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Heroquest Town Center: Compiled Gear, Spells, and Classes

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Heroquest Town Center: Compiled Gear, Spells, and Classes

Postby mikemacdee » Sunday August 31st, 2014 12:23am

I was hoping you fellas could give this stuff a once-over and share your thoughts.

THE HEROQUEST TOWN CENTER
UPDATED 9/11/2014 -- Town Center Prototype added. This hopefully makes the between-quests segment of the game a bit more involved.

It's annoying having to shell out tons of dough just to get a couple of expansion pieces (cards, figures, spell groups, etc), so I decided to make my own Heroquest Armory in document form. I think if HQ's resources were compiled into "D&D handbook format", it would allow easy access to the best of both regional versions' resources without forcing players to resort to slews of spendy ebay purchases. I'd also like to make the between-quests segment a bit more complex, compile a dice-chart for the treasure deck, and maybe even revise the rulebook, but that's a pretty big undertaking. So for now, here's most of the goodies from the Heroquest universe in list form.

The first section is an armory that compiles US and UK items from the Equipment, Treasure, and Artifact decks, from the base game AND several expansions, plus a handful of new items -- all have price listings (including Borin's Armor and Spirit Blade just for completionism's sake). The second section is the Academy of Magic, which assembles almost all of the spell groups from the base game and its expansions: I dissected the Elf Spells into two new spell groups called Time and Illusion. Both sections have a revised rule or two, like the mechanics for the Courage spell, and the "thrown weapon" mechanic.

CUSTOM CLASSES (12)
I revisited my custom classes: some got deleted and replaced with new ones, others were fixed so they'd make more sense. I don't have homebrew sheets for them, though, so I'm just posting the text below if anyone wants to try making their own. I haven't really tested any of these yet.

CONSTABLE
You are the Constable, seasoned protector against bandits and orcish raiders. You serve your team as a bodyguard and protector: you may re-roll 1 combat die when defending.
ATK: 2
DEF: 3
BP: 6
MP: 3
Movement.............2 Red Dice
Starting Weapon......Shortsword
Starting Armor........Helmet

CRUSADER
You are the Crusader, champion of the church and slayer of infidels. You can swear a Holy Vigil against 1 enemy you can “see” once per combat: until you slay it, that enemy rolls 1 less combat die to defend against you.
ATK: 3
DEF: 2
BP: 7
MP: 3
Movement.............2 Red Dice
Starting Weapon......Broadsword
Starting Armor........None

BRIGAND
You are the Brigand. You’ve done it all, from thuggery to piracy, and all in the bloody name of profit. A champion of dirty melees, you give 1 extra attack die to any ally who attacks an enemy standing adjacent to you.
ATK: 2
DEF: 2
BP: 7
MP: 3
Movement.............2 Red Dice
Starting Weapon......Hand Axe x2
Starting Armor........None

THIEF
As the Thief, your fingers are almost as slippery as your blade. When using a Tool Kit (and not wearing Mail armor), you roll 2 dice and choose the final result. You begin each Quest with the first “treasure” or “nothing” from the Treasure Deck, whichever comes first.
ATK: 1
DEF: 2
BP: 5
MP: 4
Movement.............2 Red Dice
Starting Equip......Dagger, Tool Kit
Starting Armor........None

SAVANT
You are the Savant. Your worldly travels have made you learned in many disciplines, both martial and magical. You can attack diagonally with non-diagonal weapons, but with 1 fewer combat die (to minimum of 0). You also wield 1 spell group.
ATK: 2
DEF: 2
BP: 5
MP: 4
Movement.............2 Red Dice
Starting Weapon......Shortsword
Starting Armor........None

CLERIC
You are the Cleric, healer and holy warrior. You have three Holy Mantras per Quest, which can either heal 1 adjacent hero for 2 body points, or force 1 undead monster you can “see” to roll a combat die: on a white shield, the monster crumbles to dust.
ATK: 1
DEF: 3
BP: 6
MP: 4
Movement.............2 Red Dice
Starting Weapon......Staff, Holy Water
Starting Armor........Helmet

MAGE
You are the Mage. Your approach to magic is a scientific one, using potions and mathematics. For each mind point you sacrifice before casting a spell, the spell affects an additional target. You wield 3 spell groups.
ATK: 1
DEF: 2
BP: 4
MP: 5
Movement.............2 Red Dice
Starting Weapon......Dagger
Starting Armor........None
This class counts as "wizard" in the armory.

