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<H1>Warhammer Quest</H1>
<H5>Greywolf's House Rules</H5>
<H3>by T. Jordan "Greywolf" Peacock</H3>
<P align=3Dcenter><B>8 AUG 95 -- Version 3.0</B></P>
<H3>=3D=3D=3D||</H3>
<P>The following are various house rules that I've been employing for =
local=20
games of _Warhammer Quest_, with a particular interest in trying to use =
this=20
game as a /role-playing/ game rather than just a board game. As "house =
rules",=20
of course, there is nothing that could possibly make them "official" in =
any=20
regard, or necessarily "better" than anything anyone else might come up =
with.=20
However, I do put a great deal of work into trying to make enjoyable =
gaming=20
sessions for those who show up to play, and I've done my best to hone =
the rules=20
I've played by. Here are the latest results of that ongoing effort.</P>
<H3>||=3D=3D=3D</H3>
<H4>1. EXPERIENCE POINTS</H4>
<P><B>Rule</B>: Players should keep track on their character sheets not =
only of=20
Gold totals, but a new category for Experience Points as well. When =
Warriors=20
defeat Monsters, instead of getting a number of "Gold Coins", they =
receive an=20
equal number of Experience instead. If the rule is used whereby the =
Wizard gains=20
5 Gold for each Warrior he heals, he now gains 5 Experience instead.</P>
<P>Experience may be spent in the same way as Gold on training. However, =
it may=20
not be spent on the purchase of equipment or the like. The benefit is =
that=20
Experience is not lost due to various Events or Hazards that would =
result in the=20
loss of possessions, and that there is no limit to how much Experience a =
Warrior=20
can "carry".</P>
<P>If the Warriors trigger some Event that would lead to them finding a =
"bag of=20
gold", they sell a treasure card, or similarly obtain treasure, then =
this is=20
still treated as "Gold". Gold may be spent on training (in combination =
with or=20
instead of experience, as desired) or on new equipment, as before.</P>
<P><B>Rationale</B>: Doesn't it seem odd when all these giant rats, =
giant bats=20
and even giant spiders carry little gold pouches clutched in their =
claws, or=20
that gold coins shower out of thin air every time the Wizard heals =
somebody?=20
Gold is equated with experience in Warhammer Quest as an abstraction, =
but an=20
unnecessary one, in my opinion. It is not all that difficult to make =
this rule=20
change to make things a little less bizarre.</P>
<P>Furthermore, what if you want to have a character type who is not =
obsessed=20
with gold? Consider the Troll-Slayer -- Even he shouldn't be overly =
obsessed=20
with worldly goods, considering his death-wish, yet due to the =
gold-driven=20
advancement system, special concessions have to be made to handle this =
character=20
type. This new system doesn't punish ascetics quite so much.</P>
<P>Also, what if the Elf were, say, to shoot a Monster across the =
Firechasm, and=20
have no way to collect the "gold" that Monster had? This way, there's no =
need to=20
physically collect the gold -- He gets the Experience. (Now, however, he =
might=20
have trouble getting any special Treasure Card that Monster might have=20
had...)</P>
<H4>2. NO RESURRECTION</H4>
<P><B>Rule</B>: The Resurrection spell should be removed from the deck =
of spell=20
cards available to beginning Wizards, and cannot be selected from the =
expanded=20
spell list at subsequent levels.</P>
<P><B>Rationale</B>: This is more a matter of personal taste, but the=20
Resurrection spell works better in a simplistic board game than a =
/role-playing/=20
game in my opinion. Death is a serious matter, and it is all too =
frequent in=20
Warhammer Quest. To make it possible to instantly bring Warriors back =
with this=20
spell only cheapens the situation.</P>
<P>Furthermore, consider the primary limitation on Resurrection: All of =
the=20
Warrior's gold and treasure is lost. This is evidently put in to serve =
as a sort=20
of counterweight, lest death become a /complete/ triviality, but this =
doesn't=20
make sense if the players should get the bright idea of simply =
ransacking the=20
corpse before reviving it.</P>
<P>If you /do/ keep this spell, and if you're using the Experience rule, =
I'd=20
recommend that the Warrior lose all his /Experience/ if revived.</P>
<H4>3. WIZARD'S HEALING</H4>
<P><B>Rule</B>: No experience is gained from using Healing Hands.</P>
<P><B>Rationale</B>: It simply bogged things down too much to have the =
Wizard=20
player going around the table saying "Okay, how many wounds did I heal =
you? And=20
