or ignores certain hostile events from the villagers should he ever travel back there.

Another possibility would be to allow the warriors to spend gold on training sessions, so essentially trading gold for exp. I'd make this a bit risky though, like coming away with a small amount of exp or gaining an injury from the training etc.

@ Mr Feral: generally I would say anything above trash monsters like orcs, clanrats, spiders, basicly anything with more than 3 wounds. Anything ogre sized plus you'll find yourself ganging up on at lower levels. And yes I'd include enemy champions and such in that.

Daemonslave
19-08-2010, 11:06
I forgot to ask, how would you define "large monsters"? Would it be determined by Wounds, base size, literal size of model etc.?

Also, would it be appropriate to use a similar system for expensive enemy characters, since obviously its usually also a team effort to bring them down?

I was thinking all monsters/ group of monsters, not just the large ones. I just used a large monster with many wounds to highlight the issue.

So do we all agree, once a monster / group of monsters is killed, all the gold from it / them is shared equally amoungst all the warriors, with any remainder going to the person who delivered the deathblow (or most deathblows in the case of a group) ?

Inandantia
19-08-2010, 11:14
Yeah I think that seems to be the consensus and I agree about applying it to all monsters.

Mr Feral
19-08-2010, 11:55
Hmm, I think now it applies to all Monsters, I am more inclined to have the Gold spread between the Warriors who caused Wounds on each particular one, with as you say the remainder going to whoever caused the actual kill.

Inandantia
19-08-2010, 12:34
Something I've always wanted to undertake is to change the way spell selection works. Now, I don't have too many problems with the way it works "as is" but I've always liked the idea of a Wizard selecting a lore upon creation and having a new list of spells for each lore that they choose from as they level up. So they could be a Bright Wizard and select spells from a new list of fire or a Life Wizard and only select spells from a new list of life orientated spells etc.

This is an idea that would need a bit of development and I'm aware of a couple of disadvantages of doing this (although I like to think of them as adding character ;) ) but I would just like to get an initial reaction about the basic idea from people.

I'd aim for about 25 spells for each lore in order to give enough choice and variety when levelling up/gaining new spells so the lores would have to be quite creative to avoid too much overlap or similarities between lores/spells. I think WHQ should lend itself to expanding upon the lores as they exist in the warhammer world as there's room for spells that work outside of a combat situation.

Please comment, criticise or ask questions if I something I've said isn't too clear (always a strong danger of that with me!) :cool:

Daemonslave
19-08-2010, 12:42
That's quite a good idea. Maybe having a core set that all wizards can choose from and then a specialist set that only wizards of a certain type can choose from.

i.e. When going up a battle level and rolling to see the powers he can choose a wizard can opt for spells from the core spells (available to all wizards) or from his discipline (i.e. fire, celestial, shamanistic )

We also need to do something similar for monster spells, their stuff sucks!

Mr Feral
19-08-2010, 12:55
Yes, great idea!

For the Monster Spells, I think a big chart of spells would be good (at least 15-20). I think as well that the Magic level they are at should affect the power of their spells (ie. add extra dice to damage?)

Inandantia
19-08-2010, 13:01
Yeah I think having a core set would be quite good. What I had thought of doing was having the lore spells range from level 1-10 with a number of spells to choose from for each level. A level 1 wizard would get 3 spells upon creation and gains 1 spell per level chosen from his lore (a wizard would not be able to choose a spell from the table higher than the level he is currently at). This would mean a level 10 Wizard would end up with 12 lore spells in their repetoire. On top of that, each level (or maybe every other level?) they choose 1 core spell; these would all be fairly low powered utility spells probably.

Although 1 spell per level could be a bit limiting at face value there are always loads of ways a warrior can increase their collection throughout their career (spell books, fonts of power, extra training, etc, etc)

+1 to improving the monster spells, they could do with some work. Same goes for the magic weapons and armour they get too.

Daemonslave
19-08-2010, 13:22
How about the same thing for monster spells? A core unit of general spells that any magician can use and then a seperate section for race, etc.

I.e. Tzeentch spells, Nurgle Spells, Slaanesh Spells, Orc spells, Undead spells, Skaven Spells, Chaos Spells, Dark Elf spells,

Chaos Sorcerers could then be randomly determined as undivided, Tzeentch, etc, giving more options again, plus you can give magic to normal daemons (not just greater daemons).

