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HeroQuest Prime

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Re: HeroQuest Prime

Postby Teldurn » Friday November 15th, 2013 11:53am

Additional musings I've been thinking about today:

Rename the Thief's special ability to Cutpurse because it sounds cooler. And change it to 1d6x5. Monsters shouldn't be carrying around up to 60G anyhow. 5 to 30 is more like it.

Drop the weapon damaging threshold from 4 to 3 Black Shields. MOAR BROKED ITAMZ

Keen viewers might have noticed that I dropped the Illusionist from the class list. I felt it was redundant and overlapped with the Sorc and a couple other casters. But, possible class additions might include:
Cleric (Heal: roll MP of combat dice, skulls heal 1BP each.);
Scout (Name TBD: Always move 12 spaces, no need to roll);
Berserker (Rage: Substitute up to x defend dice to add to attack dice);
Beastmaster (Shapeshift: once per quest, turn into an animal (from a small list of maybe 4 choices) and gain their powers for 1d6 turns);
Dragonkin (breath weapon: breathe some form of attack like fire, lightning, etc);
Magekiller (No idea what to make for a special, but the idea is that they specialize in killing spellcasters...somehow. They'd be great against all those casting fimir!).
I highly doubt all of these (if any) would make the final cut, I'm just spitballing ideas from my thinkmeats here.

More monster variety:
Orcs (warrior, shaman, bowman)
Kobolds! (slinger, warrior, some should be mounted on wargs or wolves)
Elementals (I am pretty sure I saw cards for them somewhere on this site.)
Wights (they attack MP instead of BP)
Gelatinous Cube!
Dragons!

Need to come up with an effective way to make MP become a resource that needs to be watched. Wight is a good one, but not very dependable I think. This would impact some special abilities to be used more judiciously. For example, if the Cleric's Heal cost 1MP per use, he wouldn't want to cast it all the time. The Monk could have it so that his flurry costs MP per use and does MP worth of combat dice, so it gradually becomes less effective. Hmm...This would mean there'd have to be a way to get MP back during a quest. Most likely with potions or something. Maybe "meditating" to spend BP to add to MP. Not sure. Ideas?
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Re: HeroQuest Prime

Postby CraigEllsworth » Thursday November 21st, 2013 8:21pm

Teldurn wrote:
New spell groups to choose from, too! The Animal, Plant, Sun, and Night spells from here: http://scattergamed.blogspot.com/2012/10/development-log-heroquest-monthathon-3.html.

There will be a greatly expanded selection in the Armory, including a Potion Shop and a Magic Shop (casters can purchase new spells or spell groups).

...

New Spell scrolls added from the link given above.


Heh heh. Hi! Thanks for the plug for my blog! Glad you liked it enough to include some of my ideas in your game :) Thanks for giving a link for credit too, I appreciate it! Looks like you've done a lot more work than I have, though :p Feel free to use anything else you think is worthy, if you like.
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Re: HeroQuest Prime

Postby Teldurn » Friday November 22nd, 2013 12:22am

CraigEllsworth wrote:
Teldurn wrote:
New spell groups to choose from, too! The Animal, Plant, Sun, and Night spells from here: http://scattergamed.blogspot.com/2012/10/development-log-heroquest-monthathon-3.html.

There will be a greatly expanded selection in the Armory, including a Potion Shop and a Magic Shop (casters can purchase new spells or spell groups).

...

New Spell scrolls added from the link given above.


Heh heh. Hi! Thanks for the plug for my blog! Glad you liked it enough to include some of my ideas in your game :) Thanks for giving a link for credit too, I appreciate it! Looks like you've done a lot more work than I have, though :p Feel free to use anything else you think is worthy, if you like.

You're welcome. I should be thanking you for writing it up in the first place! :) I will be going through whole pdf I see you uploaded and see what else I can cherry pick that matches with what I'm trying to do, and thanks for that.


Next update here is about the bestiary! In addition to many of the base beasties from the game system, I've injected a lot of variety in what's already there, plus added lots more.

I was originally thinking I would have each "race" of monster have a special ability...but then I realized that having the inter-variety in the race already provides that for me. With that said, here's my current list of monsters to be featured in HQP.
(Note that "basic" means it is the same as the monster as described in the NA game system rules.

