JCool wrote:On the idea of progression, you could create a new profession card for lvl2, lvl3, etc. Have the effects increase as they stick with their chosen profession. Think of an artisan over time, at some point they master their craft. That might be the end of a quest book or set of defined quests. As long as it doesn't overpower the actual questing or spirit of the game it could be fun.
I like the simplicity of that. Upgrading it with a new deck, so that progression decks can be made in the future. Maybe level 2 (completion of main quest) eliminates the downside and level 3 adds an upside. Something like that. My original worry on about it being complicated is that if the rules have to exist in an instruction manual, then the cards are less usable to others.
I considered overpowering players when first writing these. There are two issues, the financial economy of the game and player's being overpowered.
Players in Heroquest originally only progresses by: buying things, finding artifacts, and completing the non-NA version and becoming "champions" or whatever the term is. The expansions open new shops (typically alchemy) and I seem to recall mercenaries being a part of one of the expansions. So what you can buy tends to be the "Experience points" of the game.
Flooding players with extra money cheapens the original economy. (I.e. a Barbarian with platemail, a battleaxe, and a crossbow doesn't have good use for money anymore). I am playtesting this on a skill and level based game. It seems like there are a lot of good options for both of those, so I haven't
shared the system that I am using yet. But there is progression outside of the economy that leads to skills. Also, I'm using a new Armory that increases what players might want and the overall cost of being fully decked out. This seems to help with the economy issue a lot. Plus, always having a potion shop turns money into things in the future.
As for player power, there are two things working in the favor of giving the players a boost. First, heroquest is a really easy game to scale. Any orc can cause 3 damage in a lucky shot. That means that increasing a room from 2 orcs to 3 orcs can be a significant threat increase. 3 Orcs CAN kill a barbarian in a single turn.
A little more into the game design, Heroquest is a risk/reward game. It probably was made with concepts from
Dungeon! in mind. When you kick down a door, you face a risk and should get a reward. In HQ, virtually every door has monsters (plural) behind it. The longer you play, the more likely you die. The goal is to get to the end before running out of Body points form all of that risk. So, increasing that risk by adding more monsters is a perfect way to continue the scale. A fighter with 2 more defense dice should last longer against more orcs. Stronger monsters isn't always necessary.
But the second part... the expansions are passive aggressive and mean. Keller's keep has traps that Heroes are
not allowed to find. Mage of the Mirror has monsters stronger than any boss in any expansion as regular monsters, encountered in quest 2 and 3 (solo quests). Return of the Witch Lord has fake monsters that Heroes cannot identify as traps. If they attack them they lose their weapon, no matter what, even Spirit Blade, the only weapon that can hurt the boss. But the most passive aggressive of all, Keller's keep has an infinite spawning monster section. The only way forward is a secret passage, but it has to be found in a couple turns because monsters become "in sight" really fast. If they can't find it in one of the many closets, they lose the quest and cannot escape because the entrance is blocked. Keep in mind, Kellers Keep came with a lot of extra orcs and goblins. The only limiting factor on the infinite monsters is the number on the board cannot exceed the total number of miniatures. So they increased the number of available miniatures so that the infinite spawn can fill the first hallway exactly.
So scaling players up is actually greatly needed for the expansions, and level setting monsters is usually really easy.
(A funny side story. Using the mentioned rules I once had a Wizard fire lightning bolt down the Keller's Keep hallway, killing about 12 or so monsters. But, the monsters were mostly goblins so it actually caused more orcs and fimirs to spawn, and made the fight WAY harder. Passive aggressive.