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The Road Warrior wrote:Gold Bearer wrote:by the way, with a battleaxe and the two extra defence items he'll have eight attack dice if he wants!
And 0 defence! Like you said earlier, multiple enemies are gonna take this hero down in no time at all. ...I am considering changing the bracers to be a re-roll 1 die ability instead of roll one extra die which will reduce his max rage by one. It will all depend on playtesting of later quests.Gold Bearer wrote:Very minor point, it doesn't seem right to have a defensive rune on a weapon. It should be on armour.
Perhaps, but I've banned him from buying armour (except Trollslayer specific artefacts it seems!) and this seemed like a reasonable replacement.
Daedalus wrote:I'm with Gold Bearer about keeping defense on armor--keep the bracers!
Daedalus wrote:Your art backs up thier inclusion, as Hero Quest art should.
Daedalus wrote:I'd increase the cost of a Rune of Rage... I'd say at least 250 gold coins.
Daedalus wrote:I'd simplify the calming down mechanic to removing all Rage Tokens when no monsters are visible. Keeping count isn't fun unless you're increasing attack rolls.
Daedalus wrote:Also, I'd rather have a Defiance Rune Stone artifact supply the +1 DD over the Rune of Defiance on an ax....
..My alternative is to suggest a Rune of Rage begins a Trollslayer's first beserk attack with 2 rage counters instead of 1...
...reroll ability (Rune of Battle/Doom?) for a few reasons...
Daedalus wrote:I'd simplify the calming down mechanic to removing all Rage Tokens when no monsters are visible. Keeping count isn't fun unless you're increasing attack rolls.
Daedalus wrote:My alternative is to suggest a Rune of Rage begins a Trollslayer's first beserk attack with 2 rage counters instead of 1. This allows the lethality to engage more quickly while keeping max damage down. It also meshes with the Rage Token mechanic nicely, as suggested by the name.
The Road Warrior wrote:Daedalus wrote:Your art backs up thier inclusion, as Hero Quest art should.
Not my art. I wish I could draw that well, new cards would be so much easier to create.
The Road Warrior wrote:Daedalus wrote:I'd simplify the calming down mechanic to removing all Rage Tokens when no monsters are visible. Keeping count isn't fun unless you're increasing attack rolls.
I'm in 2 minds here...
...Part of the idea here was that as he advances and can hold more Rage Tokens, currently up to 4, he wouldn't be able to remove all of them before entering the next room. More risk, more fun, that's how I like to play the game.
but...
It has crossed my mind an experienced gamer (who is a little older than 5!) may choose simply to do nothing for as many turns as he has tokens. System, definitely, broken.
Removing all tokens as soon as no monsters are visible fixes this and allows the game to progress. It just feels a little tame. I am still undecided on this
The Road Warrior wrote:I ran through both of these quests again this evening and it crossed my mind that it may be in the trollslayer's best interests to keep his rage as high as possible, giving him a better chance of killing monsters before they can attack him.
With this in mind, the calming down mechanic stays as originally written. Should anyone ever choose to play through this Quest Pack I imagine they would probably use your suggestion as a house rule if they thought it worked better.
Also it adds the possible inclusion of an item that instantly removes all rage tokens, perhaps a 'stone of serenity'?
The Road Warrior wrote:Daedalus wrote:My alternative is to suggest a Rune of Rage begins a Trollslayer's first beserk attack with 2 rage counters instead of 1. This allows the lethality to engage more quickly while keeping max damage down. It also meshes with the Rage Token mechanic nicely, as suggested by the name.
Wouldn't the net effect of this be that the Trollslayer rolls 2 less defence dice, instead of 1, after his first attack?...
...I appreciate that your aim was to reduce the maximum number of attack dice he rolls but I don't really see this to be an issue considering the strength of the bosses I have planned for each quest.
I think your alternative is going to make him far too weak in defence but I did like where you were going with this.
The Road Warrior wrote:So I thought some more and wondered if a new treasure card might work here?
This would allow 'lethality to engage more quickly' but is not going to keep his max damage down.
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