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Custom Characters

PostPosted: April 4th, 2017, 6:06 pm
by DrugInducedDuck
Since I play Heroquest regularly with anywhere from 6 to 8 hero players at a time, I needed to make sure there were plenty of characters available without delegitimizing the original character classes. Most of these classes contribute to support and crowd control rolls, since the original characters were lacking in that department.

The Harlequin:
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The Warlord:
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The Bard:
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The Bard's Spells:
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The Witch:
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The Witch's Spells:
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Re: Custom Characters

PostPosted: April 4th, 2017, 7:49 pm
by Gold Bearer
Very nice! |_P

There's a tiny error on the witch card. Capital Y in You after a comma.
I think Boil Blood should start with Every monster... and as it only inflicts 1BP damage it should probably say something like the spell has no effect on a black shield.

Re: Custom Characters

PostPosted: April 5th, 2017, 4:15 pm
by Jafazo
I'm trying to picture a game with 8 players. Talk about Overkill. The forces of Zargon wouldn't stand a chance.

Good Style on the heroes. The only one that strikes me a bit overpowered is the warlord with his ability to improve defend dice as in permanent effect. 4 sides out of six seems a bit much versus 3 out of 6. If for your games that kind of power is needed though I would love to jump in. Kudos

Re: Custom Characters

PostPosted: April 5th, 2017, 5:06 pm
by Gold Bearer
Jafazo wrote:I'm trying to picture a game with 8 players. Talk about Overkill. The forces of Zargon wouldn't stand a chance.
All you need to do is raise the monsters BP or add more to the quests, or both.

Jafazo wrote:Good Style on the heroes. The only one that strikes me a bit overpowered is the warlord with his ability to improve defend dice as in permanent effect. 4 sides out of six seems a bit much versus 3 out of 6.
The only thing I don't like about the warlord is that his ability only affects other heroes. I think each hero should be able to act independently, one reason is for the option to have solo quests but the main reason is that it should be entirely up to the players whether they want to work together. If you're not using solo quests and the players always work together anyway then it doesn't matter, and that skill suits the warlord because he's a leader type.

Re: Custom Characters

PostPosted: April 5th, 2017, 9:16 pm
by mitchiemasha
It would take a lot to convince me of the warlord skill. Only way i could accept this was if it was a Chaos Warlord gone good.

Re: Custom Characters

PostPosted: April 5th, 2017, 11:04 pm
by j_dean80
If the warlord is good at battle tactics, I believe his MP should be at a 4. Maybe instead of adding black shields to defense...they can cancel one bad die and block one skull automatically.

Re: Custom Characters

PostPosted: April 6th, 2017, 1:22 am
by DrugInducedDuck
Jafazo wrote:I'm trying to picture a game with 8 players. Talk about Overkill. The forces of Zargon wouldn't stand a chance.

Good Style on the heroes. The only one that strikes me a bit overpowered is the warlord with his ability to improve defend dice as in permanent effect. 4 sides out of six seems a bit much versus 3 out of 6. If for your games that kind of power is needed though I would love to jump in. Kudos


Usually I just use stronger monsters or add more. The tightness of the rooms and corridors tends to force the heroes to split up into two or three groups, so it ends up working pretty well, and they all still freak out when a Chaos Warrior hits the board.

The Warlord seems more powerful in text than it really is. To get the bonus, the heroes need to have line of sight with him, and that doesn't happen as often as you'd think, especially when Zargon is aware of this and actively trying to block it.

Re: Custom Characters

PostPosted: April 23rd, 2017, 12:39 pm
by Daedalus
Gold Bearer wrote:Very nice! |_P

There's a tiny error on the witch card. Capital Y in You after a comma.....

Although I'm familiar with capitalizing after a colon, I haven't come across this before. Is it a British grammar convention?

DrugInducedDuck wrote:
Jafazo wrote:I'm trying to picture a game with 8 players. Talk about Overkill. The forces of Zargon wouldn't stand a chance.

Good Style on the heroes. The only one that strikes me a bit overpowered is the warlord with his ability to improve defend dice as in permanent effect. 4 sides out of six seems a bit much versus 3 out of 6. If for your games that kind of power is needed though I would love to jump in. Kudos



Usually I just use stronger monsters or add more. The tightness of the rooms and corridors tends to force the heroes to split up into two or three groups, so it ends up working pretty well, and they all still freak out when a Chaos Warrior hits the board.

The Warlord seems more powerful in text than it really is. To get the bonus, the heroes need to have line of sight with him, and that doesn't happen as often as you'd think, especially when Zargon is aware of this and actively trying to block it.

If you want faster games with over 4 players, another way to balance things is to restructure the turn order. Check out how over here.

Should you wish to conserve your efforts to thwart the Warlord's defensive ability, you could instead have visible Heroes reroll any black shields in defense. One third of the benefit wouldn't require much blocking.

Re: Custom Characters

PostPosted: April 23rd, 2017, 1:10 pm
by knightkrawler
Daedalus wrote:
Gold Bearer wrote:Very nice! |_P

There's a tiny error on the witch card. Capital Y in You after a comma.....

Although I'm familiar with capitalizing after a colon, I haven't come across this before. Is it a British grammar convention?


GB quoted the actual error there: DID spelled you with a capital y after a comma.

Re: Custom Characters

PostPosted: July 10th, 2017, 1:52 pm
by Daedalus
Ah, that clears it up for me. Thanks for the assist.