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lestodante wrote:Wall of Flame: it is not a physical barrier and has no BP. Anyone can cross the flames but must roll 3 combat dice and will take damage for each skull rolled. Can be disabled with a Tempest or a Genie spell (or custom ice or water spells eventually). It doesn't block LoS. Any adiacent miniature must roll 1 Combat dice at the start of their turn and suffer 1 BP of damage if a skull is rolled, caused by the heat.
wallydubbs wrote:I'd like to add in a suggestion: heroes under the spell Veil of Mist may pass through the Wall of Flame without taking damage.
lestodante wrote:wallydubbs wrote:I'd like to add in a suggestion: heroes under the spell Veil of Mist may pass through the Wall of Flame without taking damage.
As discussed on the Veil of Mist topic, it can be if you consider this spell is causing the hero's body to become something like gas (so he can also pass through Ogres) or simply causes some fog around the hero. It can be the beginning of a long discussion
Or unless you consider the fog (that is basically water drops) to surround and protect the hero from the flames.
lestodante wrote:As previously sayd, I thought the three magical walls should be very different while they actually are all the same and only have a different graphic. All of them has 1 BP and roll 6 Defence dice.
So my idea is to rework them is the following:
lestodante wrote:Wall of Stone: it blocks LoS for ranged attacks and spells, no one can cross it unless you use a pass through rock spell or until the wall is destroyed. It must be the most difficult of the three to break: DEF 6 dice, BP 3.
lestodante wrote:Wall of Ice: it blocks movement and LoS for ranged attacks/spells (the way is effectively blocked) but it is transparent so you can see through the ice and can still cast spells on figures placed on the other side of the wall. For example if I cast a fireball against someone on the other side it will crash against the wall of ice (causing damage to it); but I can cast a healing spell on someone on the other side because I can see them. Also it doesn't break "Courage" spells if monsters are on the other side (they're still visible). If attacked by fire weapons or fire spells it rolls half combat dice to defend. DEF 4, BP 3.
lestodante wrote:Wall of Flame: it is not a physical barrier and has no BP. Anyone can cross the flames but must roll 3 combat dice and will take damage for each skull rolled. Can be disabled with a Tempest or a Genie spell (or custom ice or water spells eventually). It doesn't block LoS. Any adiacent miniature must roll 1 Combat dice at the start of their turn and suffer 1 BP of damage if a skull is rolled, caused by the heat.
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