Daemonslave
09-08-2012, 09:36
Hi, I mentioned on another thread my (rather ambitious) desire to basically redo the entire Warrior Development for WHQ, starting each Warrior from scratch, with just their stats and allowing them to choose skills relevant to the character they wish to develop.
Here's my ideas so far;
Firstly it's worth mentioning that as a balance issue, I'm being a bit tougher on the Warriors in certain regards. Potions can now only be shared if in adjacent squares plus the Warriors cannot change between Weapons whilst there are Monsters around - they have one thing on each arm (or just one thing if using a two-handed weapon) which they declare at the start of each turn and cannot change if Monsters are present.
I'm also making a rule that when Monsters are placed, there has to be a minimum of D3 squares between them and the nearest Warrior (unless they have Ambush) - this way the guys with missile weapons will at least have a chance to use their weapons.
Actually, thinking about it, these wouldn't be compatable at all, because I'm changing lots of other bits as well, such as the Wizard not getting to add his BL to the power roll (he has to buy and wear robes to do so, etc) - meaning if you wanted a Warrior as a Heavily Armoured 'Tank' then he wouldn't get bonuses to his magic, which I thought was fair.
Anyway, I shall continue...
Skills Sets;
Enchanter, Smith, Killer, Intelligence, Stealth, One Handed, Two Handed, Elf Skills, Ballistic, Feral, Dwarf Skills, Blocking, Heavy Armour, Criminal, Explosives, Zealous, Tough, Magic (then choose type of Magic, ie Grey, Fire, Elf etc)
I also want to include Alchemy, but I haven't figured out how to do finding the ingredients. Mixing them in among the treasure would be a nightmare.
Basic Warrior Types to choose from (male and female are available - females have less strength but more initiative) :
Noble Human, General Human, Lowlife Human, High Elf, Wood Elf, Mercenary Elf, Dwarf, Dwarf Slayer, Dwarf Brewmaster, Halfling, Ogre,
So for example, if I wanted to have a Human Barbarian who was also a bit of a criminal, then I would select the Lowlife Human and chose skills mostly from the Feral, Criminal and One/Two Handed skill sets.
Whereas if I wanted the Witch Hunter character, I would select a Noble Human who has skills from Zealous, Magic and probably some from intelligence and maybe One Handed.
I haven't got time at the moment, but I'll put up the Actual Skill Trees later (the ones finished).
Wow these take ages to type up - Here's two.
One Handed
.................Feint -- Fencer -- Parry -- Disarm
................/
Deathblow -- Swordmaster -- Strength of Arm -- Ambidextrous -- Storm of Blades
Deathblow - we all know this one :)
Feint - May reroll a single missed to hit roll per turn.
Fencer: Monsters in Close Combat are at -1 to hit
Parry - When hit in Close Combat roll a D6. On a roll of a 6 the attack is avoided
Disarm: The Warrior may exchange all their attacks for a single one. If you succesfully hit, instead of causing any damage this turn you may select a weapon, shield or piece of jewellery to be discarded from the Monsters armoury.
Swordmaster: +1 to hit in Close Combat
Strength of Arm: +1 Strength with 1 handed weapons
Ambidextrous: The Warrior may wield a one handed weapon in each hand giving them + 1 attack per turn. However his to hit rolls are at -1.
Storm of Blades: If wielding two swords the Warrior may strike a Monster with both his swords at once, causing an extra 1D6 Wounds if he hits his foe. He also causes 1 extra Wound per battle-level if he rolls a natural 6 to hit. However, this strike is very difficult to perform, and the Warrior is at a further -1 to hit (in addition to his ambidextrous) when using this skill. Furthermore, he does not get a death-blow if he kills the Monster, because he concentrates both swords into a single, downward, killing strike. Each Storm of Blades attack uses up 1 of the Warrior's Attacks that turn. The Warrior must state that he is making this attack before rolling to hit.
Enchanting
All enchantments require you to use a Warp Jem (can be bought in the Wizards Guild). Each item may only have a single enchantment on them.
...............Magic Resistance -- Greater Magic Resistance -- Absorb Soul -- Fortify Health
.............../
Enchanter -- Empower Weapon -- Disenchant -- Dual Enchantments
Enchanter - The Warrior is trained in the use of enchanters.
Magic Resistance - Any single piece of clothing/armour/jewellry will, if worn, give you a magic Resistance save of 6+. Note that having multiple items with this enchantment will still only permit you a single roll.
Greater Magic Resistance: Any single piece of clothing/armour/jewellry will, if worn, give you a magic Resistance save of 5+. Note that having multiple items with this enchantment will still only permit you a single roll.
Absorb Soul: Any single piece of clothing/armour/jewellry will, if worn, restore D3 wounds to your Warrior if a Monster is killed in an adjacent square.
Fortify Health: Any single piece of clothing/armour/jewellry will, if worn, add D3 wounds to your Warriors Starting Wounds.
Empower Weapon: Any single weapon can be enchanted so it is now classed as Magical.
Disenchant: A single ability from one piece of treasure can be enchanted onto another of the same type, destroying the original in the process. *
Dual Enchantments: Two abilities from treasure can be enchanted onto another of the same type, destroying the originals in the process. *
* This is another thing I plan on changing. Having sets of weapon quality (ie what they are forged from) and tables of enchantments so that rather than one sword of might, for example, you can have Iron swords of Might, Steel Swords of might, etc.
Here's my ideas so far;
Firstly it's worth mentioning that as a balance issue, I'm being a bit tougher on the Warriors in certain regards. Potions can now only be shared if in adjacent squares plus the Warriors cannot change between Weapons whilst there are Monsters around - they have one thing on each arm (or just one thing if using a two-handed weapon) which they declare at the start of each turn and cannot change if Monsters are present.
I'm also making a rule that when Monsters are placed, there has to be a minimum of D3 squares between them and the nearest Warrior (unless they have Ambush) - this way the guys with missile weapons will at least have a chance to use their weapons.
Actually, thinking about it, these wouldn't be compatable at all, because I'm changing lots of other bits as well, such as the Wizard not getting to add his BL to the power roll (he has to buy and wear robes to do so, etc) - meaning if you wanted a Warrior as a Heavily Armoured 'Tank' then he wouldn't get bonuses to his magic, which I thought was fair.
Anyway, I shall continue...
Skills Sets;
Enchanter, Smith, Killer, Intelligence, Stealth, One Handed, Two Handed, Elf Skills, Ballistic, Feral, Dwarf Skills, Blocking, Heavy Armour, Criminal, Explosives, Zealous, Tough, Magic (then choose type of Magic, ie Grey, Fire, Elf etc)
I also want to include Alchemy, but I haven't figured out how to do finding the ingredients. Mixing them in among the treasure would be a nightmare.
Basic Warrior Types to choose from (male and female are available - females have less strength but more initiative) :
Noble Human, General Human, Lowlife Human, High Elf, Wood Elf, Mercenary Elf, Dwarf, Dwarf Slayer, Dwarf Brewmaster, Halfling, Ogre,
So for example, if I wanted to have a Human Barbarian who was also a bit of a criminal, then I would select the Lowlife Human and chose skills mostly from the Feral, Criminal and One/Two Handed skill sets.
Whereas if I wanted the Witch Hunter character, I would select a Noble Human who has skills from Zealous, Magic and probably some from intelligence and maybe One Handed.
I haven't got time at the moment, but I'll put up the Actual Skill Trees later (the ones finished).
Wow these take ages to type up - Here's two.
One Handed
.................Feint -- Fencer -- Parry -- Disarm
................/
Deathblow -- Swordmaster -- Strength of Arm -- Ambidextrous -- Storm of Blades
Deathblow - we all know this one :)
Feint - May reroll a single missed to hit roll per turn.
Fencer: Monsters in Close Combat are at -1 to hit
Parry - When hit in Close Combat roll a D6. On a roll of a 6 the attack is avoided
Disarm: The Warrior may exchange all their attacks for a single one. If you succesfully hit, instead of causing any damage this turn you may select a weapon, shield or piece of jewellery to be discarded from the Monsters armoury.
Swordmaster: +1 to hit in Close Combat
Strength of Arm: +1 Strength with 1 handed weapons
Ambidextrous: The Warrior may wield a one handed weapon in each hand giving them + 1 attack per turn. However his to hit rolls are at -1.
Storm of Blades: If wielding two swords the Warrior may strike a Monster with both his swords at once, causing an extra 1D6 Wounds if he hits his foe. He also causes 1 extra Wound per battle-level if he rolls a natural 6 to hit. However, this strike is very difficult to perform, and the Warrior is at a further -1 to hit (in addition to his ambidextrous) when using this skill. Furthermore, he does not get a death-blow if he kills the Monster, because he concentrates both swords into a single, downward, killing strike. Each Storm of Blades attack uses up 1 of the Warrior's Attacks that turn. The Warrior must state that he is making this attack before rolling to hit.
Enchanting
All enchantments require you to use a Warp Jem (can be bought in the Wizards Guild). Each item may only have a single enchantment on them.
...............Magic Resistance -- Greater Magic Resistance -- Absorb Soul -- Fortify Health
.............../
Enchanter -- Empower Weapon -- Disenchant -- Dual Enchantments
Enchanter - The Warrior is trained in the use of enchanters.
Magic Resistance - Any single piece of clothing/armour/jewellry will, if worn, give you a magic Resistance save of 6+. Note that having multiple items with this enchantment will still only permit you a single roll.
Greater Magic Resistance: Any single piece of clothing/armour/jewellry will, if worn, give you a magic Resistance save of 5+. Note that having multiple items with this enchantment will still only permit you a single roll.
Absorb Soul: Any single piece of clothing/armour/jewellry will, if worn, restore D3 wounds to your Warrior if a Monster is killed in an adjacent square.
Fortify Health: Any single piece of clothing/armour/jewellry will, if worn, add D3 wounds to your Warriors Starting Wounds.
Empower Weapon: Any single weapon can be enchanted so it is now classed as Magical.
Disenchant: A single ability from one piece of treasure can be enchanted onto another of the same type, destroying the original in the process. *
Dual Enchantments: Two abilities from treasure can be enchanted onto another of the same type, destroying the originals in the process. *
* This is another thing I plan on changing. Having sets of weapon quality (ie what they are forged from) and tables of enchantments so that rather than one sword of might, for example, you can have Iron swords of Might, Steel Swords of might, etc.