• Advertisement
HeroGM Advanced Soundboard

Dive into the dimension of dynamic sound with Hero GM!
Free version available! Save 10% on full version with offer code "yeoldeinn"

HeroQuest - Amped Edition (custom rule & quest book)

Have a HeroQuest related project and need community assistance? Create a thread about your project here and the type of aid you require. Other community members searching this room may be able to assist, or join you on your adventure.

Re: HeroQuest - Amped Edition (custom rule book)

Postby Anderas » Wednesday July 25th, 2018 12:18am

That list of probabilities is to choose from for your stone spell. The original is included, and some more just to offer choice.
A 4 BP monster succeeds your original spell test with 16%, and some of the other tests with the other probabilities I calculated for you.

I will have to take a look at your bestiary and questbook first to get a grip on monster stats.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Yeti
Yeti
 
Posts: 2842
Images: 33
Joined: Saturday September 20th, 2014 7:02am
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: HeroQuest - Amped Edition (custom rule book)

Postby Anderas » Wednesday July 25th, 2018 4:51am

Earth Grab has been stolen I think.

The text of Magma Flow is a bit on the long side. You could remove the sentence "Does not affect undead". I guess you added it because they have 0 MP? I really go and check your bestiary now before I speak strange here.

Done.
I like that you have three variants of each, to adapt to the heroes. I do understand the flesh to stone spell better now.

Scry could go to detection if you still search for spells to move.

Rock Wall has a little bit unclear spell duration. I guess the d6 is for rounds but then is it removed at the heroes turn beginning or end or at morcars turn beginning or end?

Quake, does it impact monsters only?

Chrysalis, I would replace the comma with a point.

Overall that earth spell group makes a really good impression.

Air now


... didn't see anything. Either it's perfect or it's because my head is spinning. More later.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Yeti
Yeti
 
Posts: 2842
Images: 33
Joined: Saturday September 20th, 2014 7:02am
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Stoner81 » Wednesday July 25th, 2018 8:04am

Thanks for the input bud I will take a look at these points once I am home tonight.

|_P |_P |_P |_P

Stoner81.
User avatar
Stoner81

Ogre Chieftain
Ogre Chieftain
 
Posts: 223
Joined: Monday November 16th, 2015 5:51pm
Location: England
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Stoner81 » Wednesday July 25th, 2018 1:25pm

Anderas wrote:The text of Magma Flow is a bit on the long side. You could remove the sentence "Does not affect undead". I guess you added it because they have 0 MP? I really go and check your bestiary now before I speak strange here.


Pretty much answered your own question :) I have stated in the Bestiary that anything that is aimed at Mind Points does not affect Undead monsters but I figured it best to put it on the spells to prevent arguments.

Anderas wrote:I like that you have three variants of each, to adapt to the heroes. I do understand the flesh to stone spell better now.


Thanks! The 2 extra sets are for 2 quests packs I am hoping to write one day once this damn thing is finished! :D

Anderas wrote:Scry could go to detection if you still search for spells to move.


I am fairly happy at the moment with how they are but I appreciate the suggestion. To be honest I can't really be arsed moving stuff around since it took me like a week just to get the spells sorted out.

Anderas wrote:Rock Wall has a little bit unclear spell duration. I guess the d6 is for rounds but then is it removed at the heroes turn beginning or end or at morcars turn beginning or end?


Noted! I will amend this to be more clear.

Anderas wrote:Quake, does it impact monsters only?


Good question... I am not sure to be honest on this one, part of me wants to say yes but that seems a bit unrealistic. Thoughts?

Anderas wrote:Chrysalis, I would replace the comma with a point.


Noted! I will take a look :)

Anderas wrote:Overall that earth spell group makes a really good impression.

Air now


... didn't see anything. Either it's perfect or it's because my head is spinning. More later.


Thanks bud and I hope you feel better!

|_P |_P |_P |_P

Stoner81.
User avatar
Stoner81

Ogre Chieftain
Ogre Chieftain
 
Posts: 223
Joined: Monday November 16th, 2015 5:51pm
Location: England
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Anderas » Thursday July 26th, 2018 5:31am

Ok then I will stop to make suggestions about moving spells

Fire

Fire Lance - a little bit unclear duration again
Hands of Scorch likewise

By the way I like those two. Do you have rules for fire damage somewhere? Stronger against Mummies or such?

