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Zenithfleet wrote:So I've been thinking about using it as a 'parts pack' to spice up the rest of the game. Instead of waiting until all the other Quest Packs are completed (which we've never managed to do), we would just add as much of the material as possible into the basic game and have it available early on. But will this work? Will it totally unbalance the game?
Men-at-Arms
In the base game rulebook (2nd ed EU), you become a Champion after completing three Quests. But there's no reward for doing so. You can also permanently outlaw yourself and never become a Champion if you keep Prince Magnus' Gold for yourself.
Curiously, though, Wizards of Morcar's questbook mentions that 'Champions' can hire Men-at-Arms.
So how about allowing the players to hire Men-at-Arms after they've completed three Quests and become Champions? It would give them something else to spend their gold on. Would this heavily unbalance the base game quests, or are MaA fragile enough that it won't matter too much?
Treasure cards from WoM (and Magic Reference Chart)
These are pretty straightforward to include in the base game from the get-go. The ratio of good to bad cards is roughly the same as the standard EU deck.
You need to refer to the Magic Reference Chart for the fireburst trap rules. Fortunately, the fireburst traps work much better if triggered by treasure cards than they do in the WoM marked rooms, because they might be triggered after other players have already taken their turn and won't be able to escape the impending kaboom.
The Potions of Magical Resistance won't be very useful in the base game because few EU enemies have spells. Still, the one that defends against fireburst traps and Fire spells will probably be moderately useful now that firebursts are in the Treasure deck (and of course Balur the Fire Mage is in the base game).
Note also that in the 2nd ed EU rules as written, you can't keep potions found from treasure searches (i.e. on cards) from Quest to Quest. It looks as if the WoM designers either forgot this or house-ruled it away--as many of us young players did--because the Potion of Charm from WoM can only be used between Quests. Strictly speaking, you would never have that potion card between Quests and could never drink it! This is easy enough to deal with, though: you drink it at the end of the Quest you found it in, and assume its effects last until the start of the next Quest.
Spells of Detection, Protection and Darkness
Things get a bit more complicated here.
It seems to be generally agreed that these spells are weak compared to the standard Air/Earth/Fire/Water spells. The Wizard and Elf are therefore unlikely to take them instead of their elemental spells, even while playing through WoM.
But what if the WoM spells could be taken as well as the regular spells?
For example, suppose that the Elf or Wizard could buy an expensive equipment card (like a ring or robe) that lets them take the three Spells of Darkness in every quest. They still get their usual set(s) of elemental spells as well. The WoM spells are like a bonus that they can use as long as they have that equipment card.
This would also help to solve the problem of the Wizard having nothing to spend gold on later in the game.
The four Evil Wizard monsters, and the WoM quests
This may be the craziest of the above ideas, but ... what if the four evil wizards could be met throughout the other Quest Packs? For instance, you might run into the Orc Shaman somewhere in Kellar's Keep, and the Necromancer during Return of the Witch Lord.
Anyway, just some ideas. Let me know what you reckon.
Kurgan wrote:I hadn't thought about the potion of charm. Maybe you just chug it immediately or near the end of the quest, the effects carry over into your shopping/hiring phase.
Zenithfleet wrote:Note also that in the 2nd ed EU rules as written, you can't keep potions found from treasure searches (i.e. on cards) from Quest to Quest. It looks as if the WoM designers either forgot this or house-ruled it away--as many of us young players did--because the Potion of Charm from WoM can only be used between Quests. Strictly speaking, you would never have that potion card between Quests and could never drink it! This is easy enough to deal with, though: you drink it at the end of the Quest you found it in, and assume its effects last until the start of the next Quest.
lestodante wrote:Zenithfleet wrote:Note also that in the 2nd ed EU rules as written, you can't keep potions found from treasure searches (i.e. on cards) from Quest to Quest. It looks as if the WoM designers either forgot this or house-ruled it away--as many of us young players did--because the Potion of Charm from WoM can only be used between Quests. Strictly speaking, you would never have that potion card between Quests and could never drink it! This is easy enough to deal with, though: you drink it at the end of the Quest you found it in, and assume its effects last until the start of the next Quest.
I have a doubt about how the rule for treasure cards was really intended to be.
Many people says the unused potions found in the treasure deck are discarded because the rule says you must return the treasure cards to deck at the end of each Quest.
I think this interpretation is wrong, the cards should be returned to the deck so the Heroes will have the chance to found them again in the next quest and also for the purpose to balance the percentage of positive and negative cards inside the deck.
BUT an unused potion should be written on the back of the character's sheet and be usable during the following quests. Then its card is returned to the deck (at the end of the quest).
Being able to spend gold on MaA would also give you something to do with all the money found during KK, RotWL and AtOH ... but you'd have to decide whether they can be hired between Quests, or if you have to buy them all at the start of the Quest Pack and hope they survive! By the rules as written, you can buy new things during KK and RotWL (somehow ... enterprising goblins and zombies I assume), but I don't think Ogre Horde lets you do that.
Note also that in the 2nd ed EU rules as written, you can't keep potions found from treasure searches (i.e. on cards) from Quest to Quest. It looks as if the WoM designers either forgot this or house-ruled it away--as many of us young players did--because the Potion of Charm from WoM can only be used between Quests. Strictly speaking, you would never have that potion card between Quests and could never drink it! This is easy enough to deal with, though: you drink it at the end of the Quest you found it in, and assume its effects last until the start of the next Quest.
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