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Davane wrote:This is a flaw in what is a 30+ year old game. Veteran players know the tactics that work, and as such, it can be really hard to shift them from their comfort zone. It's really up to you, as the EW, to shake things up for them, which can be quite difficult to do with existing official quest packs.
The real problem is that HQ has a lot of Quests where there's only one single worthwhile encounter, so Heroes tend to save everything up and unleash it all in those encounters as necessary. Players also know that if they don't Search for Treasure except where there's chests, then they won't run the risk of getting wandering monsters to drain resources, and therefore there really isn't much that the EW can do in such circumstances.
Thus, the only real answer is to start modifying your game to surprise the players a bit, but use this wisely, as some players will call BS if they like the game as it is, and suspect that the EW is purposely making things difficult for them.
One thing you could do is stop letting the Heroes have time to prepare a strategy to unleash everything in one round. An easy way to do this is to activate Monsters BEFORE the Heroes open the door. That way, Monsters can cast spells, flank the Heroes, or rush out to interrupt their plans. The game favours the attacker, so you really need to attack first, however you can get away with that.
The other thing you could consider is pre scripting opening moves for named characters when the Heroes enter their lair. For example, maybe have each spellcaster able to cast one spell as the door is opened, that takes effect immediately. Thus, the Heroes will have to face off against at least one spell. If you vary this spell, you can have the party preparing for all sorts of different scenarios, like what happens if the Barbarian charges in first, only to fall to a spell like Command? Are they in a room where Fireburst to damage the whole party? What about a Tempest to stall the first hero?
Finally, if the party is fond of the "unleash everything at the final encounter" tactic, simply give them more final encounters. Put a sub-boss in a room on the way to the boss, so that the party can be duped into unleashing everything on them instead? Or have the boss take the party on early before running away "Escape, anyone?" and attacking again in a later room.
Of course, if the intent is to play these quests straight, then just grin and bear it, and remember everything they do, so you can come up with ways to shake them out of complacency later on...
Jalapenotrellis wrote:So...
I set up the final room for quest 10. I gave the witch lord 2 extra body points (6 instead of 4). I always set up the rooms as they show on the map. Well, before they found the center room, the aligned themselves in their turn order outside the door, then proceed to magical throwing dagger one at a time, the third heroic brew and magical throwing dagger X2, the wizard genie then saw it fizzle and ball of flame (no saves rolled).
So they got rid of 6 hp using all their resources. They have no magical throwing daggers left. Didn't get one turn on the witch Lord, no spells cast. Didn't feel like it is honest to keep saying "oh but he has one more hp!" When he already had more hp than anything they fought up till now.
I feel like it is pretty poor planning for them to set up the room like that. He has plenty of hp if it isn't set up that way and you can use the monsters as meat shields. But I didn't expect them to eat through 6 hp in one round no save allowed, and when using magical throwing daggers, it should matter. Same with heroic brews.
Sigh. Maybe in Against the Ogre Horde it will be different. Maybe those spellcasters won't suck.
Jalapenotrellis wrote:the wizard genie then saw it fizzle and ball of flame (no saves rolled).
The Witch Lord can only be harmed by 4 things at this time:
The Spirit Blade, the Fire of Wrath spell, the Ball of Flame spell and
the Magical Throwing Dagger.
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