Dougy Destroyer wrote:and then being like skill trees are not very HQ? Everything you have added is not HQ!
You missed my point...
Skill trees and weapons practically achieve the same thing. It's the way we achieve it that is or isn't "very HQ". When they created HeroQuest they came up with a very unique and simple way for characters to progress, through the purchase or discovery of items. This is the system I prefer and another reason I choose HQ over others for my fantasy fix.
I did mention...
Skill trees are usually linked to a character, as players tend to move away from the default (creating their own) any effort put into a skill tree is wasted. As a creator, it's much better to free up the ideas of those skills to be unlocked via another method. Now players can freely choose to progress down 1 playstyle or back towards another, depending. This also works against the Heroes becoming insanely OP, which tends to be a serious issue.
You can literally just increase every enemies skills up 1 and the game becomes a lot more playable. For example,the chaos warrior would have 4 attack and 5 defense and 4 body points.
No it doesn't. Rolling more dice in no way ever increases the playability of a game. Especially one based on lore and fantasy. It's much better to creatively add variables that fit into the lore, variables that match the fantasy world that surrounds it. Look at a Fimir, it has 3 limbs, that tail is huge, it's a threat, make it one... Oh my god have you seen the size of the Scythe that Skeleton is carrying? Or, perhaps that Gargoyles whip. Goblins are small fast slippery little buggers! Everything fits perfectly!
I agree... my armoury has got a little bit complex, it was never meant to be that way... but, as we played new things kept coming into creation. Once I have the graphical version or the shop deck, it won't be so bad.
I disagree... non of the mechanics I've introduced are complex, most are a retuning of the "best of" ideas found after years searching the deepest darkest threads of boards like these. Ok... Sneak is, but that was a very unique situation I wanted to try. It's only there for the sake of sharing, not for the standard player.
Don't get me wrong, I'm not attacking the OP. I love reading the variables of skill trees, I'm always surprised by a new idea I haven't seen before, as did this one. Wait a min, I've just realise you are the OP! I like you started exactly the same, it wasn't til later that I discovered the advantage of separating out ideas, avoiding the pitfalls. The freedom for players, the mixing and matching, it adds a hole new dimension to exploration, seeing their face as they discover a new variable. If we were to sit down an pay HQ, if you wanted trees, I'd play that... and love it. I'm simply presenting my opinion to you.