Greek Fire is a nice one. You can burn down entire dungeons. :lol:

Fire Storm is a bit on the strong side, even with your monsters. Ideas: put "all Figures" instead of "All Monsters", that may reduce the applicability a bit. Or if that goes to far it could cost the caster some BP or MP in addition? Just throwing around ideas here.

Water now

Acid Blast
Caster rolls 1d6 per mind point every turn?
How long? Until the target is dead? Who is the target?
Of course I can guess it is a target chosen by the caster but somehow it is not mentioned.

Puddle of protection: again spell duration. I guess you can make a general statement for spell durations instead changing each spell that I mark.

Tidal wave, does it affect only monsters? Could also rearrange some furniture, no? |_P

Drown, fluff text: not exactly sure because I am not a native speaker but I guess you wanted to say drown instead of down?

Phantasm, does it affect defense? Nice idea by the way.

Thunder Storm, again question of target: only Monsters? Those kinds of remarks are all RPG of course but I like to RPG a bit.

Pool of many places: I would write "any figure" instead of "any players and or monsters". The idea is that "players" may or may not include henchmen, "figure" does include it.
Second point, do you mark the entry and exit somehow? Doesn't need to be in the rule, I am just curious if you have made a model for it and want to see it.

Detection

You could add "Bootstrap Paradoxon" to the spell group.
Fluff headline: But where did that idea originate?
Fluff: You hear yourself speaking from the future: "Prepare yourself!"
Play this spell without an action when an enemy spell or an attack has an undesirable effect on you. You can immediately cast a defensive spell to counter it.
In your next round you have one cast action less than normal.

You can also add three to five lines:

Analyse magic
Fluff headline: You delve into the deep mysteries laid out here
Fluff: You never learn enough.
Play this spell as a reaction to an monster magical ability or spell. Strike out this line and replace it with the exact text of your enemy's spell. This spell is now permanent available whenever you choose the detection spell group.
Next turn you may not move and not take an action.

So the player can then decide if he wants to learn a Fimir spell early or if he waits until he encounters the high mage to fill this group. Also he has something to lose when he dies, that's always nice.
Summon spells (Summon Orcs or Summon Undead) may have to be clarified.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Yeti
Yeti
 
Posts: 2842
Images: 33
Joined: Saturday September 20th, 2014 7:02am
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Stoner81 » Thursday July 26th, 2018 8:03am

Just a heads up I meant to look at more stuff yesterday evening but just couldn't stay awake and ended up in bed early but hopefully I will get chance to do so this evening.

Anywhoo... onwards! |_P |_P

Anderas wrote:Ok then I will stop to make suggestions about moving spells

Fire

Fire Lance - a little bit unclear duration again
Hands of Scorch likewise


Noted! I will take a look at these and clarify them.

Anderas wrote:By the way I like those two. Do you have rules for fire damage somewhere? Stronger against Mummies or such?


As of right now I don't.

Anderas wrote:Greek Fire is a nice one. You can burn down entire dungeons. :lol:


Yes I thought it was quite quirky in that regard (no idea where I pinched it from though so thanks to anybody who recognizes it :D) need a better name I think though... hmm...

Anderas wrote:Fire Storm is a bit on the strong side, even with your monsters. Ideas: put "all Figures" instead of "All Monsters", that may reduce the applicability a bit. Or if that goes to far it could cost the caster some BP or MP in addition? Just throwing around ideas here.


This interesting. In what way do you find it "a bit on the strong side"? Damage output? AoE? Again I pinched it from somewhere and beefed it up a little. I made it so it was the "big spell" to cast instead of just being the Genie.

Anderas wrote:Water now

Acid Blast
Caster rolls 1d6 per mind point every turn?
How long? Until the target is dead? Who is the target?
Of course I can guess it is a target chosen by the caster but somehow it is not mentioned.


Target is a monster and if I recall correctly it is until the monster dies to represent the burning of the acid, either way I will take a look at this to clarify it.

Anderas wrote:Puddle of protection: again spell duration. I guess you can make a general statement for spell durations instead changing each spell that I mark.


Not a bad idea I will take a look.

Anderas wrote:Tidal wave, does it affect only monsters? Could also rearrange some furniture, no? |_P


Currently I think it's monsters only. I didn't want to mess with furniture simply because of causing issues on where it gets placed instead.

