Title: Any interest in a dungeon crawl game?
Geep - November 1, 2008 02:42 AM (GMT)
Although roleplaying would be a little limited, I've been thinking of starting a 'dungeoncrawl' style fantasy game. It'd be based on GW stats and rules (mostly) but set on a grid, with players acting as a team to explore the area and kill the monsters.
I figure it'd be pretty easy to run and, if people in the group become inactive or less active, I can take over characters fairly easily (and promote them to 'meatshield').
Characters would earn experience, gain items, improve in abilities, etc.
Is there much interest in a game like this? How active are people likely to be?
I'll work out rules and things if it seems enough people are interested.
Zelt Arruin - November 2, 2008 01:57 AM (GMT)
That sounds pretty fun, I would play if we did that.
SeanyPrawny - November 8, 2008 11:34 PM (GMT)
Sounds very warhammer quest lol loved that game and as I have just dusted off my comp and so will prolly be alot more active now. (been trying to cut down on PC'age and managed a month away with only going on a lappo for 2 mins every few days to check here) I think I deserve a treat so am back lol. I'd be up for it.
Geep - November 10, 2008 12:00 AM (GMT)
Ok- two people will do (accompanied by some NPC's). Others could join later. I'll formalise my ideas and put them up (hopefully) in a day or two.
Ok, the basics:
Each player takes it in turn to do all of their actions, we then move on to the next player, etc.
Players have two actions per turn- a move action and a combat action. You can do these in either order, but you cannot trade one for another or split the actions (eg. move a bit, attack, move a bit more).
There is no charging action. You can move into an enemy and then attack.
Players take turns based on their Initiative. The higher your Initiative the earlier you act and the more likely it is you get to fight before a monster.
During combat, whoever's turn it is gets to attack and no one else. Initiative plays next to no role in combat itself.
To hit and to wound rolls are as normal for Warhammer.
General abilities are limited (at least to start with). For example, taking two hand weapons does not automatically give +1 A- you will need to spend an ability point to learn how to do this (more on that later).
Range for shooting weapons and spells isn't needed- it's a dungeon- nothing's that far away.
Fear and terror tests work as normal. For the purposes of when the Ld test for charging is needed, if your movement would take you into base contact with the model you take the test. If forced to flee you flee as directly as possible to an area out of line of sight of the terror causing creature, in an already explored area. This action happens during your turn and takes your move action.
You can move while in combat with an enemy, but they may make one automatic attack against you at -1 to hit (assuming they have the range to attack the square you are leaving from). This is done in the moving player's turn. If, after your move, you are still in range of your opponent and want to move again they will get another attack, just as before.
There is no limit to what characters can do what- you can have a barbarian style character who, later in the campaign, learns a spell, a dwarf character that learns a spell, etc- anything can be justified somehow.
Spells require Ld tests to cast- more details later, that's just a 'heads up' for character design.
There is no stand and shoot or flee charge reactions.
This all seems like a lot in writing, but what it boils down to is pretty simple. The first thing you need to do is make your characters-
You begin with the base stats:
M 4 Ws 3 Bs 3 S 3 T 3 W 2 I 4 A 1 Ld 7 Sv -
You can pick any two stats. Add 1 to one stat and subtract 1 from the other. You can do this up to three times, but can never reduce a stat to 0 or make your save worse than '-'. The above stats assume you are human, but the above means you can modify your stats to make yourself an elf, a dwarf, etc.
Movement- This is the number of squares you can move in your move phase. These can be moved diagonally, forward, backward, left, right ... etc. or any combination.
Ws/ Bs/ S/ T/ A/ Sv- used as in normal warhammer.
W- Wounds are used as normal in warhammer. When reduced to 0 wounds you are knocked out. If all of the party is reduced to 0 wounds it's game over. You only die when you are reduced to negative wounds equal to your regular wounds (eg. in the base profile above you are killed when you reach -2 wounds). Most enemies will not hurt you beyond 0 wounds.
I- The player with the highest initiative takes their turn first. When you come across monsters a high I will mean you may be able to attack them before they act. There may also be a few Initiative based tests...
Ld- As normal in warhammer, although you also use Ld for spellcasting. Usually a failed Ld test just means the spell doesn't happen. Usually...
