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Anderas wrote:What a great Necromancy!
After a very long time I came to the conclusion that I want somewhat overpriced Skill Cards. After all, that's the only thing a hero loses when he dies: All the rest will be given back by his group to the "next" hero.
I want cards that are somewhat situational, and that are mostly usable with multi BP monsters as I do my difficulty ramp up through the BP. If everybody has only one or two, maybe three of those Skill Cards, it doesn't make that hard difference.
Also, after deep calculating single fights and after long hours using Mohawks Questimator for entire quests, I came to the conclusion that the sum of Hero BP and MP can max out at something around 14 and it would be quite beneficial for the game.
knightkrawler wrote:My new HQ - Heroes & Villains will not have 12 heroes in four classes to choose from, but the four originals, almost in their original state. And then, with hard money, heroes can specify by buying skills that might sometimes build up on each other. Like, you can only buy skill B if you already have skill A. That way the Warrior can choose to become a knight or a barbarian or something in between or whatever, also crossing over into some skills for the Sojourner/Dwarf or the Adept/Elf. Just an example.
I find there is no need for creating and creating and creating another hero. Yes, there can be a hero catered to anyone and it'f fun to create them, but why not let players choose what they want to become themselves if they survive long enough?
Goblin-King wrote:knightkrawler wrote:My new HQ - Heroes & Villains will not have 12 heroes in four classes to choose from, but the four originals, almost in their original state. And then, with hard money, heroes can specify by buying skills that might sometimes build up on each other. Like, you can only buy skill B if you already have skill A. That way the Warrior can choose to become a knight or a barbarian or something in between or whatever, also crossing over into some skills for the Sojourner/Dwarf or the Adept/Elf. Just an example.
I find there is no need for creating and creating and creating another hero. Yes, there can be a hero catered to anyone and it'f fun to create them, but why not let players choose what they want to become themselves if they survive long enough?
I've always had a soft spot for this sort of character creation/progression system.
You could in principle take it a step further an have a hero start out as a "blank" dude. His first couple of skills would go into making him "just" a standard hero.
The drawback is the first couple of levels are boring since everyone start out as a peasant. The good thing is you really get the feel of turning this nobody into MY guy.
Anderas wrote:The difficulty is to prevent that one best combo that everyone wants. Either through VERY careful crafting of the card texts or through updates during the campaign.
Anderas wrote:The difficulty is to prevent that one best combo that everyone wants. Either through VERY careful crafting of the card texts or through updates during the campaign.
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