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Warhammer Quest: The Adventure Card Game» Forums » Rules

Subject: Full Plate help rss

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mimzy
United Kingdom
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Full Plate says apply +6 to your health value.

so the warrior priest on a 2 player game has health value of 25 with the Full Plate adding 6 making the warrior priest 31 health value

does his health value stay like that thru the whole quest when taking damage and recovering health or does it go back to 25 health value after 6 damage has been taken its 6 health value has used up ?
 
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Kim Williams
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St Just
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The +6 is added to your maximum health value - so if you take 6 damage your health would be back down to 25, but you could still take actions that take it back up to it's new maximum again.
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Daily Grind
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Agree, thematically its a little weird that you can 'heal' armour, but hey ... magic!

If it got used up, the wording would have probably said 'deplete armour when 6 damage was taken'.
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mimzy
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thanks for the help :}
 
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Darby Harris
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cafin8d wrote:
Agree, thematically its a little weird that you can 'heal' armour, but hey ... magic!

If it got used up, the wording would have probably said 'deplete armour when 6 damage was taken'.


Thematically, the armour has made him more damage resistant, a hit that previously took 1/5 of his health away (5dmg) now only takes away a little less than 1/6 of his health (5/31). It's a lot easier to add max health than to say all damage taken is reduced by 20% (which is sort of what this does), as there's obviously no way to easily track non-integer health values.
Though, you then have the downside that each point of healing is diminished as a fraction of max health, but oh well, maybe wearing all that armour makes it harder to heal him too...
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Mario
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Mesa
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Anemone1777 wrote:
cafin8d wrote:
Agree, thematically its a little weird that you can 'heal' armour, but hey ... magic!

If it got used up, the wording would have probably said 'deplete armour when 6 damage was taken'.


Thematically, the armour has made him more damage resistant, a hit that previously took 1/5 of his health away (5dmg) now only takes away a little less than 1/6 of his health (5/31). It's a lot easier to add max health than to say all damage taken is reduced by 20% (which is sort of what this does), as there's obviously no way to easily track non-integer health values.
Though, you then have the downside that each point of healing is diminished as a fraction of max health, but oh well, maybe wearing all that armour makes it harder to heal him too...


But even that doesn't really work, because if while wearing armor he takes damage and then next turn discards the armor, damage wise it's as if he never had the armor in the first place, because we count up damage tokens we don't start with them then loose them.

Armor would be much more thematic if it worked like the enemies armor, like if it blocked the first damage taken then you take the rest, But I'm guessing that probably would be game breaking.
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