you?" trying to tally up how many experience he got. For Heal Wounds, =
the=20
exchange is a bit more straightforward, though. The Wizard tends to =
advance in=20
Battle-Level quickly enough anyway.</P>
<H4>4. SKILL SELECTION</H4>
<P><B>Rule</B>: Rather than randomly determining which spells to select =
or which=20
special skills to gain at higher Battle-Levels, players may /choose/ =
their=20
skills.</P>
<P><B>Rationale</B>: I think the randomization factor is over-blown. By=20
/choosing/ skills, the players can have a better say in determining how =
their=20
Warriors develop. If they can't make a choice, though, the dice are =
always handy=20
for a quick decision-maker. For the Wizard -- Well, he already has some =
degree=20
of freedom in choosing spells anyway.</P>
<H4>5. INTELLIGENCE ATTRIBUTE</H4>
<P><B>Rule</B>: Each Warrior has an additional characteristic: =
Intelligence. To=20
determine Intelligence, roll 1D6. Anyone may re-roll a result of 1, but =
if it=20
ends up as 1 again, that result must be kept. "Scholarly" Warrior types =
(Wizard,=20
Warrior-Priest) may add +1 to the roll. "Barbaric" Warrior types and =
Dwarves=20
(Barbarian, Dwarf, Slayer, Chaos Warrior) must subtract 1 from the =
roll.</P>
<P>When a situation would call for an "Intellectual Initiative Test", =
test=20
against this statistic instead of Initiative. The suggested method is to =
roll=20
1D6, add it to your Intelligence, and report this result to the GM. If =
the=20
result is equal to or greater than the target value (a default of 7 =
should be=20
assumed for most situations, with modifiers as appropriate), then the =
Warrior=20
has succeeded.</P>
<P><B>Rationale</B>: Why should the Wizard be just as smart as the =
Barbarian?=20
Basing intellectual things off of the same statistic that determines =
your chance=20
of dodging out of the way of a falling boulder doesn't seem quite ... =
intuitive.=20
Being swift in mind is not equal to being swift in body.</P>
<P>Note that one could still end up with a particularly smart Barbarian, =
or a=20
particularly "dim" Wizard, by this standard. It's possible to end up =
with an=20
Intelligence score of 0 or 7, with modifiers. This doesn't mean that a=20
particular character is necessarily a complete imbecile or a genius on =
account=20
of the die roll. It's just that in situations where quick wit is =
required --=20
where problem-solving is beyond the scope of the /player/ to take a role =
-- this=20
provides a way of resolving the outcome.</P>
<P>If you despise random determination of this attribute, perhaps some =
flat=20
values would be more in line: Intelligence of 5 for "scholarly"-types =
(Wizard,=20
Warrior-Priest), 3 for "barbarians" and Dwarves (Barbarian, Dwarf, =
Slayer, Chaos=20
Warrior), and 4 for everybody else. This would help to make the =
differences=20
suitably minimal and generic, while offering just /enough/ differences =
between=20
the Warrior types to ... well ... make a difference. =3D)</P>
<P>As another thought, one idea might be that players could have the =
option of=20
trading off Wounds for higher Intelligence (but not the other way =
around), if=20
they have a more intellectual type of character in mind, or else =
choosing which=20
die is applied to which statistic. (Roll two dice. One of them is your =
die roll=20
for Intelligence. One is for Wounds. You choose which.)</P>
<H4>6. LUCK POINTS</H4>
<P><B>Rule</B>: Luck Points, when spent, no longer allow a re-roll. =
Rather, the=20
Warrior may simply choose whatever he wants the replacement roll result =
to=20
be.</P>
<P>Alternatively, if a Warrior is targeted by an enemy spell (one which =
uses a=20
random chart to determine the spell effects), a Luck point may be spent =
so that=20
the spell has no effect whatsoever this turn. If the spell would have =
affected=20
more than one character, his Luck point only protects himself from the=20
effects.</P>
<P>Luck may also be spent at the player's discretion to help out a =
Warrior other=20
than the player's own. There is no requirement that the Warriors be in =
the same=20
room or even be aware of each other's situation, as the use of Luck is =
not a=20
conscious action.</P>
<P><B>Rationale</B>: The death rate is high enough as it is, without =
actually=20
having a Luck point ... but then finding that is completely wasted even =
when you=20
use it, thanks to a freaky die roll.</P>
<H4>7. POWER CHART </H4>
<P><B>Rule</B>: The Wizard may add his Battle-Level to his power roll, =
even at=20
Battle- Level 1. To keep track of current his current power level, he =
should=20
have a numbered table handy, on which he can place a counter to =
