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HeroQuest - Amped Edition (custom rule & quest book)

PostPosted: December 5th, 2015, 9:32 pm
by Stoner81
Hello and welcome to HeroQuest - Amped Edition!

This custom rule book is going to be an almost complete re-write of the official rules along with a LOT additions and tweaks.

Since I am making my own rule book using a lot of the resources etc found on these very forums, I thought it would be a good idea for me to make a thread here so I can keep track of everything. It also means that as I find stuff I can post the names of people I need to contact if I have used stuff they have made, ideas they had etc etc simply because I don't want to upset anybody by using it and claiming it as my own work. Yes I might tweak stuff to suit how I think but I will happily give credit to those who came before me and put in so much time and effort so we can all benefit from it. Hopefully I will be able to share my creation once it is finished which will probably take a year or more since work and life in general always seem to get in the way.

If you recognise anything in these books that were you own ideas then I thank you for posting you content here allowing others to "borrow" them as I have done and just like my work is here for others to do the same. Some call it "fair use" I personally call it "passing it forward" |_P

So what am I including in this?

I am only including officially released packs/expansions but will be adding tons of extra stuff like extra spell schools, new weapons etc etc. I have the UK version of the game and I always found it bloody stupid that every monster had 1 Body Point (for the most part) so I have made things harder. However, I have melded together a lot of the UK rules with various US rules here and there plus my own tweaks and changes.

Main goal/s, jobs to be done and completed are listed below for my own reference.

Main Goal/s

  • Compile all the official/home brew ones in to a single Rule Book (that I wish to use), split in to sections for easy reference. This custom Rule Book will also (hopefully) remove the vagueness from certain rules found in the original rule set and expand upon them. Rules included will be everything from moving to searching, monster statistics and the whole nine yards! The Rule Book will have a specific section called the Dungeon Master Section for this reason, which players should not read! Most of the stuff from the original game will be being tweaked and changed here and there.
  • Optional rules are also going to be added/included, these rules could make the game extremely difficult for the players so discuss this with the players before hand but not in a way to show them what will happen. You could also play it as it is will be written and if players don't like it you can changes things to suit your own needs. Either way they extra rules will be there should you wish to use them or not.
  • Compile all the quest books together to form a single book, these will be almost done all by hand since I will be doing it in A4 format since it will give far more room for quest notes when/if the time comes that I make my own quests (All of the main official content is done).

General Things To Do

  • Update the character sheet fully and add descriptions for all the spells. In addition add the new spells for Warlock, Druid and Minstrel.
  • Go through the whole book/s fixing errors/types and formatting things to be consistent.
  • Fix the page numbers in the Table of Contents section of the quest book.
  • Add the Dark Company to the quest book using Pancho's re-written version of the quest (thanks for doing that!)
  • More I will probably find at some point.
Done

Mostly complete now so this section is pretty redundant but I will leave it here just in case.

Link For All Files

The following link contains the rule book, quest book, character sheet and spell sheet. I split the character sheet and spell sheet from the rule book to make printing it easier.

https://drive.google.com/drive/folders/0B3Q0p7xoRKsZMWc2aEpiekhBbVU?resourcekey=0-9yQeWbtOJHSBqekZZ5eNGw&usp=share_link

Any critiques, comments, questions, ideas are welcome!

|_P |_P |_P |_P |_P |_P

Stoner81.

Re: My Custom Rulebook Log

PostPosted: December 7th, 2015, 6:48 pm
by Stoner81
The more I think about this the more work I seem to be making for myself... at the rate I am going at I will be re-doing pretty much everything even down to the quests books but in A4 format. I do have the quest creator app but I don't like the lack of room left for quest notes etc so I will be doing it the hard way so to speak.

Stoner81.

Re: My Custom Rulebook Log

PostPosted: December 13th, 2015, 6:56 am
by Gold Bearer
I wouldn't worry too much about using other peoples stuff. Everybody does it. By posting something here your basically adding to a pool that's used to take ideas from and alter as needed.

