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Can the Wizard be improved?

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Can the Wizard be improved?

Postby knightkrawler » September 6th, 2016, 10:16 am

Yeah, I love what The Count did.
Made so many things for my own rule system possible in the first place...

Right now, about improving the Wizard I'm thinking my Fireball Staff artefact with the defendable fireball (basically ranged attack with 2 CD)
might be best suited.
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Re: Can the Wizard be improved?

Postby slev » September 6th, 2016, 12:45 pm

That was a similar though to what started my work on the Enchanter's Emporium.

Many of those items could easily be adapted to other systems.


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Re: Can the Wizard be improved?

Postby Striker » September 8th, 2016, 2:06 am

Despite my initial apprehension, at first glance those rule tweaks for the magic look exciting but maybe I love a bit of complexity :)

I suppose firstly I would like to know what game system you tried this with?.

Can I play these tweaks without any tweaks to any of the other heroes?.

Are these tweaks purely for magic? As the living rule book continues the conversation and ideas for heroes and monster expands, just want to make sure I've not missed anything. Standard HQ +your magic cards?

Oh and spells for detetection and darkenss from Morcar, are they meant to be played by the wizard from the start or are they tweaked ready FOR mocar?

Looks great too, with the symbols,
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Re: Can the Wizard be improved?

Postby slev » September 8th, 2016, 4:29 am

The extra spell groups can be used regardless, but the basic four are easier for new players. You could leave them until WoM if you wish.

As long as you have some time preasure from some form of EWP deck, you should be fine to use them with whatever mods (or lack thereof) you like, although some can make them better or worse, so may require tweaks.

Most of us have "cleaned-up" rules of some kind, that is, where we have attempted to better write and present the game rules, as they are badly worded. We all tend towards similar core rules, just differing by way of expression, and bolthed-on extras.


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Re: Can the Wizard be improved?

Postby Striker » September 8th, 2016, 6:10 am

Pressure from an ewp deck?can you elaborate?I have the chaos spells as I'm using the American system. I did read about having chaos 'counters'that accumulate each round pressing the heroes to advance. When enough counters are spent a wandering monster can be introduced.

I'm nervous about changing 'too' much as this is a first play through although I did have it as a child and would like to retain as much of the initial intentions as possible although I have already implemented minor rule changes such as monster opening doors and negative body points. The trouble is I also want to get it right first time...I don't want to be revising during the quest sequence.
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Re: Can the Wizard be improved?

Postby Anderas » September 8th, 2016, 6:17 am

See here
EWP Deck search

third from the bottom


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Re: Can the Wizard be improved?

Postby slev » September 8th, 2016, 6:19 am

These decks, and there are various - each with their own rules, are the same idea as the counters you mention, but add greater variety.

In my case, the EWP rolls "Danger Dice" (set by the Quest) if they are not taking an active turn (no Monsters on the board, etc), and draws a card for each black shield rolled. My own looks like this: https://www.dropbox.com/sh/9tzq3en1938p ... 48a9a?dl=0

My deck is a little involved, as it's from my "Advanced Game" bolt-on, if you're trying to keep it simple, you may want to use a different one.


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Re: Can the Wizard be improved?

Postby Striker » September 8th, 2016, 6:51 am

Wow, ok will check those out, I just want to thank everyone for the time they have volunteered to directing me through this. I may assemble a group of heroes to play through a random quest to allow for testing. But mainly at this stage, thanks.

I don't mind a little complexity as stated, I can see my intention to keep the game pure whilst altering tbe rulesets minimally has its own Pandora's box effevt, and understand why other rimplementations may have to be considered.

Thanks
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Re: Can the Wizard be improved?

Postby Anderas » September 8th, 2016, 6:59 am

I was completely open to add whatever you like to the game.

Then i was soon seeing that the basic Goblin or Skeleton ceases to have any effect on the game rather quickly.
Since then i try to keep the power creep below the "no goblin" threshold.
Not sure if i succeeded, by the way. :)

Games like Descent and X-Wing were teaching me that i don't want too many tokens.
RPGs teached me that i don't want tables, and dice tables i want even less.
40k teached me that i don't want a too much cross referenced ruleset, and above all, not want too many rules in total.

After seeing this, and comparing to Herquest, i have become quite the base game advertiser. :D Well. With changes. Anderasquest, let's say.


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Re: Can the Wizard be improved?

Postby slev » September 8th, 2016, 10:10 am

I likewise, aimed to change as little as possible. Most of my changes are either options, or for clarity, while the core of the game works the same.


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