
Not bad, I think. But I shouldn't get side tracked with graphics just yet. I need to nail down the core first.

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It might just be me. I don't need things to be realistic, just consistent. If you can steal gold from monsters when they're alive you should be able to when they're dead. Things like that just bug me. I think some other people would say the same about that one though.Teldurn wrote:All this back and forth about the thief is making me realize that the ability isn't strong enough to stand on its own and the class will probably need to be cut. Oh well.
Warhammer. The last issue of white dwarf I had introduced the waywatchers, which I think were just updated scouts. That's going back. There's probably tons of new stuff now. Never mind, hq is retro anyway.Teldurn wrote:I can't say I've ever even seen wardancer as a class option. Which splatbook is that from?![]()
Mainly the halberd and the spear. Definitely the spear. 400gp indeed. Remind me never to think about ever buying anything from you.Teldurn wrote:Which ones are broken?
Yea I was just thinking out loud really. The main thing is that it's at full power, then nothing. I think the best option if someone was going to use it would be it looses one dice for every one or two squares over max range.Teldurn wrote:Even in D&D 3.5e, I always felt that short/long/extra long range rules were too, umm, I guess simulationist? It felt needlessly complicated. Like having a complex rule for the sake of being complex. All my groups never played with them.
Gold Bearer wrote:I think this would work nicely with your rules. Elves -1BP +1MP and a range increase on bows. Dwarves +1BP -1MP and a range reduction on bows. BP is more useful than MP so it's balanced.
Gold Bearer wrote:The Paladin should defend with either shield instead of skulls just because they're shields and it wouldn't alter him at all.
knightkrawler wrote:It also makes it very attractive for the Evil Wizard player to gang up on the Knight before the other heroes surround him. Which would mean risk of low hit, but might be worth it just to get monsters between the Knight and the other heroes. That makes for the knight to be the real tactical victim. Nonetheless, the EWP tactical POV is one reason why I like the rule.
The flipside of the rule is that heroes can delay the game simply surrounding the Knight at a wall while the EWP sends his two Zombies against the group uselessly.
Which is why I would limit the effect to any two heroes - or even one, for that matter - per round to be chosen right after the respective hero has moved because that leaves one weak member even after the entire group hedgehogged into a wall.
chaoticprime wrote: some hotlinked image.
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