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Houserule: Push Back

Discuss new Rules for HeroQuest.

Re: Houserule: Push Back

Postby knightkrawler » August 25th, 2013, 3:43 am

No, no pushing back when there are obstacles behind (in other words, "things" or "minis" taking up the square behind), BUT the successful attacker may exchange squares with his victim.
A monster causing the loss of a BP to a hero can shove that hero into the room where the hero is cut off from his friends and where probably other monsters are waiting. The monster itself now blocks the door and has - in case of the heroes taking up a phallic phalanx phormation - further attack options (provided it survives the heroes' attacks first).

Important for an efficient use of Push Back is its combination with this little houserule here:
Intervention
Immediately after a Hero has opened a door and finished his turn (including movement/action), ONE monster from that newly opened room gets to move and attack.
That Monster may ALSO move and attack normally when it's the Evil Wizard Player's next turn.

Try the combination of the two. It's fun.
Also: double doors.
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Re: Houserule: Push Back

Postby torilen » August 26th, 2013, 6:46 pm

How about this - a bit of a variation on the Push rule.

PULL version 1
If a monster or hero not using any weapon (unarmed attack) causes 2 BP or more of damage to a target, that
monster or hero may move backward one space and drag the target into the space it was previously occupying.

or

PULL version 2
If a monster or hero not using any weapon (unarmed attack) causes 2 BP or more of damage to a target, that
monster or hero may move backward one space and drag the target up to two spaces - the first space being the
space previously occupied by the attacker, the second being a space adjacent to the first. The target ends up on
the ground, and must spend one turn standing back up before attack or taking any other action.


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Re: Houserule: Push Back

Postby knightkrawler » August 27th, 2013, 1:17 am

Good ideas, but hampered my another houserule of mine:
An unarmed/weaponless attack by a hero or companion only ever causes 1 BP of damage maximum, regardless of how many skulls he rolled in excess of the defending miniature's shields.

However, the Push Back rule makes no difference between armed and weaponless attacks. You injure your opponent - you smack him around a little.
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Re: Houserule: Push Back

Postby IvenBach » August 27th, 2013, 1:29 am

knightkrawler did you do that rule in case someone rusts the Barbarians weapon? It's at that point that the barbarian does less than the Wizard, is that even possible? :lol:


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Re: Houserule: Push Back

Postby knightkrawler » August 27th, 2013, 1:35 am

All heroes attack with 1 AD weaponless.
Fighters hit with :skull: and :blackshield: ,
Adventurers/Rogues/Adepts hit with :whiteshield: ,
Spellcasters hit with :blackshield: and may only attack weaponless when there is no way to get away from the fray or cast a spell.

As I said, a wepaonless attack only ever causes 1 BP of damage even when updated with a spell or potion.
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Re: Houserule: Push Back

Postby el_flesh » August 27th, 2013, 8:17 am

The Wizard is for someone alot more conservative - they need to stay OUT of danger and his buddies need to protect him. There is no excuse for a Wizard to have any spells left over at the end of a game.

If the Wiz is going to a newbie who doesn't know what to do with him, you could always give him the spells that the elf has used, or make more. Or you could offer a much better defense cloak at the armory. It depends on your group. It's a defeatist attitude to hold strictly to the rules and have the player quit after a couple games because they die every time.

Now, with an experienced player who knows what he's doing....Zarquon can come down on him like a ton of brix!
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Re: Houserule: Push Back

Postby torilen » August 27th, 2013, 9:18 am

knightcrawler - I WAS going to point you to some of my magical items - magic belts created for monks
that allow better unarmed attacks. But since you've already stated that is even when updated by a spell,
never mind. |_P


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Re: Houserule: Push Back

Postby knightkrawler » August 27th, 2013, 10:03 am

Of course I don't recluse myself from the possibility of creating heroes who CAN inflict more damage when wepaonless.
A simple special rule for a Monk (or Pit Fighter or Wolfen Devourer or Ogre Hero) that overrides my Weaponless Heroes rule
plus an artifact (a belt IS a neat idea for this; adamantium claws for the Wolfen - kidding there; or NOT?) might make for quite a different type of hero that is rather independent from riches in gold form but will max out not as powerful as other heroes...

I have looked over your stuff now and then, torilen, and there might be some ideas or props to be blatantly stolen or re-written by me. |_P
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Re: Houserule: Push Back

Postby IvenBach » August 27th, 2013, 10:20 am

el_flesh wrote:The Wizard is for someone alot more conservative - they need to stay OUT of danger and his buddies need to protect him. There is no excuse for a Wizard to have any spells left over at the end of a game.

Don't ask me why but any time I've seen the wizard played he's always had spells left at the end of the game. I believe it's caused by a few factors. One being that he never has LoS no cast a spell on a monster and second the fear of 'I may need this when it will be helpful later on' trying to save it. If you are at the end or have cleared the board, or even if you tanks are getting a beating (what I want to happen) you should walk away having done everything that you could have to have helped.


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Re: Houserule: Push Back

Postby knightkrawler » August 27th, 2013, 10:41 am

My spellcaster hero ends a quest at an average of 3 spells left. 3 of 12, that is, because I felt the wizard had to be less of a wuss.
I also tend to gang my monsters up on him, and I wrote a special rule for Skeletons. A skeleton now always attacks the hero (among all of those it CAN attack) who has the least amount of Body points left. That's the Wizard most of the time. Their scythes also let them attack diagonally. That's mostly the Wizard stuffed into a room's corner.. Tee-hee.

Also, I have a special rule for Skaven Clanrats in mind in case I'll play a quest with them - I plan on writing a quest pack for them:
A Clanrat always attacks the hero (among all of those it CAN attack) who has the fewest Defend dice at the moment. That is also mostly the Wizard.

All in all, before these changes in rules, the Wizard may have died first in some quests, but I'd estimate the average number of unused spells being 5 or 6 of 9. Far too much.

Two of my main aims addressed by all my houseruling:
Making the "average" quest harder for any one hero and the group.
And making it worthwhile to play that wussy wizard. He now keeps dying, but not more often than the other heroes. I think during the game system playtesting (14 quests) I killed the Barbarian twice, the Dwarf and Wizard three times, the Elf four times.
The quest packs will tell me more about balancing out the hero classes.
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Rewards:
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