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Josh wrote:Whitebeard, actually even D&D doesn't have stats for half of this list, especially if the DM is using a module. Or worse, the DM allows it, but it has no effect in the game other than looking cool.
The list looks intimidating but is actually only 15 additional things you can do & I figure my players would have it memerized by the end of the 2nd quest.
With this list, it makes me toy with the idea of "Fame Points" which players win for doing amazing actions. These Fame Points can latter be turned in for money.
Whitebeard- You act as if you've never tried to augment the game at all. I find that hard to believe. At least tell me some of the things you've changed/added. I agree with you that I don't want a complex mess on my hands because the simplicity can be lost.
Josh wrote:. . . FEATS OF STRENGTH: Action. Failure means your turn ends.
#1 KICK DOOR OPEN- Must roll Skull+Black or equivalent of. Diagonal heros may assist. If using a weapon the door has 6BP.
#2 PUSH PASSED ENEMIES- The square behind or adjacent to the enemy must be empty for you to do this. Strength vs enemies Strength is rolled, or If you do 1Bp of damage you can instead do this instantly. Roll movement & get going.
#3 PUSH BACK ENEMIES- Str vs Strength is rolled, or If you do 1Bp of damage you can push that enemy back a square(even diagonal) instantly as long as the square behind him is empty.
#4 THROW OBJECTS(weapons)- As per your Strength bonus range.
#5 THROW FURNITURE- Treasure chest/chair ONLY at 2Att(with your throw distance), enemy defends as normal. I think of Geraldo Rivera. Could have a trap so it's at your risk. . . .
Josh wrote:FEATS OF DEXTERITY: Action. Failure means your turn ends. . . .
#3 JUMP PIT TRAP- Like normal but roll DEX. My hope is that this will encourage players to either buff up, or buy a rope n grappling hook or other items. . . .
#7 DISARM TRAPS: The Dwarf starts with a Skull in this.
What do you think, anything I can add? Would love your thoughts on it.
Daedalus wrote:#1 If one or more diagonal Heroes assist, on whose turn does the door open if successful? I imagine assisting Heroes would also use an action. My guess is only the last successfully assisting Hero could move.
Daedalus wrote:#2,#3 An opposed strength check could use some elaboration. If both opponents with equal die chances get a success, who wins the tie? If an unequal Barbarian and a Goblin both succeed, who wins? When both succeed (equal or unequal die chances) does it matter who initiates the action?
Daedalus wrote:#4,,#5 What is Strength bonus range/throw distance? I couln't find anything about this.
Daedalus wrote:]
#3 I think you could change this to Jump a Trap so as to also include any discovered, unsprung floor trap.
Daedalus wrote:#7 A tool kit disarms a trap with anything but a skull, also a 3-in-6 chance. How does the Dwarf ability combine with a tool kit? Is it a single, combined roll or two separate rolls? If a single roll, what is needed? I'd guess a skull or black shield. With a Dex-buffed Dwarf and a tool kit, this could increase to anything but a black shield.
Daedalus wrote: new warriors' actions of the original Warhammer Quest.
Daedalus wrote:Since you asked for thoughts, I'd say be spare when assigning varied success results with your actions. Yes, throw in some new stuff, but less is more. The combat die works so well because of it's direct values: skull=a hit, trap damage, success or failure; white shield=a Hero defense; black shield=a monster defense or rare failure. You may find more you deviate from this sacred trinity with new values, the more the elegant charm of the combat die will be lost to your players.
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