Thanquol wrote:Neuralstasis, I just wanted to say I've enjoyed seeing this develop. The flavour and structure are coming together nicely. Looking forward to seeing where it goes.
Thanks. Thanquol and I have been having a fair amount of back and forth on the rules and he's provided much useful feedback and suggestions. And yes, the hats are definitely compensating!
RECIVS wrote:Vulnerable spots? What are your tweaks to critical hits for, then?
RECIVS wrote:Besides, the OP's tweaks to critcal hits would have to be harmonized accordingly for obvious reasons.
I'm not making any changes to crits. I'm writing the rules to be as compatible as possible to the original and EAHQ rules. Theoretically you could use my weapons changes I suggested in the other thread but they should be seen as a 100% separate and optional rules.
RECIVS wrote:Neuralstasis wrote:
I would have preferred a +1 "to hit" but that opens up a bunch of problems with crits and fumbles.
Examples?
I'm talking about players interpreting a +1 or -1 to hit as affecting crits or fumbles. Does a +1 to hit mean that a sword now crits on a 11 and 12 and cannot fumble? Does a -1 to hit mean a sword cannot crit? Does a +1 to hit mean an automatic hit if I normally need a 2 to hit? I have seen players go different ways to how I would interpret this.
Original AHQ rules did not include the more modern dice rolling terminology which these days would probably go: "A natural roll of a 1
ALWAYS misses and a natural roll of a 12
ALWAYS hits, irrespective of any bonuses or penalties to the roll". People have been playing AHQ for a long time and are used to playing with their interpretations, I chose a +1 to WS to avoid these interpretation issues. I cannot say conclusively how it should be played.
In development news, things have been going ok. Lots of subtle rules re-phrasing and tweaks to the spells. I'm now currently working on the monster matrices and doing some art for the project.