Perhaps the monster level that they come from determines the number of spells they get. i.e. Lord of change is level 9, so gets 9 spells, chosen from general or Tzeentch (and maybe chaos too). Or he rolls 9D6 and adds the scores to get spells of the levels he wants, like the wizard does.

Mr Feral
19-08-2010, 14:00
I think that the Monster Level should affect the damage / effect caused by Monster's spells, therefore if Monster Level equals n then references in spells to 1D6 should be nD6.

For a Wizards spells, I think the player should have the choice of either using the normal set of spells or specialise in one of the Winds of Magic.

Daemonslave
19-08-2010, 14:54
I think that the Monster Level should affect the damage / effect caused by Monster's spells, therefore if Monster Level equals n then references in spells to 1D6 should be nD6.

Yeah ok, that sounds good.


For a Wizards spells, I think the player should have the choice of either using the normal set of spells or specialise in one of the Winds of Magic.

Do you mean either the wizard should be all core or all specialist? or just that he should have the choice when picking his new spells? (in which case I agree with you)

Mr Feral
19-08-2010, 15:03
I think they should get the choice when starting the character, ie. you choose to be a traditional dungeon-dwelling "jack of all trades" or you are a practitioner of one of the eight winds of magic (be it a Bright Wizard, an Amethyst Wizard etc.).

Inandantia
19-08-2010, 16:06
With generating spells for monsters I think you may run the risk of slowing the game down if you use the same method the wizard does. Ideally we could have 2 charts, one for wizards generally encountered in the dungeon rooms which could be a 1-6 roll on a relevant table (nurgle spells, skaven spells, dark elf spells and such) to determine what spell they use each turn. Then another chart for the end of level boss spell casters which could work the same way as the wizard and could be generated before hand, that way you aren't stopping play to pick spells.

This way you have a ready table for any random spell casters encountered (and using the idea of monster level determining damage helps to scale the power of spells) and a way of creating more in depth boss enemies.

As for the wizard choosing spells, yeah it would be up to the player to choose whether they want the good ol' rule book version or a house rule mage.

Nkari
23-08-2010, 22:56
First off after a few games we started to divide _all_ gold equally when the chars kills monsters, because, if we did not do that, to many ppl lagged behind in the lvls, and the problem grew the larger the diffrance in lvl there was..

Second, we changed the "random" spawning to the following..

On first roll of 1 spawns.. And unless the party has killed all the spawned monsters, there will not spawn another set of monsters on the second roll of 1.. if there are still monsters left on the third roll of 1, there will be spawns.. then on the 5th roll, 8th roll, 13th roll etc.. Because we found that we cycled throu the deck very quickly if every 1 more or less spawned a bunch of mobs.. more fun this way, cause then you get random mobs in the whole of the dungeon while the original way, you tended to get stuck with a TON of random mobs..



We have allso highlighted the problem that the game is LETHAL, unless the mage got the 1 hp on whole party for 2 power, there is generally a party wipe every dungeon because of the overwhelming amount of dmg the spawns tends to do, 2D6 goblins are DANGERUS when you got starting equipment only.. not to mention 3 minotaurs.. This we have solved by letting the mage choose that spell.. its a cop out but until we figure out a way to fix it, it needs to stay..

Inandantia
24-08-2010, 12:43
One house rule we started to introduce was allowing the party to visit a town before their adventure with a small amount of starting gold so they can buy some bandages, rope or other supplies before they set out. Helps people through situations where you get 3 minotaurs to the face followed by a 1 on the power dice in the first dungeon room of the game!

wilsongrahams
28-08-2010, 13:20
Hey people, this may seem a really obvious question, but having just got into Quest I've not found my answer yet.

On the roleplay sheets there is a box in the profile titled 'Will'. I found the section and rules for 'Luck' but have no idea what 'Will' is. I scoured the Rulebook and had a search through the Roleplay book and came up with nothing.

Any ideas? BTW I'm using a pdf version of the Roleplay sheet.

Daemonslave
28-08-2010, 15:54
Hey people, this may seem a really obvious question, but having just got into Quest I've not found my answer yet.

On the roleplay sheets there is a box in the profile titled 'Will'. I found the section and rules for 'Luck' but have no idea what 'Will' is. I scoured the Rulebook and had a search through the Roleplay book and came up with nothing.

Any ideas? BTW I'm using a pdf version of the Roleplay sheet.