ALCHEMIST
You are the Alchemist. You wield the powers of science to enhance potions and fight disease. Any hero who is affected by potion, poison, or disease in your room/corridor may roll twice for the effects and choose which result to keep.
ATK: 1
DEF: 2
BP: 5
MP: 5
Movement.............2 Red Dice
Starting Equip......Dagger, P. Healing
Starting Armor........None
This class counts as "wizard" in the armory.

WITCH
You are the Witch. Your magic depends on ancient rituals and blood sacrifice. At the cost of 1 mind point, you may cast a spell on a target outside your field of vision. When you slay an enemy by hand, you may use its blood to replenish 1 body or mind point. You wield 3 spell groups.
ATK: 1
DEF: 2
BP: 4
MP: 5
Movement.............2 Red Dice
Starting Weapon......Dagger
Starting Armor........None
This class counts as "wizard" in the armory.

HALFLING
You are the Halfling, an impish member of the tiny “hill people.” Your small stature makes you weak, but hard to catch. You can freely slip through spaces occupied by monsters, and also wield 1 spell group.
ATK: 2
DEF: 2
BP: 4
MP: 4
Movement.............3 Red Dice
Starting Weapon......Shortsword
Starting Armor........None

DUNGEONEER
You are the Dungeoneer. Goblin-born and raised by humans, you serve as a dungeon infiltrator. You can freely search a room with monsters in sight; and if there are no monsters, you may take 2 search actions per turn instead of one.
ATK: 2
DEF: 2
BP: 6
MP: 4
Movement.............2 Red Dice
Starting Weapon......Hand Axe
Starting Armor........None

REVENANT
You are the Revenant, a fallen hero who has risen from the grave. Being undead, you are weak against magic attacks, and unaffected by healing spells. But you are tough to kill: you block on white OR black shields when defending.
ATK: 2
DEF: 2
BP: 7
MP: 2
Movement.............2 Red Dice
Starting Weapon......Shortsword
Starting Armor........None

DRUID
You are the Druid. Your spiritual bond to nature is unparalleled. You wield any 2 of the Earth, Fire, Wind, and Water spell groups. When an ally casts a spell, you heal 1 body point; and when an enemy casts a spell on you, you may re-roll 1 red die when breaking the spell.
ATK: 1
DEF: 2
BP: 4
MP: 5
Movement.............2 Red Dice
Starting Weapon......Dagger
Starting Armor........None
This class counts as "wizard" in the armory.

BERSERKER
You are the Berserker. On the battlefield you are a walking slaughterhouse. When you kill an enemy, you may use any excess hits to “cleave” into another adjacent target. You cannot wear Mail armor.
ATK: 2
DEF: 2
BP: 7
MP: 2
Movement.............2 Red Dice
Starting Weapon......Shortsword
Starting Armor........None
Last edited by mikemacdee on Friday September 12th, 2014 9:55pm, edited 10 times in total.


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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby Count Mohawk » Sunday August 31st, 2014 1:34am

I intend to come back to this and comment more later, but one thing jumped out at me that deserves a comment now: Potions of Healing should not be sold for 100 gold each. In Hero Quest, Body Points are the most valuable resource Heroes have; allowing them to convert gold to BP at sch a cheap rate dramatically increases their survivability to the point where they will come out of almost all Quests with effectively more Potions than they start with. It also makes most of the other Potions available from your Alchemist's Shop practically useless, as the benefit-to-cost ratio is much higher for Healing potions than it is for pretty much anything else. :2cents:


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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby mikemacdee » Sunday August 31st, 2014 2:15am

Really? And here I thought 100 was pushing it.

