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manaknight14 wrote:With the new Wizards of Morcar releasing next year, I'm sure a lot of us are hoping the designers made some adjustments to the new selectable spells and the spells used by the enemy wizards. However, what few images we have seen make it appear that there are not many changes coming, aside from possibly matching the rules of some of the evil wizard spells to the Dread spells of the same names from the original US core set. While I'm certainly excited to see more details of the new expansion as they are revealed, I've had a lot of time to think about what house rule changes I would make to these spells if no significant changes are made by Avalon Hill. The things I generally value in a house rule for HQ are: balanced effects that are neither useless nor overpowered, consistency between similar spells and effects across expansions, and avoiding game-breaking edge cases. I'm also a person who does a lot of probability and statistical analysis for a living, so I invite you all to come with me on a waaaaaaay too deep dive into each group of spells in this expansion (which I will do separately to avoid making one titanic post), starting with the Darkness spells.

MonsterMotor wrote:Sure, the spells of this expansion are long known for their very particular problems. I, too, had already worked through this topic some time ago and adjusted the Wizard of Morcar spells to remove their flaws and also achieve balance with the standard spells of my own HQ ruleset, most of which also differ a lot from the original ones for various reasons. I bet many people have done such things over the past 30+ years.


manaknight14 wrote:MonsterMotor wrote:Sure, the spells of this expansion are long known for their very particular problems. I, too, had already worked through this topic some time ago and adjusted the Wizard of Morcar spells to remove their flaws and also achieve balance with the standard spells of my own HQ ruleset, most of which also differ a lot from the original ones for various reasons. I bet many people have done such things over the past 30+ years.
I'm with you. I know I'm not the first one to attempt rebalancing these spells and I'm sure I won't be the last. What I was surprised by was that I hadn't seen a prior post or thread that attempted to work through all the spells in a coordinated or analytical way. It was mostly scattered musings about individual spells. I figured I would share my thoughts with two goals in mind. One, others who like a mathematical/synthesis approach might appreciate my work and like to adopt some of it for their own. And two, putting it out in public gives others a chance to give feedback, in case I missed some important detail that could make my analysis better.

MonsterMotor wrote:And I am somewhat hesitant to recommend it here, but if you seek some inspiration from my work, you'll find a link in here:
https://forum.yeoldeinn.com/viewtopic.php?f=38&t=6622
The rework of the spells was a core component of the Tactical Heroquest ruleset. However, those spells do not fit directly with the standard HQ rules any longer, as they are much stronger and fully tied into the entire rule overhaul. You will notice this immediately.






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