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Re: Advancement - how to do it?

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

Do you think a Modular System of House Rules would be an advantage for us as HQ players?

Poll ended at Wednesday September 21st, 2011 2:10pm

Yes, I like the concept and would perhaps contribute to it.
7
54%
It would certainly be an advantege and I would definitely use it myself.
1
8%
I think it's a good idea, but I'm unsure about the outcome, will wait for the result.
2
15%
I will pehaps use it sometimes.
0
No votes
I'm utterly unconcerned.
1
8%
I don't like the idea, but wait for the result until I judge.
0
No votes
I don't like the idea and won't use it, but don't mind you to go on with it. To each his own!
1
8%
I openly oppose the concept. Don't restrict the fantasys of authors!
0
No votes
Nothing of the above, but generally Yes
1
8%
Nothing of the above, but generally No
0
No votes
 
Total votes : 13

Re: Advancement - how to do it?

Postby Jafazo » Tuesday October 14th, 2014 9:00pm

Q - Do you think a Modular System of House Rules would be an advantage for us as HQ players?

A - I do think a modular system would be beneficial but I feel the forum would better benefit from numerous House Rule Modules. When I say House Rule Modules I'm thinking, versions, so correct me if I'm wrong. Someplace on the forum you could present various modules starting with a Standard Module which could contain inclusions to the game without modification of its original rules (Keeping the game as untainted as possible). Other modules could support their own special design with each module explaining that version's changes. I don't recommend a 'Forum Representative' module because such a thing could impact Ye Olde Inn's professional credibility if for any reason it isn't well balanced and since contributions to that module would be coming in from an array of people, there will be lots of disagreements and lots of vulnerability to imbalance. You could introduce different modules and players could contribute ideas to each, then the overseer of each module could approve ideas and officially include them within the modules. The Official modules could be listed in its own location so no one can reply or modify it except Ye Olde Inn's staff while ideas from players could be contained within another location.

Idea modules could include but are not limited to...

Standard Hero Quest Module - Supportive of content that works in conjunction with Hero Quests original rules and play. Suggested content needs to be stand alone (self balanced). Examples would be new characters that are equally as powerful as standard HQ characters, new Treasure, Artifact and other such cards. I realize the forum already contains lots of custom content but combined as one module, all that content would lead to many imbalances. This module would basically be the 'We approve these elements to be used with the Hero Quest System' listing. In many ways, this would be the forums main module. It'd show precisely how well Ye Olde Inn can differentiate and provide custom content without perverting the game. As such, this module would need to be handled by an experienced and capable GM.

Hero Quest, Childrens version - Supportive elements for a more simplified version of Hero Quest suitable for interested children of a much younger age. I got the idea for this when I noticed my kids huddling around to watch me play Hero Quest. They became engrossed and watched silently so I got an urge to include them in on the fun. I started by asking them what they thought I should do and eventually developed a game they could participate in. I had so much fun including my kids in on this version and as they grow older, they follow me to the original Hero Quest Module.

Hero Quest, the Gathering - Supportive elements for a strategy based card game version of Hero Quest. So much fun here, so much fun. A version of this could even be made so the board game and card game work together in that while playing the board game version, Heroes could obtain things for the card game and vice versa.

Monopoly Hero Quest - Clearly, a Hero Quest themed game of monopoly that includes a small scale battle system and such.

And so on and so forth.
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Re: Advancement - how to do it?

Postby Daedalus » Tuesday October 21st, 2014 3:58am

Jafazo wrote:Q - Do you think a Modular System of House Rules would be an advantage for us as HQ players?

A - I do think a modular system would be beneficial but I feel the forum would better benefit from numerous House Rule Modules. When I say House Rule Modules I'm thinking, versions, so correct me if I'm wrong. Someplace on the forum you could present various modules starting with a Standard Module which could contain inclusions to the game without modification of its original rules (Keeping the game as untainted as possible). Other modules could support their own special design with each module explaining that version's changes....

Read the first pages of this thread to get at what was intended--I believe it was more of a standard module in your classification. Pay particular attention to what Big Bene had to say, as it was mainly his brainchild. It's far down my to-do list, but someday I may get around to linking various non-modular houserules from forum members using the modular system outline from this thread. It would present a cohesive reference of individual houserules (often incompatible with each other, so not modular), but I'd need a lot of spare time to get it underway and it would require updating to keep it current. Torilen may also take up the project again in some fashion should enough interest be forthcoming.

Though work on the modular system fell by the wayside, others are developing their own systems of houserules. Go to the Adventurer's Guild Forum and check out Altdorf Chronicles and HeroQuest Prime for some dedicated examples. Many of knightkrawler's houserules have also been posted in the HeroQuest Additions>Rules forum. I'm sure you can find many more forum member houserule sets at various levels of completion there.