Anderas wrote:Drown, fluff text: not exactly sure because I am not a native speaker but I guess you wanted to say drown instead of down?


Quite possible :D will have a look.

Anderas wrote:Phantasm, does it affect defense? Nice idea by the way.


Again pinched and again thanks :) as for affecting defence I am not sure, will have a look.

Anderas wrote:Thunder Storm, again question of target: only Monsters? Those kinds of remarks are all RPG of course but I like to RPG a bit.


Monsters only I think.

Anderas wrote:Pool of many places: I would write "any figure" instead of "any players and or monsters". The idea is that "players" may or may not include henchmen, "figure" does include it.
Second point, do you mark the entry and exit somehow? Doesn't need to be in the rule, I am just curious if you have made a model for it and want to see it.


Hmm not a bad idea, I am just trying to keep wording consisent all the way through. I have no model for it and it is one way only (hmm maybe need to put that on the spell thinking about it).

Anderas wrote:Detection

You could add "Bootstrap Paradoxon" to the spell group.
Fluff headline: But where did that idea originate?
Fluff: You hear yourself speaking from the future: "Prepare yourself!"
Play this spell without an action when an enemy spell or an attack has an undesirable effect on you. You can immediately cast a defensive spell to counter it.
In your next round you have one cast action less than normal.


I like the idea but I might make it so that you get to roll any defence dice a second time or something like. The way you describe it above seems a bit backwards in that you cast a spell to get the ability to defencivley a spell. The defence spell would probably have the ability to do it anyway. Though it would give other options for other spells to be cast I guess... hmm I will have a think on this.

Anderas wrote:You can also add three to five lines:

Analyse magic
Fluff headline: You delve into the deep mysteries laid out here
Fluff: You never learn enough.
Play this spell as a reaction to an monster magical ability or spell. Strike out this line and replace it with the exact text of your enemy's spell. This spell is now permanent available whenever you choose the detection spell group.
Next turn you may not move and not take an action.

So the player can then decide if he wants to learn a Fimir spell early or if he waits until he encounters the high mage to fill this group. Also he has something to lose when he dies, that's always nice.
Summon spells (Summon Orcs or Summon Undead) may have to be clarified.


I would make it for that quest only. Chaos spells along with Fimir/Orc Shamen etc can not be learnt by the players at all so this would be interesting to say the least.

Something to note though is that I am trying to keep each spell school limited to 1 page in the rule book just to make things easier.

Again thanks for the feedback bud it's appreciated!

|_P |_P |_P |_P

Stoner81.
User avatar
Stoner81

Ogre Chieftain
Ogre Chieftain
 
Posts: 223
Joined: Monday November 16th, 2015 5:51pm
Location: England
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Anderas » Thursday July 26th, 2018 9:25am

Yeah I thought you would hand out just the one page to the guy taking the spell school and then thought "why not leveraging the full advantage of paper lists... and take notes" :-)
Plus, permanent spell gains may just lure them to keep the boss alive just one more round, just one more round... :-) Risking their lives for a spell. :twisted: :lol: |_P
Stoner, you take or leave or change what you like, all of what I write are just weak suggestions from a chemo dizzy brain.

Fire storm is a bit on the strong side because there are quests with many an empty room and then a stuffed boss room. The extreme case being "The forgotten legion", Quest 7 in the Rotwl book, that may be ended with this spell in one round :)
Imagine gizzy the Wizard entering the room, rolling 6 dice equalling 3 skulls on everybody. Skulmar will survive likely with 4 Body points. That's ok.
I go to your bestiary now, base game monsters: Skeletons will go altogether, that's ok. Zombies will go or stay 50/50. Mummies will survive with 2 BP likely. Likewise Chaos Warriors.

You know what. With your monsters it's not too strong. :D With the original EU or NA Monsters the room would be wiped clean, with the exception of the CW's.

By the way, what's that special undead rule there, how do you kill them for good? :-)

Undead Bestiary wrote:When reduced to 0 Body Points lie them down on their square and roll 1 Combat Die at the start of your turn;
Skull = they get up with 1 Body Point but may not take a turn until next turn.
White Shield = they remain where they are.
Black Shield = they get up with 1 Body Point and may take their turn as normal.


Do you have to kill them down to -1 BP?

