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Subject: Warhammer Quest : Interesting Tid Bits compiled by Phil, Chaos Lord
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<H1>Warhammer Quest</H1>
<H5>INTERESTING TID BITS</H5>
<H3 style=3D"TEXT-ALIGN: center" align=3Dcenter>Compiled by Phil Chaos =
Lord</H3>
<P class=3Dintro>"Interesting Tid Bits" is just a small collection of =
tiny rules,=20
most of them barely over a paragraph. Most of them can be found in old =
e-mails=20
from the archives.</P>
<P>&nbsp;</P>
<H4><B>Initiative</B></H4>
<P>&nbsp; I have read the house rules as far as the initiative phase =
goes, and=20
personally, I think it is kinda unfair. So, I have thought of a way that =
makes=20
it a little fairer. (i.e., when you first start, there are several BIG =
monsters=20
that can kill a party member straight out, as in the minotaur)</P>
<P>&nbsp; What I suggest, is everyone rolls a d3 and adds it to their =
initiative=20
score. This way, everyone stands a chance at going first, and it is not =
as set.=20
As a saying of mine goes, "A little randomness never killed anyone, =
well, at=20
least not yet!"</P>
<P>&nbsp;</P>
<H4><B>Too Many Powerful Weapons</B></H4>
<P>&nbsp; If your problem was too many powerful weapons that make the =
players=20
too powerful, then you may consider this little house rule I came up =
with.</P>
<P>&nbsp; A warrior may at anytime have no more than 4 single-handed =
weapons=20
(not including daggers or rings, etc -- this have no actual maximum =
*carried*).=20
2 handed weapons count as *2* single handed weapons for purposes of this =
rule,=20
and bows count a 1.</P>
<P>&nbsp; This rule controls players and imposes a realistic maximum to =
the=20
weapons carried.</P>
<P>&nbsp;</P>
<H4><B>Weapon Break Table</B></H4>
<P>&nbsp; To reduce warriors' power I use a weapon-break table every =
time a=20
warrior rolls a double 1 on the to hit rolls. This helps lower level =
players=20
that have still only one attack.</P>
<P>&nbsp; I don't have the table here, but it is something like this: =
rolling=20
2D6 scores near 7 won't affect the weapon. Scores with decreasing chance =
of=20
happening will affect the weapon with increasing damage.</P>
<P>&nbsp;</P>
<H4><B>Warriors Without Weapons</B></H4>
<P>&nbsp; See adv book, page 1 "While fighting unarmed, each warrior =
does 1d6=20
wounds when he hits, with no modifiers for strength" (i.e. he rolls 1d6=20
damage).</P>
<P>&nbsp; Monsters of course get to add their strength to the wounds =
score,=20
often whether or not they have weapons. So a goblin, strength 3, causes =
1d6+3=20
wounds when he hits. He is obviously the sort who needs a weapon, and =
usually=20
has a spear or whatever. A giant bat on the other hand, causes 1d6+2 =
wounds,=20
even though he doesn't have a weapon as such - he is purposely built to =
bite and=20
slash with tooth and claw, and is clearly never going to carry an axe, =
and=20
shouldn't be penalised for being 'unarmed'.</P>
<P>&nbsp; Warriors need their weapons - they do not have big fangs or =
claws=20
(although the Chaos warrior might have something to say about =
that...).</P>
<P>&nbsp;</P>
<H4><B>Bigger Or Smaller Parties</B></H4>
<P>&nbsp; An earlier article spoke of playing with one player and =
someone made=20
the comment (1/4 of a minotaur is still 1 minotaur).&nbsp; Sure, but the =
way I=20
play it, you multiply the WOUNDS and the GOLD by 0.25 for 1 player and =
1.25 for=20
5.&nbsp; For low wounds it doesn't change much, but big deal!</P>
<P>&nbsp;</P>
<H4><B>Overwatch</B></H4>
<P>&nbsp; If there are no monsters on the board and your warrior doesn't =
feel=20
like searching because he thinks that the large wooden gate with the =
daemon on=20
it is going to burst open, than he can go on overwatch (yes, this is a =
rule I=20
got from 40K and Necromunda). If your warrior is on overwatch he can't =
search or=20
move, he's just standing there waiting for the inevitable to happen. =
Place the=20
model faced to the door or gate or whatever he thinks the monsters will =
be=20
coming from, and place something next to the model to show it is =
actually on=20
overwatch. If nothing happens during the monster phase your warrior =
missed outon=20
some gold or treasure, but if the monsters do come, there is a =
possibility he=20
might hit it.</P>
<P>&nbsp; As the monster enters the room, your warrior can parry the =
attack, and=20
hit the monster, if he's good enough. Roll 1D6 for both the monster and =
the=20
warrior it is attacking and that was on overwatch, and then add their =
weapon=20
skill. Also add +1 to the monster's score, and subtract -1 from the =
warrior's=20
score if the warrior was looking in the wrong direction. Also note that =
the=20
monster doesn't have to attack the warrior that was on overwatch, so =
place your=20
models carefully (a monster isn't going to attack a warrior ready for =
the fight,=20
if there is somebody else with his head stuck in a barrel so to speak). =
The one=20
with the highest result wins the fight, and is able to hit.</P>
<P>&nbsp; This procedure has to be carried out during the monster phase, =
so that=20
the other monsters can attack the other models in the room without any =
penalty=20
(as a GM, feel free to give the monsters a +1 to hit if the model is =
doing=20
really weird stuff that isn't appropriate for battle).</P>
<P>&nbsp; Also note that the warrior doesn't have to test for fear =
during the=20
overwatch phase. Something is coming at it, and he doesn't even know =
what he's=20
hitting before it is actually there. You might also weaken terror down =
to=20
fear.</P>
<P>&nbsp; If you want to put a model with a bow or the like onto =
overwatch, then=20
he gets a free shot during the monster phase IF HE DIDN'T SHOOT DURING =
THE=20
PREVIOUS TURN (you have to get another arrow, reload the pistol,...). If =
the=20
monster is coming from another side then you can add a -1 or =962 =
modifier to the=20
to hit roll at your leisure.</P>
<P>&nbsp;</P>
<H4><B>Spell Casting For Wizards</B></H4>
<P>&nbsp; The wizard can cast each of his spells once every turn, =
whether he is=20
pinned, fighting as well etc. He can cast spells at any time (unless the =

description specifically states), but a suggested 'house rule' is that =
if you=20
have a more powerful wizard, he can only cast spells when it's his turn. =
This=20
stops him killing everything before the rest of the warriors get a =
chance.</P>
<P>&nbsp;</P>
<H4><B>Balancing Pit Fighters</B></H4>
<P>&nbsp; Increase the cost of Heal-Itt potions to 1,000 gold -- they're =
worth=20
it.&nbsp; (Alternatively you can insist that the PF only have one HI =
potion at a=20
time.)</P>
<P>&nbsp;</P>
<H4><B>Balancing Troll Slayers</B></H4>
<P>&nbsp; The Troll Slayer IS doomed as written.&nbsp; That would be =
okay, if it=20
weren't for the fact that he's usually doomed to die at the hands of =
pathetic=20
creatures in his first dungeon.&nbsp; Here's a possibility: Change the =
axe's=20
rune to a "Life-Stealer Rune."&nbsp; This rune instantly provides the =
wielder=20
with the same number of wounds as he causes in damage.&nbsp; This =
appears to be=20
an overly powerful device, but it is not.&nbsp; Many monsters at higher =
levels=20
should be able to kill the TS in one round -- the Trolls come to =
mind.....&nbsp;=20
This allows most TS characters to survive lower level dungeons and =
allows them a=20
real chance at the glorious death they seek.</P>
<P>&nbsp;</P>
<H4><B>Balancing Rats</B></H4>
<P>&nbsp; Another way around the giant rat problem is this. It says that =
the=20
giant rat dies on a 3+ when attacking. For lower level characters, roll =
to see=20
if the rat dies BEFORE his damaged is resolved. My group does it like =
this:=20
Establish which rats have hit, roll to see which ones die, and then the =
lucky=20
rats (or UNlucky characters) inflict their damage. Keep in mind the darn =
things=20
are only worth 20 Gold, and there are many other things that do less =
damage and=20
are worth a heck of alot more gold.</P>
<P>&nbsp;</P>
<H4><B>Should GMs Cheat?</B></H4>
<P>&nbsp; Okay, everyone has an opinion on whether to lie about dice =
rolls,=20
rolling behind screens and things like that. Here is an alternative for =
those=20
who think that they should let players see what they roll. Give yourself =
luck=20
