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Goblin-King wrote:I wouldn't want all Cultists on the board to determine casting. Rather, I'd go with line of sight which directly pertains to spellcasting.
I'm not sure if I follow you here. Either there are one close enough to actually cast a spell, or they are all too far away and it doesn't matter.
They are not getting more or stronger spells because there are a lot on the table. No matter the amount they get ONE spell for ONE of them to cast.
knightkrawler wrote:I strongly suggest keeping the 2 Defend dice for the kobolds.
When I whipped up these stats I was thinking about the EWP strategy options of luring heroes effectively.
Pwetty pwease, have a heart.
MrBigB wrote:The only real objection I have is the re-titling of kobolds. If the swampy elements don't fit for the kobolds, I suggest we focus some time on them and develop their stats/abilities/spells more to make them stand out on their own. I've always really liked the story premise that the kobolds working with the Fimir is strange and unnatural adding tension to the story. All of which could be played up in the story notes
knightkrawler wrote:One other thing: We desperately need an all-new, all-different icon for "kobolds". That huge face of a Saurus does not fit, period. It doesn't. How to make icons?
I've been sketching some ideas for Chaos Dwarf and Kobold icons. I just need to locate and set up the scanner.knightkrawler wrote:One other thing: We desperately need an all-new, all-different icon for "kobolds". That huge face of a Saurus does not fit, period. It doesn't. How to make icons?
Goblin-King wrote:I don't hate the concept of having to have a certain minimum of cultists, but I think the tiers with different amounts and different allowed spells are too elaborate in their current form.
Another problem I see is that you have to include a huge amount of monsters to be able to cast.
It's assumed that a couple will always be killed before they get their turn.
That means to ever get to cast the high tier spells you'll have to stick ~8 Cultists in a room.
I'd say let them always have the Spell automatically. They die pretty fast anyways. Opinions? Agree it would be nice to get this over and done.Count Mohawk wrote:If we let vanilla Cultists do one spell per turn, regardless of number, that is probably balanced. The three spells they would probably be best suited to having available (ie the 3 weakest ones) are Fireball, Tempest and a third, either Fear or Sleep. They can either just get the spell automatically or, if that's too strong, base it on a die roll: one die per Cultist, with a spell being cast if they get at least one Black Shield. Let's all agree on something though so we can close the book on it.
Exactly!.Count Mohawk wrote:Also, as far as putting 8 cultists in a room... I think the most we would ever want is maybe 6, and probably 4. Three guys behind some furniture while a Chaos Warrior and friends hold the front line for a turn will do wonders for their survivability.
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