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TIA: Damaged Weapons

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TIA: Damaged Weapons

Postby Phoenix » June 28th, 2010, 7:43 pm

We started talking about this on another forum, but I decided to show it here and see what other's thought.

Anyway, here's what I've come up with. If I get many supporters, it will get added to The Imperial Academy as an optional ruleset.

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Basically, what it boils down to, is this:

Each weapon/armor listed has a certain number of "Damage". If a weapon or armor takes '1' damage, look into the green column. The light green is the cost to repair it, the bright green is it's effect

Example: A Shortsword takes '1' damage. It now will be used with 1 Attack Die. In-between Quests, it can be taken to the armory and repaired for a cost of 38 Gold Coins. Conversely, a dagger taking one damage, will result in it's immediate uselessness, beyond repair.

The same works for armor. When an "X" appears in a column, that is the point at which it becomes unrepairable. The exception to this rule is the following:
Broadsword
Longsword
Battle-Axe
Two-handed Sword
Chainmail
Platemail
the exception being, that these items can take up to '4' damage before they become unrepairable. The more damage they take, the more expensive it becomes to repair them.

Questions?
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Re: TIA: Damaged Weapons

Postby torilen » June 28th, 2010, 10:14 pm

The chart makes sense for the most part, I think. I think I was reading everything right.

Only question I have is this - how do these items become damaged. I ask this because, on the
original aginn's inn site, I found a list of weapons and armor that included some that, upon use,
the player would have to roll a red die to see if it become damaged or not. If players had to roll
every time they used a weapon or armor - man would the game become bogged down.

That's the only issue I see. I hope there is a very simple system for whether they become
damaged or not. That's all.

Otherwise, could possibly be a good idea. I'll have to think on it, though. Not sure if it
would add enough to the game to be so useful that it should be included in the Imperial
Academy supplement - you know, kind of like the many, many optional character types.
Sure, they're fun and good, and its nice to have them here in case people want to use them -
but do we want ALL of them to be included in something that is considered canon??

AND - would there be any advice included on giving the characters extra treasure, should they
implement this system.


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Re: TIA: Damaged Weapons

Postby mo123813 » June 28th, 2010, 11:20 pm

torilen wrote: how do these items become damaged.

I was wondering about this too. But besides that, I think this is a great idea! It makes it more lifelike, but doesn't take away the fact that this is a game. It makes the lifelikeness put into a good use.
Check out my new character: Halfling! I promise you will consider using it!
viewtopic.php?f=35&t=405
Remember, if you run out of dice,
3/4/5 = skulls
1/2 = white shields
6 = black shields
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Re: TIA: Damaged Weapons

Postby drathe » June 29th, 2010, 12:04 am

Not sure what the final rule was, but originally, in the discussion at the HeroQuest Discussion Board, a weapon, or piece or armour became damaged on a roll of all Black Shields. The lower the attack (weaker equipment, or already damaged) the greater the risk of (more) damage.

This is still a great optional rule to add to the Imperial Academy in my opinion. It gives the Heroes something to spend all their acquired gold on and now they may have a use for all those extra pieces of equipment they find throughout the dungeons as backups.
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Re: TIA: Damaged Weapons

Postby Phoenix » June 29th, 2010, 12:08 am

When rolling Combat Dice for Attack or Defense and rolling ALL BLACK SHIELDS means that the weapon or armor has become damaged.

Attack Dice

The Barbarian swings his mighty Longsword at an Orc. Instead of slamming it for 3 Skulls (and instantly killing it) he rolls 3 Black Shields. He missed so badly that he chipped the blade against the stone wall!
He must now attack with 2 Combat Dice and repair it as soon as he is able (costing 88 Gold Coins). Should he roll all Black shields again, the effectiveness of the weapon goes to 1 Combat Die (and will cost 175 Gold Coins to repair). A third streak of bad luck will render the sword useless, however, it can still be repaired for 263 Gold Coins.)