Geep - November 10, 2008 06:00 AM (GMT)
Hope no one minds the double post- that last one would have got quite long.
Characters can carry four items and wear one kind of clothing/ armour. If you're at you limit and want to pick up something new you'll have to drop something.
You start with two free items and one free set of clothing/ armour.
Beginning items are:
Hand weapon- An axe, sword, etc.- as in normal warhammer, this is your basic item. Taking two does not give you +1 A unless you have the appropriate ability (abilities to come later).
Great weapon- Two hands. This covers all forms of great weapon. Difficult to use, these weapons give +1 S but -1 To Hit/ +1 to be hit in combat.
Spear- Two hands. These long weapons allow a model to attack up to 2 squares away, and not just in base to base, however the model is at -1 to hit/ + 1 to be hit in combat.
Shield- This item gives +1 to the armour save, but it's weight gives the user -1 Ws in combat. A hand weapon and shield combination does not give an additional +1 Sv.
Bow- Two hands. All bows are covered under this. A model may only shoot once per combat phase and all shots are Str3, or at the user's strength- whichever is lower.
Crossbow- Two hands. Crossbows require a movement phase to load. If a model moves while holding a loaded crossbow there is a 1 in 3 chance that the crossbow will go off- it does not damage anyone, but must be reloaded again before use. Crossbows are Str 4. Crossbows are heavy and give a -1 to hit penalty.
Throwing dagger- This covers all sorts of thrown weapons. A model may throw as many of these in a combat phase as they have attacks on their profile, but for each thrown there is a -1 to hit penalty (to a minimum of -1 to hit). The strength of these attacks is 2, unless the thrower's strength is less.
Healing kit- This item takes an entire turn to apply and affects one model in base contact. They gain +1 W but -1 T (to a minimum of 1) until they recieve some healing (when all effects are lost). 1 use only.
Leather armour- Thick leather cushions blows, but also cramps movement. The model has +1 T, but has -1 Ws, Bs and I.
Chainmail- Able to be worn over leather armour or by itself, this armour gives +1 to the save but -1 M and I.
Clothes- no effect, but you're wearing them whether you want to or not.
You'll come across other items throughout the game. I'll let you know what these do when you find them.
All penalties and bonuses from items are cumulative.
Remember you only have two hands- no claiming the bonuses (or penalties) for a great weapon and shield and the same time.
Ammo for ranged weapons is considered limitless- you'll probably be able to pluck ammo out of corpses, etc.
As first level characters, you all get to choose one Lvl 1 ability. As the game goes on you can get access to better abilites or pick abilities from lower levels.
Lvl 1 Abilities:
Sprint- You may give up your combat phase to have an extra move phase. You're at +1 to be hit in combat until the start of your next turn.
Powerful defence- You may give up your movement phase for an extra combat phase. All attacks by you in this turn, in either combat phase, close combat or shooting, are at -1 to hit and you are at +1 to be hit until the start of your next turn.
Great weapon training- Able to use these items better than most, you gain an additional +1 S when using them.
Two weapon combat training- You're able to use two hand weapons. You gain +1 Attack, but are at -1 to hit with all attacks. You are not at +1 to be hit.
Rapid reload- You may fire a bow twice, as long as you have at least two attacks. Both shots are at -1 to hit.
Crossbow training- You do not suffer the -1 to hit penalty with a crossbow.
Spear training- Instead of +1 to hit/ + 1 to be hit, when armed with a spear you have -1 Ws in combat.
Throwing weapon training- Your thrown weapons have a strength of 3.
Shield training- You do not suffer -1 Ws in combat from a shield.
Light armour training- Leather armour does not give you -1 I.
Posion use- All of your combat attacks count as poisoned attacks. 6's to hit wound the enmy automatically, but if you roll a 1 to hit you wound yourself. Armour saves are based on your strength, with weapon modifiers.
Frenzy- You are at +1 to hit in combat, but enemies have a +2 to hit you in combat and + 1 to hit when shooting at you.
Heal- Spell. Pass a Ld test to cast. Takes an entire turn to cast. 1 model in base contact (or the caster) gains 1 wound, up to their base wounds value.
Magic Flare- Spell. Pass a Ld test to cast. Roll to hit 1 enemy in line of sight- they take a strength 2 hit with no saves allowed. May not be cast at models engaged in close combat.
Aether hawk- Spell. Pass a Ld test to cast. 1 enemy in line of sight takes a strength 3 hit. May not be cast at models engaged in close combat.
Light- Spell. Pass a Ld test to cast. All enemies in line of sight are at -1 Ws until the start of the caster's next turn. Failure to cast gives the caster -1 Ws until the start of their next turn.
Many of these will be expanded upon as levels increase, and some new ones will be added too. It's a good idea to start the character with an idea in mind and trust that they will get better eventually...
Here's an example character-
Granart Ironheel, a young dwarf who dreams of earning a place in his Lord's personal unit of hammerers.
Base profile (with modifiers): M 3, Ws 4, Bs 2, S 3, T 4, W 2, I 3, A 1, Ld 8
Equipment: Great Weapon, Crossbow, Chainmail.
Ability: Great weapon training
Effective abilities: M 2, Ws 4 (-1 to hit, +1 to be hit), Bs 2, S 5, T 4, W 2, I 2, A 1, Ld 8, Sv 6+.
SeanyPrawny - November 11, 2008 09:22 PM (GMT)
Well no point in changing my ways yet.
Ecthelion Surion, a wood elf unable to return to Athel Loren seeking to prove himself worthy to return home.
Base profile: M 4 Ws 5 Bs 1 S 3 T 3 W 2 I 5 A 1 Ld 6 Sv -
Equipment: Spear, Clothes, Healing kit.
Ablility: Spear training
Effective abilities: M 4 Ws 4 Bs 3 S 3 T 3 W 2 I 5 A 1 Ld 6 Sv -
Think thats about right. If not am sure you can edit where I went wrong for me :happy:
Zelt Arruin - November 11, 2008 10:05 PM (GMT)
Ragnar Kurgonsson, a young dwarf who recently shaved his beard and dyed his hair.
M 3 Ws 4 Bs 1 S 4 T 4 W 2 I 4 A 1 Ld 7 Sv - (M for WS, BS for S and T)
Abilities: Two weapon combat training(+1 A, -1 to hit)
Items: 2 Hand Weapons, healing draught I mean kit
Geep - November 12, 2008 04:18 AM (GMT)
They seem like a good start. Zelt Arruin has one more item than is normally allowed, but as it's a healing kit I'll let it slide- you'll probably be needing them (you can take something else if you want too SeanyPrawny).
You'll be joined by:
Konrak Cragbrow, dwarven marksman
M 3 Ws 3 Bs 4 S 3 T 4 W 2 I 3 A 1 Ld 7
Items: Crossbow, Hand weapon, Healing kit (joining the trend...)
Abilities: Crossbow training
Markus Thanwier, Cleric to the temple of Ulric
M 4 Ws 4 Bs 3 S 3 T 3 W 2 I 2 A 1 Ld 8
Items: Great weapon, Throwing daggers, Clothes
I'll start another thread with the intro and beginning board in the next day or so.
Zelt Arruin - November 12, 2008 06:13 AM (GMT)
Oh right, forgot clothes counted as one of our items.
SeanyPrawny - November 12, 2008 02:31 PM (GMT)
Am fine as far as items go, had to struggle to get the medic kit lol.
Hillbilly Carl - January 10, 2009 03:20 PM (GMT)
'Griz' Rindholen - "Retired" Dwarfen Miner
Bored with the repetitive lifestyle that most dwarfen miners crave, Griz traded his pick for a big axe and took up the life of a wandering adventurer.
M4 WS5 BS2 S3 T4 W2 I2 A2 LD7 SV -
Items: Great Weapon, Healing Kit, Leather Armour
Abilities: Great Weapon Training, Improved Great Weapon Training
Effective abilities: M4 WS3 BS1 S5 T5 W2 I1 A2 LD7 SV -
Edit: I leveled him up to lvl2.
Geep - January 12, 2009 08:18 AM (GMT)
Looks good. Check out the game thread where I've added him in.