I go on with High Spells now

Purity wrote:“Only the purest of mind and body will survive here”
A hand glows with pure white energy that is oddly soothing.
Restores 1 Hero adjacent to the spell caster to full Body and Mind Points. It also cures all afflictions.

Imagine not stating "restore to full" but instead "restore 8 BP and MP, up to the max".
I have seen heroes delaying their use of a healing potion just for one more wound, to get the 4 BP out of it, putting their lives in danger. :twisted:
That's why I would prefer to write a number like 7 or 8, just to wake up the greed in the heroe's heart. The net effect will be the same of course, it's just to wake the greed. :lol: :evil:

Ikaros wrote:“I believe I can fly!”
You sprout feathery wings from your back!
You may move up to 24 squares on your next turn and must end your turn on an empty square.
You may move, attack and then move again for this turn only and you ignore movement impediments and monster size restrictions.

Does the spell target ignore traps?

Disjunction wrote:“I think I know how this works”
Enemy magic begins to disperse from the area in which you are stood.
Upon casting this spell you cancel the effects of 1 Chaos spell in the same room or corridor as yourself.

As it is written, you can cancel the effect of an on going spell. Do you want to make it available as counter spell, too? In that case it must have a remark that it can be cast anytime without the cost of an action, perhaps. Or with costing the action of the caster's next turn, if you think it's too cheap otherwise.

In Glamour you have a fat printed y somehow misplaced

I shall copy some of the spells of your high group!

Control now. Yes, i am in a good form today :-)

Nap Time wrote:“I feel ever so tired…”
An area suddenly seems to become the perfect spot for a nap!
Pick 1 square and all adjacent squares around it are affected. Every monster in the affected area must roll 1D6 and add it to their current Mind Point score. Each monster that fails instantly falls asleep. Sleeping monsters may not move, attack, defend or cast spells.
They awaken when they lose at least 1 Body Point, any attacks against them count as double.
Does not affect Undead.

How do you fail the test?

Spasm wrote:“Is he OK?”
Your sheer power of will forces a monster to have convulsions.
Caster and target both roll 1D6 and add it to their Mind Point scores. If the casters is higher it deals 1 Attack Die per Mind Point of damage.
If the targets is higher it only does 1 Attack Die per 2 Mind Points of damage (both attacks cannot be defended against).
Does not affect Undead.

How is your wording for "attack", "damage", "wound"?
In most other rulebooks I have seen some clarification like:
"attack" is before the math starts
"damage" is what the attack result is, before defending
"wound" is the end result, after any defense effect.

Everyone chooses their words a little bit different, so I am not sure here.
If you have such a thing, i would take away the clarification "cannot be defended against" and directly use the word for "wound"
If you have no such declaration in your rules, then it is fine as it is.

Spirit Control wrote:“I can feel a spirit here that is mine to control”
You concentrate and reach out searching for a weak mind to control.
Choose 1 unexplored room on the board to see inside. The Dungeon Master must place the contents of the room out. If a monster of any sort (other than Undead) is there you may take control of it. You may check for traps, explore, open doors and attack other monsters.
Monsters will not attack or move until they are attacked, the spell ends when you or the affected monster lose 1 Body Point.


I like that one and will copy it. Do you have any precautions in order to prevent the Dungeon Boss to be taken over? :D I'd like to suggest the so-often used mind duel.

Shock has lightning spelled lightening

Enough for today. Wow you have amassed quite some content there, which leads me to put more content on my heap... :D


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in four (4) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Anderas
NOT Andreas!

Yeti
Yeti
 
Posts: 2842
Images: 33
Joined: Saturday September 20th, 2014 7:02am
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member
Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Stoner81 » Thursday July 26th, 2018 5:26pm

Fire Lance and Hands of Scorch both state "Roll 1D6 and it lasts for the many turns" at the start of the spell description :)

Firestorm I might put behind a gold gate so speak since Fire spells are available from the get go this spell would only cost 500GC to get. So I might put a restriction that states it may only be bought once they have gotten 2 other spells from the Fire school. This would mean that it would cost 1,500GC in total to reach which is quite a sum of cash. Having that said though with the stats of the monsters I might not.

Acid Blast I added that it lasts for 1D3 turns and is on a monster.

Spelling error in Drown has been fixed :)

Phantasm - the way it was written stated that "they could do nothing at all" however I have now changed this to "they may not move, attack, cast a spell or defend themselves" to give better clarity.

