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j_dean80 wrote:I wasn't participating in the argument hoping that it would just blow over as I am just posting here looking for help from people.
I gave the reason the Wizard may not wear the fur...it is too thick and heavy for a Wizard to wield...the fur in the definition is impenetrable thus making it impossible for a tailor to adjust it.
cynthialee wrote:j_dean80 wrote:I wasn't participating in the argument hoping that it would just blow over as I am just posting here looking for help from people.
I gave the reason the Wizard may not wear the fur...it is too thick and heavy for a Wizard to wield...the fur in the definition is impenetrable thus making it impossible for a tailor to adjust it.
if it is ultimately impenetrable, then how was it removed from the carcass?
clmckay wrote:Alrighty.....Just a quick opinion to divert away from Wizard's Robes.
I like the last 2 quests. I think the organization of the quest is nice, I like the differed starting points and general layout.
In #16 I particularly like the symmetry of the floors. Normally I hate splitting a room with blocked square tiles, but in this one case I think it works nicely.
I'm not a fan of the dragon strike boards. This is odd for me, as I love using alternate boards. I have the DS boards but have only used them once. I just don't like the layout on them.
I think the beauty of peoples custom quest packs is the ability to adjust it for everyone's play groups. I personally would change the narrative up a bit and make a new story around it. Whenever someone looks at anyone else's Questpacks I think it's important to consider the mechanics and quests themselves. Adjust the story, setting and individual artifacts and equipment to reflect your group. By and large, I think your items work well. I don't have a problem with pricing, because as you said, the regular armoury isn't there. I don't like some of the names, as they are kinda real-world specific. (I hate that there's a Bretonnia map out there that has a location called Carcassonne, really bother's me), so I personally would name it something different. - But - the function is good. Actually, as I thought about your pricing scheme over the past some time, I really think it mechanically fits. I really don't have a problem with buying something functionally identical to a dagger (with a different name), if it fits the story *and* the other items in a decent power and price curve.
Quickly on your spells. I like them. I think they are mechanically sound. Oftentimes there's a drive to make crazy OP spells. I think yours are well balanced. The only one I would question is "Wisdom". It may be too much with the repeat value. Maybe limit it to only one or two times, three at the outside, depending on your Hero configuration and loadout.
There. Good Job. Thanks for sharing.
cynthialee wrote:Every hide I have taken off an animal (and it is a large number) required at least a few cuts in strategic places.
Anyways...I get it the idea of rolling a bunch of defend dice for the Wizard is so terrible that we will go through all manner of mental gymnastics to find reasons why any particular situation will not work for the chap.
I think the hide is a great idea, but making an arbitrary ruling in this fashion is kind of silly in my mind. By the time heroes are playing this dungeon and getting the quest rewards listed they are bad ass dudes. Simple heroes are not going into this dungeon.
cynthialee wrote:Every hide I have taken off an animal (and it is a large number) required at least a few cuts in strategic places.
Anyways...I get it the idea of rolling a bunch of defend dice for the Wizard is so terrible that we will go through all manner of mental gymnastics to find reasons why any particular situation will not work for the chap.
I think the hide is a great idea, but making an arbitrary ruling in this fashion is kind of silly in my mind. By the time heroes are playing this dungeon and getting the quest rewards listed they are bad ass dudes. Simple heroes are not going into this dungeon.
cynthialee wrote:Every hide I have taken off an animal (and it is a large number) required at least a few cuts in strategic places.
Anyways...I get it the idea of rolling a bunch of defend dice for the Wizard is so terrible that we will go through all manner of mental gymnastics to find reasons why any particular situation will not work for the chap.
I think the hide is a great idea, but making an arbitrary ruling in this fashion is kind of silly in my mind. By the time heroes are playing this dungeon and getting the quest rewards listed they are bad ass dudes. Simple heroes are not going into this dungeon.
clmckay wrote:Quickly on your spells. I like them. I think they are mechanically sound. Oftentimes there's a drive to make crazy OP spells. I think yours are well balanced. The only one I would question is "Wisdom". It may be too much with the repeat value. Maybe limit it to only one or two times, three at the outside, depending on your Hero configuration and loadout.
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