Jafazo wrote:Hero Quest, Childrens version - Supportive elements for a more simplified version of Hero Quest suitable for interested children of a much younger age. I got the idea for this when I noticed my kids huddling around to watch me play Hero Quest. They became engrossed and watched silently so I got an urge to include them in on the fun. I started by asking them what they thought I should do and eventually developed a game they could participate in. I had so much fun including my kids in on this version and as they grow older, they follow me to the original Hero Quest Module.

Interesting. How old are/were your kids when you started this? Can you give some examples of modification?
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Re: Advancement - how to do it?

Postby Anderas » Wednesday November 5th, 2014 11:47am

Hero Quest, Childrens version - Supportive elements for a more simplified version of Hero Quest suitable for interested children of a much younger age. I got the idea for this when I noticed my kids huddling around to watch me play Hero Quest. They became engrossed and watched silently so I got an urge to include them in on the fun. I started by asking them what they thought I should do and eventually developed a game they could participate in. I had so much fun including my kids in on this version and as they grow older, they follow me to the original Hero Quest Module.




As my kid is 22 months, i would be most interested in the kid's version, too.


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Re: Advancement - how to do it?

Postby knightkrawler » Wednesday November 5th, 2014 12:50pm

Daedalus wrote:I'm sure you can find many more forum member houserule sets at various levels of completion there.


This gives me a stab into the heart. I wish I had more time or ioncentive to actually get creative for the two hours a day I have.
I'm so fraggled up lazy.
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Re: Advancement - how to do it?

Postby Daedalus » Wednesday November 26th, 2014 1:09am

You and I both. It's a hobby, not a job. You'll get it done. At least, that's what I tell myself about my own rules.
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Re: Advancement - how to do it?

Postby IvenBach » Wednesday November 26th, 2014 1:46am

Never spotted this thread before... Going to need to read up on it when I get the chance
knightkrawler wrote:I'm so fraggled up lazy.
We all have our moments and make sure it doesn't become habitual, that's when the real problems start.


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Re: Advancement - how to do it?

Postby sorcerersapprentice » Thursday September 3rd, 2015 4:22am

Anderas wrote:
Hero Quest, Childrens version - Supportive elements for a more simplified version of Hero Quest suitable for interested children of a much younger age. I got the idea for this when I noticed my kids huddling around to watch me play Hero Quest. They became engrossed and watched silently so I got an urge to include them in on the fun. I started by asking them what they thought I should do and eventually developed a game they could participate in. I had so much fun including my kids in on this version and as they grow older, they follow me to the original Hero Quest Module.




As my kid is 22 months, i would be most interested in the kid's version, too.


This is an interesting idea. Has anything more been done for it? Might I propose a couple of ideas to make HQ playable for younger children...

Halving the size of the board. Some children have good attention spans, but some games go for a long time, I think halving the board would help keep things simple.

Having a single dice system for attack and defend. You either hit or get hit, or you don't and it's one point each time you hit. Maybe some tougher monsters can bring in two dice both for the heroes and the monster just to make it a bit more fun.

A single trap maximum per room or hallway.

Maybe a 'campfire' option that allows them to play for 45 mins and then require their heroes to rest for a while before resuming play.
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Re: Advancement - how to do it?

Postby captcorajus » Wednesday July 13th, 2016 8:45pm

I've mauled around the idea of advancement for years, and I'll share my conclusions with the forum as my first post on this board.

There are two ways to approach the topic: Skill advancement, and Level advancement.

After careful consideration, I decided that a leveling approach would be best, as one can control, and grade what statistics are improved, how fast, and when. It limits the player's choices some, but maintains simplicity, and allows Zargon to determine the relative strength of a character, so he can set the appropriate challenge.

Okay, now that we've decided to use leveling, how do you award experience. Experience is a function of GOLD. Its cost the next level x 1000 to move to the next level. Essentially the character is paying for training. So, 2000 gold to get from level 1 to level 2. 3000 gold to get from level 2 to level 3, and so on.

What improves:

Attacks. Improved attacks allow the character to add an additional die to their attack. A staff would do 2 die. A short sword 3 die, the broadswoard 4 die, and so on. Regardless of improvement, the attack can not be more than twice a weapon's base attack, thus capping the broadsword at 6 dice.

The Barbarian and the Dwarf improve every two levels.
The elf improves every 3 levels.
The Wizard improves every four levels.

The barbarian and dwarf can learn to attack twice in a round starting at 7th level. The elf at 9th level.

Spellcasting. Each type of spell sets represent a single spell college. Fire, Earth, Air,Water to start, then Protection, Detection, Darkness, and Necromancy. The wizard starts knowing 3 spell colleges at 1st level, and then learns one new college every 2 levels there after. i.e. 1 at 3rd, 1 at 5th, 1 at 7th and so on.

The elf knows 1 spell college to start, and learns a new college every 3 levels thereafter. One at 4th, one at 7th, one at 10th, and so on.

Well, that's my basic concept. Thanks for reading.
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