:redorb: :redorb: :redorb:

Kobold Thrower - Throws daggers. 12move, 1AD, 1DD, 1BP, 1MP.
Kobold Demolitionist - Runs and explodes all adjacent squares. 6move, 2AD (area), 1DD, 1BP, 1MP
Kobold Lancer - Charges and attacks while mounted on warg. Move at least 4 squares to charge. 12move, 2AD (3 on a charge), 2DD (1 after demount), 3BP (1 after demount), 1MP
Kobold Skirmisher - Move-action-move like Acrobats. 12 move, 2AD, 1DD, 1BP, 1MP

Goblin Grunt - Can move through Hero squares. 10move, 2AD, 1DD, 1BP, 1MP
Goblin Archer - Fires arrows. 10move, 2AD, 1DD, 1BP, 1MP
Goblin Captain - Sturdy. 6move, 2AD, 2DD, 2BP, 1MP

Orc Warrior - Basic. 8move, 3AD, 2DD, 1BP, 2MP
Orc Archer - Fires arrows. 8move, 3AD, 2DD, 1BP, 2MP
Orc Shaman - Magic, orc shaman spells. 8move, 1AD, 2DD, 2BP, 4MP

Fimir - Basic, but can also cast 1 Fimir spell. 6move, 3AD, 3DD, 2BP, 3MP

Chaos Warrior - Basic. 7move, 4AD, 4DD, 3BP, 3MP

Mummy - Basic. 4move, 3AD, 4DD, 2BP, 0MP

Skeleton Trooper - Basic. 6move, 2AD, 2DD, 1BP, 0MP
Skeleton Guard - Is armored. 6move, 2AD, 3DD, 2BP, 0MP
Skeleton Archer - Fires arrows. 6move, 2AD, 2DD, 1BP, 0MP

Wight - Attacks MP instead of BP. 5move, 4AD, 3DD, 3BP, 0MP

Zombie - Basic. 5move, 2AD, 3DD, 1BP, 0MP

Gargoyle - Basic. 6move, 4AD, 5DD, 3BP, 4MP

Troll - Regenerates. On its turn, it heals 2BP. It cannot regenerate BP lost to fire attacks. 5move, 3AD, 4DD, 3BP, 3MP

Ogre Warrior - Basic. 6move, 5AD, 5DD, 3BP, 1MP
Ogre Chieftain - Basic. 4move, 6AD, 6DD, 4BP, 2MP
Ogre Champion - Basic. 6move 5AD, 5DD, 4BP, 1MP
Ogre Mage (displaces Ogre Lord). Casts spells. 4move. 3AD, 5DD, 4BP, 5MP

Vermin - Swarm attacks add +1AD for every vermin that attacks the same target (example below). They all take their attacks simultaneously. 8move, 1AD, 1DD, 1BP, 1MP
V
V H V
V

4 vermin attacking the same Hero can do 4AD in a turn.

Giant Scorpion - Poison sting attack (attacks MP). 7move. 3AD, 3DD, 2BP, 1MP

Gelatinous Cube - Occupies same square as one hero and digests him for 4AD. Hero rolls 1 combat die for their current BP. Every white shield reduces that attack by 1. Heroes that are completely digested also lose all their items and cannot be recovered. Excludes artifacts. 6move, 4AD, 4AD, 4BP, 0MP

Elementals (4 Lesser and 4 Greater Elementals taken from http://www.yeoldeinn.com/na-cards.php)

Dragons! - still debating if including them will really add value to the roster of beasties, or if I’m just adding them because dragons! and they're iconic.
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Re: HeroQuest Prime

Postby Teldurn » Friday November 29th, 2013 6:12pm

More on races and classes.
Playtesting is required to further refine these, but as I see it now, this is probably going to be the list of races and classes.

Race - Special Ability
Human - Versatile: Add 1 to your choice of Body Points, Mind Points, or Movement.
Dwarf - Sturdiness: Ignore the movement penalty while heavy armor is worn.
Elf - Spry Movement: Ignore the movement penalty for moving over low furniture.
Dragonkin - Breath Weapon: As an action, breathe fire (or ice or acid, etc., your choice at creation) in a straight line up to 3 squares. All monsters and heroes in that line take 1BP of damage that cannot be defended.
Halfling - Find Food: As an action, search any room containing furniture for food, once. Roll 1d6. On a 4, 5, or 6 you find food that can heal 1BP if you eat it during the quest. After the quest, unused food is spoiled.

Class - Feature
Acrobat - Opportunistic: You can split your movement phase up with an action.
Assassin - Trap Knack: Disarm traps without a toolkit.
Bard - Bard Spells
Berserker - Rage: Subtract up to 3 Defend Dice to add to your Attack Dice.
Cleric - Cleric Spells
Druid - Druid Spells
Duelist - Riposte: If you get hit with 2 :skull: , you get a free riposte attack with 1CD. The enemy defends as normal.
Elementalist - Become a Geomancer, Pyromancer, Aeromancer, or Aquamancer and gain the related spells.
Hunter - Favored Enemy: You pick one monster type (goblin, fimir, etc.). Against that monster type, you can roll 1 extra attack die.
Knight - Selfless Shield: On another Hero's action, you can choose to swap with a willing adjacent ally and take the damage your ally would have otherwise taken.
Monk - Flurry of blows: Sacrifice your move action to attack more than one adjacent enemy. Split your attack dice between adjacent enemies.
Necromancer - Necromancer Spells
Paladin - Valorous Defense: While defending from attacks, you can roll :skull: instead of :whiteshield: to defend.
Ranger - Archer: Your range with bows is doubled.
Thief - Cutpurse: In lieu of attacking as your action, you can steal 1d4x10 gold coins from a monster if you roll a :skull: on 1CD. Rolling :whiteshield: means you don't steal anything, and :blackshield: means the monster notices your attempt and gets a free hit on you. You defend normally.
Warlord - Tactical Maneuvering: Switch places with one monster as your action, if you roll at least 1 :skull: on your attack.
Warrior -Weapon Master: Choose one weapon. You gain +1 AD with that weapon.

