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Bareheaded Warrior wrote:If you provide 8 hero types for 4 players to choose from in the game (and no restrictions aside from not having 2 of the same) then you DO need to ensure that your game supports that choice.
And having two different spells (or items, artefacts, potions and so on) with the same name is an unnecessary cause of confusion. As I have said before "creating your own quests" has been an encouraged feature of HeroQuest right from the start, having to specify at the start of every quest you make(both your own and future official expansions), exactly which versions of "shortsword", "healing potion", "goblin", "rust" spell that you have and have not designed and play tested the quest against seems like an unnecessary barrier.
Kurgan wrote:It's certainly true that the cards are not needed strictly, as you say, but they are already a part of the legacy version, and I think there is some nostalgia to preserve there. Giving each bad guy SIX such spells puts him on a high tier. Since there is not an equivalent to each and every spell, having them use the GS dread spell cards is a little boring as solution to me. Certainly those who disagree can always just homebrew it and assign them other ways.
Would you say that the spells are better if they have some way to regain them? That alone could be a boost if certain spells can be regained (similar to how the Mythic heroes had this ability, otherwise you have to buy those expensive potions).
Kurgan wrote:When all four Wizards are in play, that's a lot of spells for Zargon to manage, and being able to easily see who has what and what is being used up (there are 24 bad guy spells here, while the GS deck only provides 12 unique bad guy spells) so that's how I see it being a better system than changing it (putting text descriptions of each and every one of those spells on the page or requiring Zargon to flip around looking for them is not as nice as having the cards all laid out in front of him (and potentially the heroes as well). They could certainly choose to remove the "final showdown" from this set, but that would surely be a letdown to anyone who owned this set back in the day, wouldn't it?
Kurgan wrote:Now if AH was really sneaky here, they could decide to make one of the sculpts look something like the Haslab "Witch Lord" exclusive figure, just altered somewhat. Or they could drop in the female Dread Sorcerer figure, if she hasn't already been introduced into one of the earlier retail packs (Prophecy of Telor or Spirit Queen's Torment for instance).
Vorimir wrote:WOM was a shortened version of what was going to be the north american Wizard quest pack. If you read the notes the Storm master is the first bad guy on it so I can see an easy mix between the five quest with what was originally planed with some modern tweaks.
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