Balthorn - January 27, 2009 01:48 PM (GMT)
I'm up for this. Looks like lotsa fun.
Khan Garak - Kislevite Warrior, travelling the world, hiring his extrodinarliy large sword out to whomever needs it, and generally ready for a stouch at a moment's notice. Possibly hired to help protect the trade caravans...
I've assumed I'm starting at lvl 2.
M Ws Bs S T W I A Ld Sv
4 5 1 3 4 2 3 1 7 - Base
4 6 1 3 4 3 3 1 7 - Lvl 2
3 5 0 5 5 3 2 1 7 6 With gear
Starting - Chainmail, Greatsword, Healing kit.
Picked up - Leather armour
Abilities - Greatweapon training, Light armour training
Notes - -1 to hit / +1 to be hit
Three things I've assumed. One, that leather armour can be worn under chain (it says in the fluff, and we all know the fluff is always true). Second, that I'm starting at lvl 2. Three, that I'm allowed to pick up something from the dead before I join in. If any of these are wrong, feel free to correct me before you throw me in. :D
Edit: If i can't pick something up, or I can't wear both armours, I'll drop the leather and the light armour training, and take improved greatweapon training. Query though, will there be an option for training in other armours?
Geep - January 28, 2009 12:06 AM (GMT)
Character seems ok, only you'll just have 2 wounds for now. XP will be equal to the lowest in the party.
To answer the questions-
1. Yes you can wear both armours. Later on there will be armour heavier than chainmail, and when these can't be combined I'll make a note of it.
2. Dealt with above
3. I'll say this is ok at this stage. If people try and join further into the game I won't let them loot something from the very beginning of the game, but for now it's fine.
As for the armour- yes, there will be training for other kinds of armour available later, but they will be higher level abilities. There'll also be less penalty to the current armours.
I'll add you into the game later this round.
Hillbilly Carl - January 28, 2009 12:49 AM (GMT)
I'm afraid to think about what Geep will throw at us now! :uhhhh:
Seriously though, welcome aboard!
Balthorn - February 3, 2009 11:07 PM (GMT)
I thought I'd post this in here so that I don't ruin the flow of the Bleaklight thread, but may I suggest that some kind of leveling schedule is inserted into the general rules section?
So far the only way to actually tell the rules for leveling is by looking back through the posts, which will make things difficult if people join in at level 5 or 6. It will also help us plan our level progression a bit more.
Geep - February 3, 2009 11:34 PM (GMT)
True... and I should give more advance warnings on abilities too. This does run counter to my general laziness though... I'll try and get it done.
Balthorn - February 4, 2009 12:10 AM (GMT)
Don't worry, I completely understand your motivations (or lack thereof hehe). I'm not trying to make more work for you, honest... *shifty eyes*
Zelt Arruin - June 15, 2009 03:38 PM (GMT)
Now that the big encounter is over, I do have a comment. The assassin's poison should have superceeded the regular poison rules, like in table tops. Although, counter to this point, the poison could be (and was!) quite powerful and deadly, thus affirming the conjunction of the two poison effects.
And this isn't just because he hit me on a '6'. :biggrin:
Geep - June 18, 2009 04:31 AM (GMT)
I decided to keep the 'auto wound on a 6' with the other poison rules just because the weapons which are posoined are also probably low in strength (what kind of barbarian will bother putting poison on his giant axe?). Most of the party is damn tough, and poison is only scary if it works.
That particular poison was quite a nasty one- overall, that character was supposed to be a nasty distraction while the troll ate people and the orcs finished off survivors. But alas, the orcs were late, the assassin fled and the good guys won... I'll get you next time gadget...
Balthorn - June 22, 2009 02:04 AM (GMT)
Just had a thought regarding this current combat. Might it be an idea to list the initiative order at the start of the round. It will help the players to know where they are in relation to the monsters (especially when initiative values change) and will also help us let you know if we think you got something out of order.
Geep - June 22, 2009 03:27 AM (GMT)
Good idea- sorry about the mistakes here- I've been a bit distracted recently (not much of an excuse- I'm very distractable).
Balthorn - June 22, 2009 05:41 AM (GMT)
Hehe, a fellah after my own heart