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Equipment Maintenance and limits

Discuss new Rules for HeroQuest.

Re: Inventory rules

Postby The Admiral » Monday April 18th, 2016 12:43pm

[This topic was moved from General Heroquest Discussion on 7/22/16.]

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! :twisted:
Last edited by Daedalus on Thursday July 21st, 2016 7:05pm, edited 1 time in total.
Reason: Moved topic


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Re: Inventory rules

Postby cynthialee » Monday April 18th, 2016 4:44pm

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! :twisted:

That is my take as well and it is made clear before the game is played. It just works better that way and it is easier to build a narrative, plot line and eventually from all that chaos, a storyline.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Inventory rules

Postby torilen » Monday April 18th, 2016 4:53pm

I like to use a fairly extensive carry capacity rule, but I typically run my games more like rpg's than
just a plain ol' HQ board game.

A brief, cut-down version would be something like this:
Two major weapons...one in hand, one on belt/across back.
Several daggers - but must pay for sheaths for them (optional...if you need to clear out some of their gold)
Belts - one belt only, but it can hold one major weapon, two daggers, and if the right belt is purchased, it
could have 4 pockets on it. These pockets can hold spell components (if you use those) or jewelry and such
items. These pockets could also hold one potion each, for easy access.
For armor- only what they wear, but perhaps one extra cape/cloak if they have a pack in which to carry it.
Packs...two small OR one small/one medium OR one small/one large. The dwarf and the barbarian can carry
one medium/one large (or if another character gains the strength of that sort).
Packs...small packs have 4 spaces...medium packs have 6 spaces...large packs have 8 spaces.
A space in a pack would be equal to, say, a wizard's spellbook.

I also allow more rings than most folks - one on each pinky, middle finger, thumb...basically, rings have to be
at least one finger away from another.


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Re: Inventory rules

Postby Maike05 » Tuesday April 19th, 2016 1:40pm

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

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. :D

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.


Idem, I've never such system. I'm currently making my own card and I left the equipment card for the end, it is been a headach to fugure it out correctly.


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Re: Inventory rules

Postby knightkrawler » Tuesday April 19th, 2016 2:08pm

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


I'll post all my cards when they're done.
Before that, you can see the icons I use in the HQModern font thread: http://forum.yeoldeinn.com/viewtopic.php?f=143&t=3202&hilit=hqmodern&start=30
Maybe you'll figure out which icon I use for what effect... |_P
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Re: Inventory rules

Postby slev » Thursday April 21st, 2016 4:43am

Each item in my game is represented with a card.

Cards have icons.

Some cards have "limit" icons in the bottom-left. You can only use one of each icon type in any given gam turn. If you have access to multiples, you can switch at the start of your turn.

Many cards have "hand" icons. You place them in front of you as you use them. You can only have two "hands" worth of items in front of you. You take them back at the start of your turn.

Some cards have a "heavy" value that slow you down, like Platemail, but not just platemail, limiting how many of these items you can carry.


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Re: Inventory rules

Postby Bareheaded Warrior » Sunday October 30th, 2016 5:09am

From my house rules;

6.3 You can change weapons freely unless you are adjacent to a Monster.(I am thinking of limiting this to once per turn AND/OR making drawing/stowing of LARGE items an action?)

11.2 Each Hero has two slots that can be used to carry LARGE (L) or MEDIUM (M) items and two slots that can be used to carry MEDIUM (M) items only. There is no restriction on the number of SMALL (S) items that can be carried at once, usually in a rucksack or located about your person.

Note; Daggers vary in size but those covered in my house rules are at the larger end of the scale and count as 'Medium' sized. The smaller Throwing Darts are categorised as 'Small'. All weapons requiring the use of both hands plus Broadswords and Shields are categorised as 'Large'

11.3 In addition each Hero is limited to wearing ONE piece of HEADGEAR (including a Helmet), ONE AMULET or TALISMAN, ONE piece of BODY ARMOUR (unless stackable), ONE BELT OR GIRDLE, TWO RINGS (one on each hand), ONE PAIR OF GLOVES, ONE PAIR OF BOOTS and ONE CLOAK.

11.4 Salvage – Any equipment taken from denizens of the dungeon that has not been acquired through Treasure or Artefact Cards, or unless otherwise stated in the quest notes, will only last for the duration of the Quest. For example if you kill an Orc Warrior equipped with a shield then you can take and use that shield subject to the usual carrying capacity but it is considered no longer usable as you depart the dungeon and is discarded.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

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Re: Inventory rules

Postby Daedalus » Thursday January 12th, 2017 4:43pm

I go with one stow or equip per turn in addition to movement and a standard action. I haven't come to it yet, but I think one ring per hand is a good limit. One talisman as well.

Other limits are set up as gold sinks. Carrying more than 100 gold coins requires both hands and a chest in my game, but this limit may be bypassed with the purchase of a backpack. If a Hero wants spare weapons larger than a dagger stowed on his person, he must buy weapon straps for them (limit 2 spares, the main weapon is free.)

I allow Heroes to use basic monster weapons with a -1 die penalty, but Chaos Warrior axes are cursed and exempt. Special weapons like Elven bows are also exempt due to lack of training. I don't allow monster armor to be used, and monster equipment can't be sold.
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Re: Inventory rules

Postby j_dean80 » Thursday January 12th, 2017 5:38pm

My Heroes can keep as much as they want back in storage. Before the Quest they must decide what they are going to carry with them. They are allowed 1 one-handed weapon or shield per hand (two-handed weapon takes up both hands obviously), a weapon strapped to their back (usually a crossbow), and up to 10 daggers in their pocket. 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. They have to decide which Artifact weapon or basic weapon will suit them best. EWP can give a hint if a special Artifact weapon is needed.
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Re: Inventory rules

Postby Showdown35 » Sunday January 15th, 2017 1:36am

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.


Wait, so why would anyone ever use a Battle Axe in two hands (4 dice), when they can carry 2 Long Swords (6 dice!)?

I implement dual wielding, but to keep from overpowering the heroes, they make two separate attacks, and the off-hand attack suffers a -1 die penalty. Once they have lots of experience and have leveled up, they have the option to select a "perk" that will negate the penalty, but they'll be many Quests deep before they unlock that certain perk.
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