Those paying attention might notice that Sorcerer got cut. That's because the Sorc's special ability I decided will be applying to all casters. They will be able to try to reuse spells. I'll go into magic in much more detail hopefully in the next update.
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Re: HeroQuest Prime

Postby Teldurn » Saturday November 30th, 2013 11:55pm

A quick note, just so I have this written down somewhere before it vanishes from my head. (I'm not sure, but has anyone tried to do something like this before?)

A healthy chunk of the quest arc will revolve around the Crown of Infinity (name not final). it's a crown with slots to put gems in it, say 5 gems. Each gem is in itself an artifact item that does something cool, but will transform the crown if inserted. Like for instance, once per quest:

Malachite allows you to reroll one combat die
Star Sapphire can summon a lesser elemental
Diamond allows you to regain the last cast spell
Fire Opal allows you to cast take two actions in one turn
Blue Quartz destroys one non-unique enemy

Each of the gems will be the object of its own quest in the arc. But when you put all the gems into the crown, you lose the benefit of each individual gem, but instead you get something ridiculously awesome like a full heal to one hero by spending a mind point. But the crown has to be given up at the end of the quest. If we go with the concept of a full heal with all 5 gems inserted, maybe break it down incrementally for less-than-five gems. Only 1 gem=2BP heal; 2 gems=3BP, and so on, so it still has a use even if incomplete.

This will (should) create an interesting balancing act for players. Do they want to keep the benny of the gem in exchange for something else? I think I will also make it such that giving up the fully-assembled crown will be part of the quest, but if the heroes decide to keep the crown, it will have a some sort of effect in the story branching.

Obviously this is subject to change at some point, but just as a jumping off point....
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Re: HeroQuest Prime

Postby chaoticprime » Sunday December 1st, 2013 1:34am

I've been meaning to ask why this project was titled "HeroQuest Prime." HeroQuest is already "HeroQuest Prime" by virtue of it being here first.


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Re: HeroQuest Prime

Postby Teldurn » Sunday December 1st, 2013 1:39am

chaoticprime wrote:I've been meaning to ask why this project was titled "HeroQuest Prime." HeroQuest is already "HeroQuest Prime" by virtue of it being here first.

Um, I didn't mean 'prime' as in the first. It just...sounded cool to me. :shrug: :)

If it's an offensive or misleading title, I don't mind to change it to something else.
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Re: HeroQuest Prime

Postby chaoticprime » Sunday December 1st, 2013 4:24am

Not at all. I wholeheartedly believe in cool names. The indie RPG I am programming is titled "Valor Seed"--the name has nothing at all to do with the plot. Its the product of my brainstorming a name that sounded like a Japanese console RPG for the NES.


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Re: HeroQuest Prime

Postby el_flesh » Sunday December 1st, 2013 9:17am

Necro has usually used the idea of sacrificing some BP to raise minions. So his special ability would be to absorb 1 BP off slain creatures; usually adjacent. (Diagonal OK).
You could make a Poisonmancer whose ability is to poison his dagger, some spell cards making poison nova, corpse pollution, etc.
Lastly, there is the Bonemancer who can have Bone Armor ability, uses cards to cast Bone spear, teeth, bone wall, prison....

If you keep this idea going, you can give him a Golem instead when it comes time for Mercenary hiring...
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Re: HeroQuest Prime

Postby Teldurn » Sunday December 1st, 2013 10:40am

chaoticprime wrote:Not at all. I wholeheartedly believe in cool names. The indie RPG I am programming is titled "Valor Seed"--the name has nothing at all to do with the plot. Its the product of my brainstorming a name that sounded like a Japanese console RPG for the NES.

Yep. That does sound like a JRPG. Nice!

el_flesh wrote:Necro has usually used the idea of sacrificing some BP to raise minions. So his special ability would be to absorb 1 BP off slain creatures; usually adjacent. (Diagonal OK).
You could make a Poisonmancer whose ability is to poison his dagger, some spell cards making poison nova, corpse pollution, etc.
Lastly, there is the Bonemancer who can have Bone Armor ability, uses cards to cast Bone spear, teeth, bone wall, prison....

If you keep this idea going, you can give him a Golem instead when it comes time for Mercenary hiring...

Good point. I hadn't thought of making that an ability by itself for the necro. It was going to be one of the spell cards. However I'm not clear on what you mean by the minion raising by absorbing a BP off a dead creature.

I dig the Poisonmancer and Bonemancer ideas, too! But I'm not familiar with those spell names. Are they from one of the expansions?
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