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Categories
Discussion
Main - Rune Quest
RE: Large scale battles and magics
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Author:
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Time:
07.01.2003 13:24
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Text:
SO HERE'S MY PROBLEM; WHAT KIND OF MAGIC RULES SHOULD I ADD TO THE WARHAMMER GAME WHEN I USE IT TO RULE THE OUTCOME OF EPIC RQ BATTLES? Have any of you any ideas?
Thats a difficult one. My brother and I have discussed at length what would be the best way to simulate large scale battles, or even small scale skirmishes which are just a bit too big for the normal combart rules. There are so many factors to consider, what is critical and what would just be too cumbersome. We never even got close to thinking about magic. Having never played warammer, I am unfamiliar with the system, but does it not allow for magic?
Thinking logically,there would be three main types of magic in a RQ battle:
1. Magic items, Swords, Armour etc with some sort of magic on them to resist or boost damage.
2.Personal magic, whatever personal spirit or devine magic a indervidual soldier may have, this would be very cumbersome to play for every soldier but would be quite feasible for heroes (PC's) to use.
3. Battle magic. (I have heard of the term Battle Magic in previous RQ versions, but this would be different). Basically some sort of really powerful magic, high level sorcery, necromancy etc which is used to assist/hinder the battle as a whole. Like having a necromancer raise huge amounts of the recently slain and sent them back into battle as zombies or having a powerful sorcerer call down lightning on the enemy. One could even use some of the RQ rules here, saying how the sorcerer has stored huge amounts of magic points in a matrix which he now uses to boost his spells to cover big areas, or do mega damage.
Someof the above is prob not the best ideas, but what they hey, I thought them up as I typed.
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Bjorn Are Stolen
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06.12.2002 18:16
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07.01.2003 13:24
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