represent his=20
current power rating. If there is more than one spell-caster, he should =
report=20
the die roll to all other casters, and they should set their own charts =
as=20
appropriate.</P>
<P>A sample "chart" layout (with marker) follows:</P>
<TABLE width=3D"100%" border=3D0>
  <TBODY>
  <TR>
    <TD align=3Dmiddle width=3D"10%">0</TD>
    <TD align=3Dmiddle width=3D"10%">1</TD>
    <TD align=3Dmiddle width=3D"10%">2</TD>
    <TD align=3Dmiddle width=3D"10%">3</TD>
    <TD align=3Dmiddle width=3D"10%">****</TD>
    <TD align=3Dmiddle width=3D"10%">5</TD>
    <TD align=3Dmiddle width=3D"10%">6</TD>
    <TD align=3Dmiddle width=3D"10%">7</TD>
    <TD align=3Dmiddle width=3D"10%">8</TD></TR>
  <TR>
    <TD align=3Dmiddle width=3D"10%">9</TD>
    <TD align=3Dmiddle width=3D"10%">10</TD>
    <TD align=3Dmiddle width=3D"10%">11</TD>
    <TD align=3Dmiddle width=3D"10%">12</TD>
    <TD align=3Dmiddle width=3D"10%">13</TD>
    <TD align=3Dmiddle width=3D"10%">14</TD>
    <TD align=3Dmiddle width=3D"10%">15</TD>
    <TD align=3Dmiddle width=3D"10%">16</TD>
    <TD align=3Dmiddle width=3D"10%">17</TD></TR></TBODY></TABLE>
<P><B>Rationale</B>: This isn't really so much a /rule/ as an =
/innovation/.=20
First of all, once you start adding +1 (or more) to the power die roll, =
there=20
are certain values (7 and more) that you can't represent on a d6. Sure, =
you=20
could pull out a d20, but as the Wizard is rolling power each and every =
turn, it=20
can be a minor delay while he tries to find the proper side to put up on =
his=20
card.</P>
<P>Just printing off a piece of paper with 0 to 17 on it and gluing the =
paper to=20
cardboard, and then giving the spellcaster a plastic piece to keep track =
of his=20
current level worked wonders to expediate the process. If you're short =
on Power=20
tokens (or just don't want to bother messing with the tiny things), a =
second=20
chart for keeping track of reserve power could be handy, too, though at=20
sufficiently high Battle-Levels you'll need a wider range of =
numbers.</P>
<P>As for my interpretation of adding one's Battle-Level to the current =
power=20
level, this arose because of a perceived ambiguity in the rules. It =
appears that=20
a beginning Wizard just rolls 1D6 for his Power, but later in the rules =
it=20
indicates that at subsequent levels, he adds his current Battle-Level to =
the=20
result. Does that apply for level 1 as well? I'm not sure, but why not? =
My=20
Wizard characters were initially dying off so quickly, I figured it =
couldn't=20
hurt.</P>
<H4>8. EXPERIENCE DISTRIBUTION</H4>
<P><B>Rule</B>: Whomever kills a Monster gets the full experience point =
value=20
(equivalent to the Gold value listed). He is under no obligation to =
share this=20
Experience with other Warriors, but the player may decide of his own =
accord to=20
do so, as long as he resolves the distribution quickly. (If it requires =
a=20
calculator and an argument over what to do with the remainder, the GM =
reserves=20
the right to revoke this privelege to expediate game play.) Others may =
not=20
attempt to pressure the player into dividing Experience.</P>
<P><B>Rationale</B>: For a while, the party's leader tried dividing up =
Gold=20
because it seemed like the fair thing to do. However, this took a good =
deal of=20
time, especially when players argued over their contributions to the =
fight. Just=20
giving someone the points wholesale may not always be fair, but it's =
/quick/. In=20
theory, things should even out somewhat ... though in practice, the =
Wizard's=20
"Freeze" spell often serves to kill off monsters on their last legs, =
much to the=20
chagrin of fellow Warriors.</P>
<P>"Experience" isn't a physical commodity, and therefore from a =
role-playing=20
basis, the Warriors shouldn't have anything to argue about in character. =
If a=20
player should decide on his own to give other Warriors their share, =
that's fine.=20
However, if he has to spend time doing the calculations, and if =
arguments break=20
out over how to do things, it just detracts from game play.</P>
<H4>9. POTIONS</H4>
<P><B>Rule</B>: Potions may be quaffed at any time, even if a Warrior is =
in=20
combat, so long as he has a hand free (i.e., not webbed). The Elf's =
Potion may=20
be "thrown" at another Warrior to heal him, but other potions cannot be =
so=20
casually used -- They must either be applied to an unconscious Warrior =
by an=20
adjacent Warrior, or else used by the bearer on himself, while =
conscious.</P>
<P><B>Rationale</B>: The "insta-heal" potion of the Elf is a real =
life-saver for=20
beginning Warriors, but it leads to rather strange situations if ALL =
potions are=20
treated in the same way. This seems to be the best compromise: to treat =
the=20
Elf's potion as a special case, while trying to treat other potions a =
little=20
more "realistically". I used to require potions to be consumed outside =
of=20
combat, based on my interpretation of an obscure passage in the rules, =
but I've=20
changed my mind since then, to make potions slightly more useful.</P>
<H4>10. ARMOR FITTING </H4>
<P><B>Rule</B>: One size doesn't fit all. If armor should be acquired as =
a=20
treasure card, roll 1D6. On a roll of 1-4, it is human-sized. On a roll =
of 5 or=20
6, it is Dwarf-sized. (This only applies for a full suit -- It does not =
need to=20
be determined for gauntlets, gloves, boots, helms, shields, etc.) The =
Dwarf=20
can't give his chainmail to another Warrior to wear, or vice-versa, =
unless they=20
both happen to be Dwarves.</P>
<P><B>Rationale</B>: I tried adding some new treasure cards with =
non-magical=20
items, and included some armor. The Dwarf (acting as leader at the time) =
planned=20
on taking the armor for himself, and passing his chainmail on to the =
Barbarian=20
(who was taking a break from leadership for the time being). I decided =
that this=20
seemed just a /wee/ bit implausible...</P>
<P>Now, the die roll for determining the size assumes an average random =
dungeon=20
setting. If you're gaming specifically in a Dwarven stronghold, it might =
very=20
well be assumed that most if not all armor encountered would be suited =
for=20
Dwarves. If you have a GM, it might just be best left up to GM =
discretion to=20
determine what makes sense.</P>
<H4>11. GHOSTS </H4>
<P><B>Rule</B>: Ghosts are worth 200 gold (experience) if defeated.</P>
<P><B>Rationale</B>: If giant rats, bats and spiders can carry little =
gold=20
pouches, why shouldn't Ghosts have any gold value, of all Monsters?</P>
<H4>12. MUMMIES </H4>
<P><B>Rule</B>: Mummies take double damage from fire-based attacks, and =
do not=20
apply their Toughness against such attacks. A normal torch may be used =
against a=20
Mummy (in lieu of a normal weapon) to inflict 1D6 Wounds (no modifiers), =
but=20
without a Strength bonus for the bearer.</P>
<P><B>Rationale</B>: This is just to be consistent with how =
fire-vulnerable=20
Mummies were in AHQ and WFB.</P>
<H4>13. GOBLIN FANATICS </H4>
<P><B>Rule</B>: Goblin Fanatics automatically strike first when they are =
placed=20
on the board.</P>
<P><B>Rationale</B>: If they /don't/ get to strike first, they're =
generally just=20
squashed, resulting in phenomenal gold rewards for whomever happens to =
have the=20
highest Initiative.</P>
<H4>14. RAISED AND LOWERED AREAS </H4>
<P><B>Rule</B>: On board sections (such as the Idol Room) where there =
are=20
raised/lowered sections, combatants at different "levels" are not pinned =
by each=20
other, though they may attack each other normally. Combatants on a =
"staircase"=20
section are considered to be at the "higher" level.</P>
<P><B>Rationale</B>: This is just to give some meaning to multi-level =
layouts=20
other than just pretty looks.</P>
<H4>15. CRITICAL HITS</H4>
<P><B>Rule</B>: When determining damage taken from a blow, if a =
defender's=20
Toughness, armor, etc. fully absorb the damage, then for each natural =
roll of 6=20
on the damage dice, 1 Wound still gets through with no modifiers.</P>
<P><B>Rationale</B>: I've been rather frustrated with the "SuperDwarf"=20
phenomenon, as I think of it. A Dwarf in the party acquired the Armor of =
Taakan,=20
and has, since then, been invincible against anything that rolls less =
than 2=20
damage dice; even in the latter case, he's often able to get through =
without a=20
scratch! Armor should be very useful, but shouldn't render the wearer=20
invincible. This was devised as a compromise, so that even =
heavily-armored=20
Warriors still have /some/ chance of being hit, even if the damage is =
miniscule,=20
so you don't have the situation where you can throw an entire ARMY of =
Skaven at=20
a Warrior, and even if each and every one of them rolled a natural 6 to =
hit, and=20
natural 6 for damage, they couldn't even bruise the Warrior!</P>
<H3>=3D=3D|| ||=3D=3D</H3>
<P class=3Dcomment>_Games Workshop_, the _Old World_, _Skaven_, =
_Warhammer Fantasy=20
Battle_, _Warhammer Quest_, _Advanced HeroQuest_ and _Talisman_ are =
trademarks=20
of Games Workshop, Ltd., and their use here does not constitute a legal=20
challenge to that status.=1A</P></BODY></HTML>

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