HomeFAQSearchRegisterUsergroupsBlogLog inGolden Tom 2014 Thread!

Share | 
 

 Skill Manuals

View previous topic View next topic Go down 
AuthorMessage
whiskeytango
Warlord
Warlord


Posts : 253
Trading Reputation : 0
Join date : 2010-10-30

Personal Info
Primary Warband played: Witch Hunters Witch Hunters
Achievements earned: none

PostSubject: Skill Manuals    Tue 5 Jun 2012 - 18:59

My group has been toying with the idea of adding some new items lately, namely Tome of Magic-esque Skill Manuals. The basic idea is that there would be like a "manual of speed" which a character could use to auto-learn one speed skill, it would cost something similar to a ToM, maybe a bit less so that they might see some use ever, and that a character could use only one manual for each skill set they have, if you can find them.

I think this idea was born out of two things: 1) stuff like that existing in a lot RPG video games, like Skyrim and WoW, and 2) we've had a super long campaign going on for a while, several characters have completely maxed out their experience, and its getting boring but we don't want to stop.

Any thoughts on this sort of thing?
Back to top Go down
View user profile
Stronzo
Warlord
Warlord


Posts : 241
Trading Reputation : 0
Join date : 2012-03-22
Age : 33
Location : Denmark

Personal Info
Primary Warband played: Beastmen (EIF) Beastmen (EIF)
Achievements earned: none

PostSubject: Re: Skill Manuals    Tue 5 Jun 2012 - 23:46

When there is nothing left to gain and nothing left to buy, I think its a good idea Smile Another could be to simply allow heroes to level above the levels shown on the sheet Smile the amount of xp needed is pretty simple to calculate Smile

Back to top Go down
View user profile
Saranor
Warlord
Warlord


Posts : 236
Trading Reputation : 0
Join date : 2010-12-28
Location : Germany

Personal Info
Primary Warband played: Shadow Warriors (Unofficial) Shadow Warriors (Unofficial)
Achievements earned: none

PostSubject: Re: Skill Manuals    Wed 6 Jun 2012 - 0:50

An idea i had, was to give encampments to a warband, which increases the size of a warband (the idea never got behind a brainstorming phase ^^).
You can even increase even the amount of heroes in your warband, but you may never use more heroes/models than normaly allowed for your warband in a normal game. The rest stays back and protect the encampment.
You can build a pool of specialists from which you can choose for every scenario. (You can have new heroes which can have the books you mentioned whithout dropping the old ones.)
After each scenario your enemy may decided to find your encampement. If he does he may attack it at any time.

If he does you get only your left behind forces to protect the base. The other arrive some rounds later. He may loot your stash and do severe damage to your warband.
Perhaps you could spice it up with campaign points (make it harder to find or for the enemy may plan his attack with campaign points that the reinforcement appear later).
You can build special buildings like barricades, smith, herbal garden or you can try to build better camouflage that your enemy has more trouble finding you...

----------------

Another idea was splitting your warband into two warbands with some old veterans and some new warriors. (The second in command gets the first time his own warband and takes some of the men with him.)
And at some special events you can use both warbands together, because of some big enemy...
Back to top Go down
View user profile
maxxev
Ancient
Ancient


Posts : 406
Trading Reputation : 0
Join date : 2012-03-01
Location : West Sussex, UK

Personal Info
Primary Warband played: Dwarfs Dwarfs
Achievements earned: none

PostSubject: Re: Skill Manuals    Thu 7 Jun 2012 - 5:21

Saranor wrote:
An idea i had, was to give encampments to a warband, which increases the size of a warband (the idea never got behind a brainstorming phase ^^).
You can even increase even the amount of heroes in your warband, but you may never use more heroes/models than normaly allowed for your warband in a normal game. The rest stays back and protect the encampment.
You can build a pool of specialists from which you can choose for every scenario. (You can have new heroes which can have the books you mentioned whithout dropping the old ones.)
After each scenario your enemy may decided to find your encampement. If he does he may attack it at any time.

If he does you get only your left behind forces to protect the base. The other arrive some rounds later. He may loot your stash and do severe damage to your warband.
Perhaps you could spice it up with campaign points (make it harder to find or for the enemy may plan his attack with campaign points that the reinforcement appear later).
You can build special buildings like barricades, smith, herbal garden or you can try to build better camouflage that your enemy has more trouble finding you...

----------------

Another idea was splitting your warband into two warbands with some old veterans and some new warriors. (The second in command gets the first time his own warband and takes some of the men with him.)
And at some special events you can use both warbands together, because of some big enemy...

Just an FYI, rules like this already exisit somewhere, I don't remember where I downloaded it from but i've seen it before.
Back to top Go down
View user profile Http://maxxev.blogspot.co.uk
Sponsored content




PostSubject: Re: Skill Manuals    Today at 7:25

Back to top Go down
 
Skill Manuals
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Skill Drain
» Jinzo/Skill Drain Question
» Pistolier Skill
» What is the most useful skill you ever learned?
» Skill Drain+Flip effects

Permissions in this forum:You cannot reply to topics in this forum
Tom's Boring Mordheim Forum :: General Discussion :: Rules and Gameplay-
Jump to: