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- From: wrr3118@tamsun.tamu.edu (Rick Russell)
- Newsgroups: rec.games.board
- Subject: Talisman: Questions about Warhorse
- Date: 2 Jan 1993 00:48:33 -0600
- Organization: Texas A&M University, College Station, TX
- Lines: 93
- Distribution: world
- Message-ID: <1i3ds1INNefg@tamsun.tamu.edu>
- NNTP-Posting-Host: tamsun.tamu.edu
-
- I've recently been playing a lot of Talisman (by Games Workshop), with
- the Talisman Expansion Set, the Talisman Adventure, and the Talisman
- City.
-
- My question concerns the Warhorse, which may be obtained from the
- Stables in the City and may also be chosen out of the Adventure Deck.
- The Talisman Rules and Q&A state that the Warhorse allows you to add
- your Craft to your Strength for *any* combat in which you would normally
- use Strength. Hence, the Warhorse is exactly equivalent to the Monk's
- special ability and the spell Psionic Blast.
-
- Frankly, for a measly price of 5G in the City, or for free if you pick
- it out of the Adventure Deck, the Warhorse seems like an inordinately
- powerful object. The Warhorse will allow most Strength 2 and 3
- characters to take on Dragons and Giants with ease, given a sword and a
- spot of good luck. Later in the game, characters fortunate enough to
- have a Warhorse become extremely powerful. In a 2 player game, this is
- practically a ticket to the Crown of Command.
-
- How do you handle the Warhorse? Do you make it as powerful as the rules
- suggest? Do you limit it in some way?
-
- My wife and I have given this some thought, and we've come up with some
- optional rules which might fix the problem.
-
- 1) The Warhorse *only* allows you to add your Craft to your Strength
- when you land on/encounter a face-up Adventure Card or Character. When
- you are attacked, the Warhorse is useless (i.e. you don't have the
- opportunity to charge).
-
- Comment: This rule is good on the face of it, but has some problems. In
- the center of the board, the *second* character to enter the Crown of
- Command space will get to charge, and on their attack they can steal
- their opponent's Warhorse. The first character is dead meat. If the
- character at the center gets the Belt of Hercules, then they can do the
- same thing by teleporting on top of another character.
-
- 2) The Warhorse works as originally specified, but you may *only* take
- Life away from your opponent, not Gold or Objects.
-
- Comment: Makes a certain amount of sense, since it would be difficult to
- use a Warhorse for subdual combat. It still allows low-strength
- high-craft characters to kick the rear out of dragons and such, which
- doesn't seem sensible. Instant strength for weak characters.
-
- 3) The Warhorse adds a random Charge Bonus (1d6) to your Strength in
- every standard Combat, whether you attack or are attacked. Instead of
- rolling one die and adding to your Strength, you roll two dice.
-
- Comment: Easy to implement, simple to understand. On average, the
- Warhorse will provide a Strength bonus of 3 or 4 at a cost of 5G,
- slightly better than two-handed weapons at a cost of 4G. About the same
- as the Mercenary. Provides no guarantee of easy success in a given
- situation.
-
- 4) Same as (3), and in addition the Warhorse will not necessarily be
- killed by attacks which would normally take a Life. The player has the
- option of allowing the Warhorse to be killed instead of losing a Life in
- Combat.
-
- Comment: My personal favorite. Since the Warhorse no longer provides a
- constant Strength bonus in combat, it seems unfair to kill it anytime
- the Character loses a combat while using the Warhorse.
-
- 5) Same as (3) or (4), but the Warhorse only provides a bonus if the
- Character encounters/lands on a face up Adventure Card or character.
-
- Comment: Another sensible variation of (3) and (4).
-
- 6) By itself, the Warhorse provides adds 1 to your Strength in Combat,
- and it may be combined with any normal weapons (Axe, Sword, etc) and
- Armor. A new weapon is introduced into the game: The Lance. The Lance
- may be purchased at the City Armoury for 3 gold. It is a one-handed
- weapon which adds 1 to your Strength while in Combat. When the Lance is
- used with a Warhorse in Combat, both items used together provide a net
- bonus of +4 to your Strength. When used *against* a Character with a
- Warhorse, the Lance provides a +2 bonus to your Strength in Combat (then
- you might call it a Polearm). The Holy Lance works just like a normal
- lance, except that it is adds 3 to your Strength in Combat with
- Enemy-Dragons and when combined with the Warhorse provides a net bonus
- of +6 to your Strength in Combat against Enemy-Dragons.
-
- Comment: It would require printing up some new Purchase cards, but
- otherwise it's a really neat idea. I haven't playtested anything, so I
- don't know if it's a well-balanced solution.
-
- So any comments? Is there a net source for Talisman (and other) house
- rules and game modifications?
-
- --
- # Rick Russell | TAMU Meteorology | wrr3118@tamsun.tamu.edu #
- # "I am Elfy of Atlantis." "I am Jo-Jo of Munchkinland." #
- # "We are Elfy and Jo-Jo!" #
-