I changed 'em to 200g for the time being.
Last edited by mikemacdee on Sunday August 31st, 2014 2:27am, edited 1 time in total.


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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby mitchiemasha » Sunday August 31st, 2014 2:23am

Thanks for the upload.


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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby knightkrawler » Sunday August 31st, 2014 3:04am

Welcome back, lurker. |_P
Now for the Armory: I wouldn't give the battle axe the edge of cleaving through. I'd prefer to see this in an artefact that only the Barbarian may use (a Greatsword where the mechanics seem more realistic to me).
And there's a lack of a 2AD ranged weapon (that is not lost when thrown). That's of course subject to style cause you might wanna try to avoid heroes making too many ranged efforts. In that case, your armory is near perfect.
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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby mikemacdee » Sunday August 31st, 2014 4:45am

knightkrawler wrote:And there's a lack of a 2AD ranged weapon (that is not lost when thrown).

Do you mean retrievable thrown weapons are ill-advised? Or was there a 2AD ranged weapon that I left out?

I always felt the idea of "gone forever when thrown" was a little silly, as if the weapon disintegrates in midair. I did test the revised mechanic though, and it seems to work surprisingly well since heroes can't search when there are monsters in their line of sight: so they lose the weapon until the end of combat, and then they have to remember that they threw it. And of course throwing stuff over a ledge is always bad.

I'm having second thoughts about the battle axe cleave though, and might just make that a special skill for another class when using two-handed weapons.


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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby knightkrawler » Sunday August 31st, 2014 5:11am

mikemacdee wrote:
knightkrawler wrote:And there's a lack of a 2AD ranged weapon (that is not lost when thrown).

Do you mean retrievable thrown weapons are ill-advised? Or was there a 2AD ranged weapon that I left out?


Mainly, I mean that a ranged weapon with 2 AD that is not lost when used (like the shortbow I suggested) might be ill-advised, because it will still be relatively cheap.
That will have 3 of your players run around with a shortbow as a second weapon, all of them preferring to shoot in hallways, which limits your tactics very much. I included it in my armory nonetheless, cause I also have a projectile-buying/running out rule.
But you don't have the shortbow, so it's not an issue in your armory.

In a tactical sense, retrievable thrown weapons (the hand-axe) are ill-advised as they lift the heroes' power. And that is not needed.
A possible compromise would be that a thrown weapon is only retrievable if the attack was successful, i.e. caused at least one BP of damage, the reasoning being that in an unsuccessful attack the weapon hits the stone ground or wall, taking too much damage to remain useful.

Also, an idea of mine to give the Elf an edge with ranged combat: He may ignore the card saying that a weapon is lost when thrown.
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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby Schmidt » Sunday August 31st, 2014 8:09am

....or roll a dice when picking the thrown weapon up:
:whiteshield: perfect condition, no penalty
:skull: damaged, limited range when throwing it next time and/or less AD
:blackshield: broken, useless

A damaged weapon can not go back to perfect status so on a :whiteshield: it will be the same as when you threw it the last time, :skull: & :blackshield: means broken.

Might be to complicated, but that's my :2cents:


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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby Teldurn » Sunday August 31st, 2014 9:41pm

Just want to say your custom classes are top-notch! Bravo on that.
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Re: Compiled Armory, Magic Academy, and Revised Custom Class

Postby Goblin-King » Monday September 1st, 2014 3:36am

You are the Revenant, a fallen hero who has risen from the grave to avenge himself. Being undead, you are weak to magic spells, but tough to kill: you always re-roll black shields when defending.

So if you roll ANOTHER black shield you can re-roll that as well?
If not I would consider another wording.

Gentleman... Just no...
My association with that word is a chap in a suit saying Daaaarling while holding a glass of wine. Da fug is he doing with a party of battle hardened dungeon crawlers?
I get what you are trying to do with the class, but the actual name is just unfitting for HQ.
Imperial Noble, Explorer or even Traveler or Wanderer...

Rest seems pretty good :)


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