Stoner81 wrote:The more I think about this the more work I seem to be making for myself... at the rate I am going at I will be re-doing pretty much everything even down to the quests books but in A4 format. I do have the quest creator app but I don't like the lack of room left for quest notes etc so I will be doing it the hard way so to speak.
:) I know what that's like. I just wanted to post by old custom rules but ended up doing this: viewforum.php?f=203 That's not even all of it, it needs updating. Help yourself to anything you want to use.

Re: My Custom Rulebook Log

PostPosted: December 13th, 2015, 8:45 am
by QorDaq
Stoner81 wrote:Since I am making my own rule book using a lot of the resources etc found on these very forums, I thought it would be a good idea for me to make a thread here so I can keep track of everything...Snip...


Very cool.

Stoner81 wrote:...I have included all the traps in the game too though I am not sure yet if I should include the icy rooms and slides in there as well since they aren't really traps but more environment conditions which are very specific to certain quests (whereas the traps are used through most of the entire game).


I would suggest that the Ice Cavern stuff may fall into the category of "Hazard" as opposed to traps as such. Which could also potentially include other environmental things like chasms, natural pits, and similar.

The Advanced Hero Quest book had a section on hazards, there were some other nifty things in there as well that might be worth having a look through. I think there was a supplement in White Dwarf on Hazards as well? Or was that just traps, I don't recall... Anyway, you get the idea.

Success to you on your efforts.

maj!

Re: My Custom Rulebook Log

PostPosted: December 13th, 2015, 1:55 pm
by Stoner81
Thanks guys, if people are interested I can post up what I have so far for people to look at if anybody is interested since I can convert the .docx file I have at the moment to a PDF. It currently uses specific fonts which I am hoping people wouldn't need to have to view it in a PDF? (not done much at all ever with PDF so will have to look in to this).

Stoner81.

Re: My Custom Rulebook Log

PostPosted: December 13th, 2015, 8:39 pm
by Stoner81
Spent tonight going over what I have so far and made some huge changes! Races and classes are now split, race choice is limited to Human, Dwarf and Elf and classes that are more or less done are Barbarian (as previous with some updates), Fighter (new), Thief (new), Spellsword (what the Elf was originally), Wizard (as previous with some updates) and Tinkerer (what the Dwarf was originally). Each of the classes has unique Special Skills and grants various bonuses or abilities depending on their vocation.

I have also introduced Luck / Fate! (not sure on the name yet and the specifics but the generally idea is there).

The book is currently about 15 pages long but some of the effects, abilities etc I felt needed better wording and/or clarification so parts of the rules might seem a little "wordy". This was to remove the vagueness that some of the original rules had.

Stoner81.

Re: My Custom Rulebook Log

PostPosted: December 14th, 2015, 5:15 am
by Gold Bearer
I gave the elf and dwarf class names as well. Warrior-Mage and Warrior-Thief.

They way I use fate points is that one can be used to reroll any number of dice of a single roll. I used them to upgrade the wizard to bring him in line with the others. Two fate points per quest that can't be carried over.

Re: My Custom Rulebook Log

PostPosted: December 14th, 2015, 8:56 pm
by Stoner81
Current thinking for Luck/Fate is that spending one point allows you to automatically succeed at something (I can't remember what I have written at the moment) though I might change it to a re-roll of a single die.

Going to update the OP with a proper out line of what I am trying to do.

Stoner81.

Re: My Custom Rulebook Log

PostPosted: December 15th, 2015, 7:12 pm
by Bareheaded Warrior
I'm working on a similar custom rulebook myself and reading your posts has, not for the first time, prompted me to ask the question "when does customising a game become creating a new game?"

I don't expect an answer to that question as it is a 'how long is a piece of string' question but what would people say are the essential parts of HeroQuest that cannot be removed without it not being HeroQuest any more (not so much the physical components but the rules)

Re: My Custom Rulebook Log

PostPosted: December 16th, 2015, 6:02 pm
by mitchiemasha
One simply is not a true HQ fan unless they are working on a custom rule book. I started mine last year and it's been reworded so many times.

I have fate but it's only the EWP who has access to it via the Chaos tokens (taken from Advanced Hero Quest). Using the Chaos token is my favourite addition to the game. And using the skull tokens for BP, playing US monsters.

Test of Mind too.