cynthialee wrote:That stance only works if the EWP is the Game Master. If it is a competitive game then the player could be all, 'screw you' I carry all the gear I want'.
I am the Master!
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cynthialee wrote:That stance only works if the EWP is the Game Master. If it is a competitive game then the player could be all, 'screw you' I carry all the gear I want'.
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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
The Admiral wrote:cynthialee wrote:That stance only works if the EWP is the Game Master. If it is a competitive game then the player could be all, 'screw you' I carry all the gear I want'.
I am the Master!
knightkrawler wrote:I play with icons on equiment, artefact, and treasure cards for
body armor (1 allowed; does not include the wizard's cloak so he can stack leather armor and the cloak for +2 defend dice)
headgear (1 allowed; icludes helmet)
armgear (1 allowed; this does not include weapons or shields, but only gloves, gauntlets, and some such)
leggear (1 allowed; intuitively this disallows combinations of elven boots for quickness and leg armor, which doesn't work thematically)
heavy (1 allowed, movement penalty for 2, 3 diallowed; this icludes a warhammer, plate armor and some such)
wield (1 hand for each hand used on the piece) - during a complete round you can only use equipment cards that have a sum of not more than 2 hands on their cards; this means that you can't shoot a crossbow (2 hands) and then defend with a shield (1 hand), for example. Sounds more complicated than it is. Count Mohawk's icons make this thing work so beautifully and intuitively.
Heroes can have as many tonics and potions as they want to, but tonics disintegrate after the current quest.
Anderas wrote:I have some symbols on the equipment that needs to be equipped.
You can use a maximum of two hands, one pair of feet, one head and one body for equipped stuff.
Apart from that I have the usual restrictions for wizards, and some of my equipment has a "heavy" symbol. That heavy stuff might not be used or worn by some of my custom heroes. Basically these guys are restricted to a maximum of three dice.
Equipment changes are possible only before movement or action have been done. That way the spontaneous changes are heavily limited.
All the rest.... don't care. Each rule that is less makes the game a little bit better in my opinion.
Maike05 wrote:knightkrawler wrote:I play with icons on equiment, artefact, and treasure cards for
body armor (1 allowed; does not include the wizard's cloak so he can stack leather armor and the cloak for +2 defend dice)
headgear (1 allowed; icludes helmet)
armgear (1 allowed; this does not include weapons or shields, but only gloves, gauntlets, and some such)
leggear (1 allowed; intuitively this disallows combinations of elven boots for quickness and leg armor, which doesn't work thematically)
heavy (1 allowed, movement penalty for 2, 3 diallowed; this icludes a warhammer, plate armor and some such)
wield (1 hand for each hand used on the piece) - during a complete round you can only use equipment cards that have a sum of not more than 2 hands on their cards; this means that you can't shoot a crossbow (2 hands) and then defend with a shield (1 hand), for example. Sounds more complicated than it is. Count Mohawk's icons make this thing work so beautifully and intuitively.
Heroes can have as many tonics and potions as they want to, but tonics disintegrate after the current quest.
I would be interest to see a photo if you don't mind, this is really interesting
j_dean80 wrote:Basically they can either fight with 2 one-handed weapons added together (swinging 2 longswords gives 6 attack dice diagonally), 1 one-handed weapon and carry a shield for defense, or carry a two-handed weapon. This keeps the Heroes from being "too strong" against any type of enemy.
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