Thunder Storm - I added that any Hero in the same room must roll 1 Combat Die and on a black shield they too lose 1 Body Point. Adds in the unpredictability of storms :)

Pool of Many Places - "changed to Heroes and/or Monsters" in the notes section at the start of spell schools I have it written that if Hero is mentioned then it also includes Henchmen.

Bootstrap Paradoxon - I changed the name to Future Whisper but have not determined what it will be but thank you for the idea for it :)

Analyse Magic - changed the name to Ebb and Flow and wrote is so that the spell is only gained for the single quest. So it still has a use and could give the player some nifty choices later on.

Going to look at your most recent feedback now and will post my responses in the next post :)

|_P |_P |_P |_P

Stoner81.
User avatar
Stoner81

Ogre Chieftain
Ogre Chieftain
 
Posts: 223
Joined: Monday November 16th, 2015 5:51pm
Location: England
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Stoner81 » Thursday July 26th, 2018 5:53pm

Anderas wrote:Stoner, you take or leave or change what you like, all of what I write are just weak suggestions from a chemo dizzy brain.


I understand that buddy and I really appreciate the time you are taking to do this with what you are going through |_P

Anderas wrote:By the way, what's that special undead rule there, how do you kill them for good? :-)

Undead Bestiary - When reduced to 0 Body Points lie them down on their square and roll 1 Combat Die at the start of your turn;
Skull = they get up with 1 Body Point but may not take a turn until next turn.
White Shield = they remain where they are.
Black Shield = they get up with 1 Body Point and may take their turn as normal.

Do you have to kill them down to -1 BP?


Good catch! I pinched the idea from somebody here but I can't remember who it was (possibly slev I think but can't swear to it) I will do some digging around and if I can find it again. Otherwise I will come up with something I might just have it that once downed they have to be hit with at least 1 BP of damage and they die as long as it doesn't get back to their turn.

EDIT - Yeah I can't find the post now where I got this idea from so I will go with what I said above about killing them for good.

EDIT - Turns out it was Gold Bearer that I pinched it from :)

Anderas wrote:Purity - Only the purest of mind and body will survive here”
A hand glows with pure white energy that is oddly soothing.
Restores 1 Hero adjacent to the spell caster to full Body and Mind Points. It also cures all afflictions.

Imagine not stating "restore to full" but instead "restore 8 BP and MP, up to the max".
I have seen heroes delaying their use of a healing potion just for one more wound, to get the 4 BP out of it, putting their lives in danger. :twisted:
That's why I would prefer to write a number like 7 or 8, just to wake up the greed in the heroe's heart. The net effect will be the same of course, it's just to wake the greed. :lol: :evil:


Interesting idea! I felt that going to full and stating so felt more in line with the spell name "Purity" since it restores everything essentially making the Hero "pure" again. Perhaps your idea could work for other spells with a similar effect? I will have a look.

Anderas wrote:Ikaros - I believe I can fly!
You sprout feathery wings from your back!
You may move up to 24 squares on your next turn and must end your turn on an empty square.
You may move, attack and then move again for this turn only and you ignore movement impediments and monster size restrictions.

Does the spell target ignore traps?


It probably should really huh due to the nature of the spell? Good catch bud! I have changed it to state "You also do not trigger any traps nor suffer the effects of any trap found. You do suffer the effect if you finish your turn on a square with a trap".

Anderas wrote:Disjunction
“I think I know how this works”
Enemy magic begins to disperse from the area in which you are stood.
Upon casting this spell you cancel the effects of 1 Chaos spell in the same room or corridor as yourself.

As it is written, you can cancel the effect of an on going spell. Do you want to make it available as counter spell, too? In that case it must have a remark that it can be cast anytime without the cost of an action, perhaps. Or with costing the action of the caster's next turn, if you think it's too cheap otherwise.


Good catch buddy! Not a bad idea at all, it gives it a double use them and something for the players to think about when they cast it. I have added the following "May be cast a Reaction to an enemy spell and does not require an Action to cast if doing so".

Anderas wrote:In Glamour you have a fat printed y somehow misplaced


I can't seem to find this anywhere, I may have fixed this already or something I don't know. Can you tell me exactly where it is?

