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Plate Armour

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Plate Armour

Postby sadkitchen » September 8th, 2011, 5:46 pm

As for

(We always play that rules cannot be changed mid-quest).

- it's a good idea! We find some rules change, somewhat arbitrarily; something we remember working before doesn't work a year later...it isn't the DM being unfair; it's just realizing what approximates the "reality" of this magical fantasy immersiveness more.


We played it this way more because the majority of us were very young and would argue a rule we didn't like if allowed to. Once this rule was implemented we would forget that we even wanted a rule change about 2 turns after we wanted it, and many rules never changed.

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Re: Plate Armour

Postby Daedalus » September 8th, 2011, 8:23 pm

Ethica wrote:Agreed Daedalus, "equipping" a suit a plate armour would take ages.

The problem with weapons though is about weight. If the number of weapons you were allowed to carry wasn't a problem you could easily say "I'm going to use a battle axe when I'm attacking and a broadsword and shield when I'm defending". To simplify all this I only allow 1 main weapon (broadsword, battleaxe, spear, staff), 1 back-up weapon (throwing axe, shortsword, crossbow) and the armour you will be allowed to wear (no shield with battleaxe). I think this is a perfectly fair system, I don't think a hero should be allowed to bear 20 different swords each having advantages for a different kind of monster.


To a player that says "I'm going to use a battle axe when attacking and a broadsword and shield when I'm defending", I'd remind him he must drop his battle axe before equipping his Broadsword and Shield. The Battle Axe couldn't recovered until no monsters were visible. It's valuable, so to regain it a Search For Treasure action must be taken.

Still, that is cheezy, and I see your point. Therefore, I'll edit my previous post by stating that only one thing should be allowed to be picked up/equippped in a turn. That would force the player to choose the shield or broadsword, creating a penalty that balanced out the weapon-switch bonus.

I agree that a player shouldn't be allowed to tote an unlimited supply of weapons. I never liked that in Warhammerquest... too many items to manage, and none too believable. Having played Mordheim, I think I'll amend your carrying limit in my game to 2 melee weapons, 1 missile weapon, and unlimited daggers. I'll also allow 1 shield, 1 helmet, and 1 suit of mail armor.
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Re: Plate Armour

Postby sadkitchen » September 9th, 2011, 1:27 am

Daedalus wrote:I agree that a player shouldn't be allowed to tote an unlimited supply of weapons. I never liked that in Warhammerquest... too many items to manage, and none too believable. Having played Mordheim, I think I'll amend your carrying limit in my game to 2 melee weapons, 1 missile weapon, and unlimited daggers. I'll also allow 1 Shield, 1 Helmet, and 1 suit of Mail armor.


I am baffled that we never noticed how crazy geared out our heroes were.
Standard marching equipment (for each non Wizard Hero): 1 Battle Axe, 1 Long Sword, 1 Shield, 1 Crossbow, 1 Magic Weapon (spirit blade or orc's bane), 1 Helmet, 1 Suit of armor, a couple Magic Throwing Daggers, and enough potions to drown a camel. And in the later levels 1000+ Gold as well.


To a player that says "I'm going to use a battle axe when attacking and a Broadsword and Shield when I'm defending", I'd remind him he must drop his Battle Axe before equipping his Broadsword and Shield. The Battle Axe couldn't recovered until no monsters were visible. It's valuable, so to regain it a Search For Treasure action must be taken.


We also never had problems with this, our homebrew (don't think we knew we made it up) is if you attacked with it you defend with it.

Side note: Is it just the US armory or can you use a shield with the crossbow? I know in real life this would be highly un-doable, but am I reading the words of the rules right? I think that we played that you couldn't but I don't think the rules say you cant.

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Re: Plate Armour

Postby Big Bene » September 9th, 2011, 3:55 am

In real history, crossbow men often carried shields of a type that could be placed upright on the ground. When shooting, they put down the shild and kneed behind it.
Have a look ;)


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Re: Plate Armour

Postby Tott » September 9th, 2011, 8:28 am

i always allowed a melee weapon/set and a ranged weapon only, the only time a player could change weapons other than that was when they found a new one or in between quests.
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Re: Plate Armour

Postby Daedalus » September 10th, 2011, 1:29 am

sadkitchen wrote:Side note: Is it just the US armory or can you use a shield with the crossbow? I know in real life this would be highly un-doable, but am I reading the words of the rules right? I think that we played that you couldn't but I don't think the rules say you cant.
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You're reading it rightly. A quick check of the Armory shows a shield isn't prohibited while using the crossbow. I guess the shield is somehow partially unequipped while shooting, then equipped again if the Hero is attacked. Now that you mention it, seems a bit odd to me, too.

For the sake of simplicity, I'll allow the shield to be equipped with the crossbow. As my house-rule allows just 1 pick up/equip with an Action per turn, using an already-equipped Shield in this way must be considered a separate case (following the Armory description). After thinking about it again, I can see shooting with a shield rotated downward on the arm.[-edit] The crossbow can still be held in one hand or instead dropped in preparation for melee combat, so the shield is still useful that turn.
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Re: Plate Armour

Postby Draven » September 10th, 2011, 12:06 pm

Regarding crossbow/shield. We dont allow a shield to be used while firing the crossbow. We play that you can carry up to two weapons at a time. A shield may be carried but if you fire the crossbow you must defend your next turn without it. If you then use your alternative weapon, eg sword, you can then bring your shield into use.


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Plate Mail movement penalty

Postby Daedalus » June 14th, 2012, 1:03 am

Edited by HispaZargon: Thread merged with thread "Plate Mail movement penalty" since both threads treat the same topic. All posts from the second thread have been moved to this thread.

Plate Mail is usually neglected by canny Hero players because of the steep restriction of just 1 red die for movement. This often results in a death sentence when escape is vital.

A simple modification is to still allow a Hero wearing Plate Mail to roll 2 red dice for movement, but one must be discarded (the lower one, or just one if they are equal). Here's a reworded Armory entry:

    Plate Mail
    850 Gold Coins
          Armor
This heavy metal armor gives
you 2 extra combat dice in
defense. However, because it is so
heavy, you must choose just one of
your red dice for movement while
wearing it. May be combined with
the Helmet and/or Shield. May not
be worn by the Wizard.
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Re: Plate Mail movement penalty

Postby Goblin-King » June 14th, 2012, 3:07 am

It's only slightly better - I still can't see myself wearing that to be honest.


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Re: Plate Mail movement penalty

Postby Ethica » June 14th, 2012, 3:10 am

Not a bad idea. Another option would be to give the hero a maximum movement (say 6).

How about not applying the penalty at all to the barbarian, cause he's so hench? This would give him a long-term incentive that he lacks.


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