points. Make it a function of your warriors' battle-level or luck total=20
(something like sum up all levels and divide by 6...).&nbsp; What you do =
with=20
the luck points, you simply say you want to use one and then reroll a =
dice. This=20
way, you have control when it counts.</P>
<P>&nbsp; Another alternative is a fate deck. The GM gets to pick a card =
for=20
every x turns the warriors take to finish the quest.&nbsp; The GM may =
horde his=20
cards and use them when he wants. The cards could read like:</P>
<P>GM ignores one dice roll he makes</P>
<P>GM ignores one dice roll the Warriors make</P>
<P>GM may place one monster anywhere he wants</P>
<P>GM may draw an encounter card</P>
<P>GM may place 1D6 monster (of the same type) anywhere he wants.</P>
<P>Play immediately!&nbsp; Warriors gets xxx gold in the next =
encounter.</P>
<P>&nbsp;</P>
<H4><B>Fate/Luck Rolls For Monsters</B></H4>
<P>I've been doing this for a while, giving the bad guys [the important =
ones at=20
least, such as the wizard in the quest room, etc.] fate/luck points to =
use as=20
the players would.&nbsp; This has helped significantly and made the bad =
guys a=20
bit tougher.&nbsp; The main thing about this is the players find it =
amusing,=20
guessing exactly "how many luck points does that Skaven warlock =
have?"&nbsp; And=20
the fun is the thing.&nbsp; If the players aren't having fun and you =
aren't=20
having fun, something needs to be changed.</P>
<P>&nbsp;</P>
<H4><B>Gold Formula?</B></H4>
<P>W((I+A+M+S+WS+T)+X)</P>
<P>=85 where X is a small number.</P>
<P>&nbsp;</P>
<H4><B>Gold V.S Experience</B></H4>
<P>&nbsp; Well, this is the system I'm gonna use in my next =
roleplay.&nbsp;=20
There are a lot of houserules involved because it's going to take about =
a year=20
to play it.&nbsp; These are the rules I think should be used:</P>
<P>&nbsp; For most mosters, killing them means getting some gold.&nbsp; =
This=20
amount is however much smaller than the amount indicated in the =
book.&nbsp; In=20
the case of spiders, dragons, beastmen and others that don't care about =
gold,=20
you could nominate a part of their gold value as being what they're =
worth in=20
trading. This is the same system as used in necromunda (spider eyes =
etc.) The=20
gold amount is used for buying stuff in the settlements, or for =
additional=20
training (see below)</P>
<P>&nbsp; The rest of the monster's value could be seen as experience =
points.=20
The warriors will gain their skills by killing monsters, so this comes =
up=20
another list.&nbsp; I'm gonna change the training bit by increasing the=20
warrior's characteristics inside the dungeon.&nbsp; For example, if you =
need=20
2000 gold to get to the next BL for getting two increases (like +1 WS =
and +1=20
skill), when the warrior gets his first 1000 experience points, I'll =
decide what=20
he gets.&nbsp; If he didn't but beat up bad guys until now, he'll =
receive the +1=20
WS or a skill that involves fighting.&nbsp; If he searched all day for a =
secret=20
chamber, he'll get a skill that'll do just that.</P>
<P>&nbsp; If the warriors go to a settlement they can still train.&nbsp; =
They'll=20
just a have to pay an amount of gold equal to a part of the experience =
they'ld=20
like to acquire.&nbsp; In the former case it would be either 1000 or =
2000 g. If=20
they do that however, they will have to roll their skills on a random =
table.</P>
<P>&nbsp; There are experience points to be gained for accomplishing =
difficult=20
tasks, or for having really good ideas (the kind of ideas that make the =
GM's=20
sick, because it skipped an entire part of a dungeon).&nbsp; It is up to =
the GM=20
to decide who gets how great an amount of experience points.</P>
<P>&nbsp; Of course, the players would need two lists, one for the gold =
they=20
found, and one for the amount of experience points.</P>
<P>&nbsp; You don't have to distribute fixed amounts of gold for each=20
warrior.&nbsp; If a warrior used an incredibly potent weapon to kill an =
Orc,=20
than he doesn't receive the same amount of experience points as if he =
did it=20
with his bare hands.</P></BODY></HTML>

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