It's explained on page 160 of the roleplay book. It's mainly used for scenarios where someone may try and hypnotise you, etc, or (and this is just a personal rule which I use) if the warrior wishes to do something that is completely against his character (ie Barbarian running away or the Chaos Warrior not killing an opponent [if needed alive for some reason])

wilsongrahams
28-08-2010, 16:57
Thanks very much, I'll go check! That extra use sounds like a good time to use it too - and even more besides in games with a games master.

Clanrat
28-08-2010, 20:33
Well, one of the rules we use is concerning fear/terror. instead of adding a warriors battle lvl to the roll to resist fear/terror, we use the characters will stat. While this may seem like a major nerf to the fear/terror abilites, it does give those characters such as trollslayers, bretonnians etc who are reknowned for being dauntless able to use this stat which otherwise finds very little use outside of GM created events/effects.
This does have the effect of making lower lvl fear causers slightly easier to deal with, while making things like Bloodthirsters VERY scary for certain classes a for example, not many (if any) classes can get a will of 10.

Also, another rule we have used is regarding wizards scrolls. If a wizard finds a scroll with a spell that correlates to one in the list, then if at the end of an adventure he still has that scroll (ie doesnt use it) then we allow him/her to copy (for lack of a better word) it into his "spellbook" effectively "learning" that particular spell through dint of study. This only really works with scrolls that have spells with equivalent effects already in the spell list in the book however.

As an aside, http://wquest.free.fr/ has many, many house rules and character classes etc, however i would say many of them are a little unbalanced. Check it out :)

Daemonslave
15-02-2014, 20:55
Wow! Major threadnomancy.

I want to develop rules for sneaking for assassin type characters. Ie if they successfully sneak up behind a monster then they cause double damage, etc.

I was thinking of giving each character a sneak rating (eg 4+ for halflings, 6+ for Ogre Mercenaries) and every square the warrior moves onto he has to roll to see if he is still undetected. Obviously he can't be in the monsters line of sight.

Not sure though. Any better ideas?

Necanthrope
16-02-2014, 06:43
Perhaps base it on the warrior's pinning roll and /or initiative?
That's usually a good indicator of how agile and sneaky they are.

Daemonslave
18-02-2014, 22:02
Perhaps base it on the warrior's pinning roll and /or initiative?
That's usually a good indicator of how agile and sneaky they are.

I like that idea. Maybe make a pinning roll for each square you step on, add +1 to your roll if your Initiative is higher than the monster you are sneaking up on or subtract 1 from your roll if your initiative is lower.

A successful sneak attack causes an extra D6 damage after any modifiers (I'll also have skills available which really enhance damage with sneak attacks). Any thoughts?

Daxio
20-02-2014, 17:46
I made these cards to experiment with altered deployment for monsters, am still developing them and not sure if they help the game. Certainly in larger rooms they have a place, but some just don't work at all in smaller rooms with say 12 orcs turning up, the card becomes a bit superfluous as every space is filled.

https://scontent-a-lhr.xx.fbcdn.net/hphotos-prn2/t1/1798827_10202647092971703_1977407381_n.jpg

https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t1/1962635_10202647095051755_1942973516_n.jpg

Have used them in 3 games now, will see how goes. :)
Has anyone tried the same, what were your conclusions? am I wasting my time?

Daemonslave
20-02-2014, 19:40
Well I've toyed with the idea of having monsters placed a minimum of D6 squares away (with the exception of those with ambush) from the Warriors when first placed (even if this means on another board section). This would allow Warriors and monsters to actually make use of ballistic weapons a bit better and monsters to actually make use of their movement characteristic.

Haven't actually tried it though, so I'm not sure if it would make a huge difference.

Daxio
20-02-2014, 20:00
Yea, I've had a go with that too, what set me off with cards was looking back at an old copy of WD with a Heroquest adventure, I noticed that the monsters were already positioned on the plan.
I started to wonder if I could reproduce the variety of placement. In Heroquest the boards are larger 5 by 5 and 5 by 10, so its easier. I draw a card each time an event chucks up a monster, then interpret their position as best as I can. Small rooms are difficult, so for them it makes little difference, but in a large room with high Initiative monsters, like chaos warriors it can make the battle seem more varied. Will keep experimenting.:)

S_A_T_S
21-02-2014, 15:56
I like the placement cards, a good idea. We often place them as we like to fit the monsters (archers often in the next room, melee fighters blocking the path, etc) but random cards will take away that element of 'gamesmanship' that can slip in every now and then. Might work for random encounters of other games as well...