Defend Dice

The Barbarian is equipped with a Helmet, Shield and Chainmail, giving him a Defense of 5 Combat Dice. The same Orc attacks him and rolls 3 Skulls. The Barbarian laughs and rolls 5 Black Shields! He must then roll 1d6. On a roll of 1-2, his helmet is damage, 3-4 his chainmail is damaged, 5-6, his shield is damaged AND he takes 3 Body Points of damage. If he rolls a '2' his Helmet is damaged. He can keep it and get it repaired in-between Quests (for 44 Gold Coins), however, it will not afford him any extra protection until he is able to have it fixed. If he were to do it again, and again suffer 'damage' to his helmet, it would then cost him 69 Gold Coins to repair. A third time would destroy the Helmet and make it irreparable.



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Re: TIA: Damaged Weapons

Postby mo123813 » June 29th, 2010, 12:35 am

Yes! Very! Wow! That's awesome! Heroes have too much gold anyway!
Check out my new character: Halfling! I promise you will consider using it!
viewtopic.php?f=35&t=405
Remember, if you run out of dice,
3/4/5 = skulls
1/2 = white shields
6 = black shields
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Re: TIA: Damaged Weapons

Postby torilen » June 30th, 2010, 6:31 pm

yeah, looks pretty good I guess, with it being explained more fully.
Not sure i agree that the heroes have too much gold to spend...we can always find
things for them to spend money on - especially when you get beyond the original
game and the expansion packs. Once we start getting into our home-made quests
and such, things can become a lot more interesting.

But yeah, looks like it could be a good addition to the IA.


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Re: TIA: Damaged Weapons

Postby mo123813 » June 30th, 2010, 6:42 pm

Well, I use the loot system made by drathe. Sometimes, even outside the original game system, they have some lonely pocket change even after buying some daggers and potions.
Check out my new character: Halfling! I promise you will consider using it!
viewtopic.php?f=35&t=405
Remember, if you run out of dice,
3/4/5 = skulls
1/2 = white shields
6 = black shields
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Re: TIA: Damaged Weapons

Postby Phoenix » July 10th, 2010, 9:54 am

and just to spice things up, here are a couple new treasure cards:

Loose Stone
As you search for treasure you notice a loose stone in the wall. You use your weapon (dagger/sword/staff) to pry the stone free. As you pull the stone away, you see that there was nothing there; however, while prying on the stone, you chip your weapon causing 1 damage to it. (Note this damage on your character sheet).

Loose Stone
As you search for treasure you dislodge some stone in the ceiling falling on your head. Roll 1 Combat Die. If a Skull is rolled you will take 1 damage, unless you are wearing a Helmet. If you are wearing a Helmet, you will not receive damage, but your Helmet will (note this damage on your character sheet).
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Re: TIA: Damaged Weapons

Postby Daedalus » July 19th, 2011, 1:37 pm

Phoenix wrote:When rolling Combat Dice for Attack or Defense and rolling ALL BLACK SHIELDS means that the weapon or armor has become damaged.

...

Defend Dice

The Barbarian is equipped with a Helmet, Shield and Chainmail, giving him a Defense of 5 Combat Dice. The same Orc attacks him and rolls 3 Skulls. The Barbarian laughs and rolls 5 Black Shields! He must then roll 1d6. On a roll of 1-2, his helmet is damage, 3-4 his chainmail is damaged, 5-6, his shield is damaged AND he takes 3 Body Points of damage. If he rolls a '2' his Helmet is damaged. He can keep it and get it repaired in-between Quests (for 44 Gold Coins), however, it will not afford him any extra protection until he is able to have it fixed. If he were to do it again, and again suffer 'damage' to his helmet, it would then cost him 69 Gold Coins to repair. A third time would destroy the Helmet and make it irreparable.



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Not sure if it's realistically possible to roll 5 black shields- isnt' that a 1 in 6x6x6x6x6 odds? Why should it be any less likely for a shield to be damaged simply because a Hero also has donned chain mail and a helmet? Instead, consider damage to armor to accrue if just 3 black shields are rolled, then randomize the piece. I choose 3 black shields because that's the value of any one piece, 1 defend die, plus a Hero's 2 defend dice. Plate mail would require 4 or more black shields to damage, but no randomization would be necessary in such a rare event.
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