View Full Version : WHQ New Rules

27-06-2015, 18:26
Hi all.

I'm working on a WHQ version II, based loosley on skyrim. I think I've managed to transfer most things across, but sneaking is puzzling me. How would you guys go about using some sort of sneak option.

Here's my thoughts;

Give each character a sneak rating - Halflings are good at it, Ogres are not, for example.

You cannot sneak in heavy armour.

An undetected warrior cannot be shot at by enemies using ballistic weapons

Magic users can sense peoples energies. Sneaking with a magic user on the same board section is at -2

To sneak up on a monster you must approach from an angle not in its eye line (same as how ballistic shooting works). You have to make a successful sneak roll for each square away that the monster has in initiative. I.e. a monster with initiative 2, you only have to roll when moving within two squares (and then again when moving into an adjacent square).

Successful sneak attacks get +1 to hit and do double damage. (There will also be skills that can increase this too).

Any thoughts?

27-06-2015, 21:02
I think your ideas are fine and sound fare in all scenarios. My way of thinking was a little bit easier as I have too due to most of my players are family and not heavy into technical. All mine are is with a dungeon master, once you enter the room, 6 goblins with spears stand random in different angles for that first warriors turn. if the warrior attacks a goblin from behind without crossing the path of another goblins view you get to attack with double damage that turn. After that turn the surprise is over continue as normal. but I think your's are good too.

24-07-2015, 18:31
Will try it out and get back to you with what I think, but at the moment sounds dead good to me. Could really help Halflings to become a more valuable team member.
Look forward to seeing what else you've come up with :-)