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campaign with 5 heroes

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campaign with 5 heroes

Postby Sotiris » June 3rd, 2014, 3:42 am

A group of 5 friends is interested to play HeroQuest.
They have never played before :o but they're familiar with the subject (ex DnD's, videogamers).
Here are my simple 5 heroes:
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and the rules we're going to follow (except the creation character part): viewtopic.php?f=38&t=2057
Any opinions?
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Re: campaign with 5 heroes

Postby Teldurn » June 3rd, 2014, 9:51 am

I have an idea of what I would do if I were you, but it hinges on the concept that you are allowing the heroes to choose to use the additional WoM spell sets.

  • Wizard - same as the original
  • Dwarf - no innate disarm ability but gains permanent +1 defend dice
  • Barbarian - start with short sword, but gains permanent +1 attack dice
  • Elf - exactly as you describe (2 spell sets, no battle axe/plate, etc.)
  • Rogue - Same as original Elf (the chosen spell set must be something that Wizard and Elf have not picked, and only 3 cards if the set has more than 3), but also gains innate disarm ability.
This assures niche protection for every party member, something that each person is better at than everyone else, with little overlap. The barbarian will always hit harder than everyone else even when equally equipped, the dwarf will always be tougher, the wizard always has the most spells, the elf is a best-of-both-worlds, and the rogue can disarm.
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Re: campaign with 5 heroes

Postby Gold Bearer » June 3rd, 2014, 10:59 am

Teldurn wrote:[*] Dwarf - no innate disarm ability but gains permanent +1 defend dice
[*] Barbarian - start with short sword, but gains permanent +1 attack dice
Barbarian - Attacks on black shields in melee.
Dwarf - Defends on black shields.

How about a new artifact that allows one of the spell casters (maybe wizard only) to get an extra spell set so that they're all used, and maybe another one later on that allows them to use the three choas sorcerer spells from ATOH but risks draining their BP or MP whenever they cast one of them.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
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Re: campaign with 5 heroes

Postby Guybrush Threepwood » June 3rd, 2014, 12:57 pm

What about the monsters? A hero more or less does quite make a difference in my experience.
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Re: campaign with 5 heroes

Postby Sotiris » June 3rd, 2014, 1:38 pm

Guybrush Threepwood wrote:What about the monsters? A hero more or less does quite make a difference in my experience.


I believe that "Chaos tokens" and "Search" rules will balance it against 5 heroes. Check here for more details: viewtopic.php?f=38&t=2057
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


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Re: campaign with 5 heroes

Postby Teldurn » June 3rd, 2014, 4:44 pm

Gold Bearer wrote:Barbarian - Attacks on black shields in melee.
Dwarf - Defends on black shields.

Maybe my brain isn't functioning correctly, but wouldn't both those changes make both of them much, much weaker?

Unless you mean black shields in addition to whatever else, like Barbarian :blackshield: + :skull: on attack? And similar for Dwarf for defend?
War is not the answer...unless the question is, 'What is not the answer?'

Check out Broadsword, a love letter to 90s dungeon crawling board games.


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Re: campaign with 5 heroes

Postby Gold Bearer » June 3rd, 2014, 5:49 pm

Teldurn wrote:
Gold Bearer wrote:Barbarian - Attacks on black shields in melee.
Dwarf - Defends on black shields.

Maybe my brain isn't functioning correctly, but wouldn't both those changes make both of them much, much weaker?

Unless you mean black shields in addition to whatever else, like Barbarian :blackshield: + :skull: on attack? And similar for Dwarf for defend?
Yea, sorry, should have made that clearer. I think it's a nicer rule because it's a bit more interesting and it doesn't contradict what the equipment says. It also becomes more useful as they progress because it makes more of a difference the more dice are rolled.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: campaign with 5 heroes

Postby Teldurn » June 3rd, 2014, 10:19 pm

Okay yeah. In that case, it's a very simple and very effective house rule. I really like it!
War is not the answer...unless the question is, 'What is not the answer?'

Check out Broadsword, a love letter to 90s dungeon crawling board games.


Rewards:
Created a Hot Topic. Destroyed a Zombie!Encountered a menacing Chaos Warlock!
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Re: campaign with 5 heroes

Postby Sotiris » June 4th, 2014, 3:16 am

I read some nice rules here and you remind me some older thoughts/problems i had in the past with the original heroes..
I'm still thinking your options guys, i haven't decided yet.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


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Re: campaign with 5 heroes

Postby Gold Bearer » June 4th, 2014, 11:00 am

Actually if you're using those rules I'd give the wizard the fourth spell set as standard, or he'll be quite a bit weaker than the others. I'd make a wizard only artifact for the three chaos sorcerer spells that can (or does) cost him MP when he casts them. I think they need the upgrades to match your elf, an extra spell set at the cost of -1BP/+1MP and unable to use the battle axe and plate armour that have major penalties anyway.

The wizard picks a spell set, the elf picks one, the rogue picks one, the wizard picks one, the elf picks one and the wizard gets the other two. I bet the wizard will end up with earth, fire, protection and detection, the elf will have water and darkness and the rogue will have air.

But then you're going to have an extra hero and they'll be improved over the standard ones, so you could give them the abilities that Berien came up with from this thread: http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2351 and/or the increased BPs that I'm going to use: Orcs/Zombies 2BP, Fimirs/Mummies 3BP, Chaos Warriors 4BP, Gargoyles 5BP.

I'd also be tempted to add +1 movement (squares, not dice) for the elf and -1 for the dwarf.
Last edited by Gold Bearer on June 5th, 2014, 11:05 am, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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