cynthialee wrote:Gear I have in my game as player generated gear.
The exact problem with the "orc bard" proven here, people trying to turn HQ board game into their homebrew modern D&D for the masses. Player agency nonsense.

Kurgan wrote:The instructions manual told the Wizard to save his gold for powerful magical items in future quest packs
This was a problem with 30,000 versions of the rules and not trying to complete one. HQ is at least designed more compete than the MOTU board game/RPG...
Which is why people will use the same rules they have used for years and probably discard all changes made to the new version ("heroes" included), and the ones that will lose out will be those that never played or are forced the NA rules onto other territories that never saw them before.
I can understand printed the Armour on the screen for NA to prevent component bloat, since many games printed assembly or other instructions on the box top at the time, but to me it makes more sense for a board game, with limited "character" that have to restart, to also use the cards as a hard limit.
For a sandbox system it really did need formalization and polishing to specify if the point of lack of equipment for the wizard was because the greater amount of power the spells provided. Then the Elf specific spells just destroyed that and made the Elf more powerful without ever offering anything to the Wizard to compensate...
Would have made more sense to make more spells and add wizard equipment at the same time to balance both out. That or just throw in a house-cat monster to show how the wizard isnt supposed to try to get into melee.
Makes if even more concerning this "metal equipment" designation being added but no new equipment.