Anderas wrote:Control now. Yes, i am in a good form today :-)

Nap Time - I feel ever so tired…
An area suddenly seems to become the perfect spot for a nap!
Pick 1 square and all adjacent squares around it are affected. Every monster in the affected area must roll 1D6 and add it to their current Mind Point score. Each monster that fails instantly falls asleep. Sleeping monsters may not move, attack, defend or cast spells.
They awaken when they lose at least 1 Body Point, any attacks against them count as double.
Does not affect Undead.

How do you fail the test?


Well spotted, I have updated the text to say the following:

Pick 1 square and all adjacent squares around it are affected. Every monster in the affected area must roll 1D6 and add it to their current Mind Point score. If it is lower than the caster’s score each monster fails instantly and falls asleep. Sleeping monsters may not move, attack, defend or cast spells.
They awaken when they lose at least 1 Body Point, any attacks against them count as double.
Does not affect Undead.

Anderas wrote:Spasm - Is he OK?
Your sheer power of will forces a monster to have convulsions.
Caster and target both roll 1D6 and add it to their Mind Point scores. If the casters is higher it deals 1 Attack Die per Mind Point of damage.
If the targets is higher it only does 1 Attack Die per 2 Mind Points of damage (both attacks cannot be defended against).
Does not affect Undead.

How is your wording for "attack", "damage", "wound"?
In most other rulebooks I have seen some clarification like:
"attack" is before the math starts
"damage" is what the attack result is, before defending
"wound" is the end result, after any defense effect.

Everyone chooses their words a little bit different, so I am not sure here.
If you have such a thing, i would take away the clarification "cannot be defended against" and directly use the word for "wound"
If you have no such declaration in your rules, then it is fine as it is.


I have no declaration regarding this but you do make a valid point. As far as I can tell though the spell should be OK as it is written like you said so I will leave this for now.

Anderas wrote:Spirit Control - I can feel a spirit here that is mine to control
You concentrate and reach out searching for a weak mind to control.
Choose 1 unexplored room on the board to see inside. The Dungeon Master must place the contents of the room out. If a monster of any sort (other than Undead) is there you may take control of it. You may check for traps, explore, open doors and attack other monsters.
Monsters will not attack or move until they are attacked, the spell ends when you or the affected monster lose 1 Body Point.

I like that one and will copy it. Do you have any precautions in order to prevent the Dungeon Boss to be taken over? :D I'd like to suggest the so-often used mind duel.


Good question! I would probably just make them immune in the quest notes and if the Hero tries it I just tell them it has no effect though that seems a little shitty on them to be fair which I kinda like :evil:

Anderas wrote:Shock has lightning spelled lightening

Enough for today. Wow you have amassed quite some content there, which leads me to put more content on my heap... :D


Well spotted man! Fixed it!

I have pinched, borrowed and outright stolen so much from here it's not even funny (well it kinda is) though I have put my own spin on things by changing names etc here and there and slightly altering the effects.

I will take a look at the new spell I added (Future Whisper) and make an effect for it and update the link I sent you via PM for the editable rule book which has all the edits in thus far.

Thanks again mate for doing this I really really appreciate it!

|_P |_P |_P |_P

Stoner81.

EDIT - First post updated with new rule book and the link I sent you Andreas should have the new rule book too. I added that Future Whisper allows you a re-roll your attack/defence dice and is self only. I also put that Ebb and Flow cannot be learnt by a Spellsword.
User avatar
Stoner81

Ogre Chieftain
Ogre Chieftain
 
Posts: 223
Joined: Monday November 16th, 2015 5:51pm
Location: England
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: HeroQuest - Amped Edition (custom rule book)

Postby Stoner81 » Friday July 27th, 2018 7:43pm

Started on the Evil Wizard cards that seem very popular. I have renamed them to "A Simple Series of Unfortunate Events" and they are all in a tables within the rule book since I have no cards :) it is going to take quite some time to go through them due to the sheer number of them!

|_P |_P |_P |_P

Stoner81.

EDIT - Evil Wizard table is now fully done with 100 entries in total!
User avatar
Stoner81

Ogre Chieftain
Ogre Chieftain
 
Posts: 223
Joined: Monday November 16th, 2015 5:51pm
Location: England
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

PreviousNext

Return to Project Forge

Who is online

Users browsing this forum: CommonCrawl [Bot] and 0 guests