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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.
Gold Bearer wrote:The gargoyles whip reaches to the surrounding 12 squares and the surrounding 8? Why 8?
Gold Bearer wrote:The mummy should come back as a mummy again on a black shield. It just seems a little strange that whet he actually is is the one he can't come back as. Of course this would mean that mummies always come back so maybe roll a dice first to see if they do come back. Coming back five out of six times is probably a bit much.
Gold Bearer wrote:The zombie shouldn't always cause extra damage, maybe on the roll of skull.
Gold Bearer wrote:Change holy armour to chaos armour.
Gold Bearer wrote: The gargoyles whip reaches to the surrounding 12 squares and the surrounding 8? Why 8?
Gold Bearer wrote: I like what you've done with the spell slots, incorporating the wizards staff as well. Where does the wizard get his extra spells from if he has the talisman of lore, the elf spells?
Gold Bearer wrote: The wizard and elf roll combat dice equal to their MP and this is how much many they get. What do you mean? The amount of skulls that they roll?
Gold Bearer wrote:I think the barbarian should get some compensation for not being able to use ranged weapons. Being able to use a battle axe one handed would be a good one, maybe even for the dwarf as well. The way it is now the elf and wizard have been upgraded but the babarian and dwarf have been slightly downgraded.
Gold Bearer wrote:The rolling a dice for each hero that doesn't use an action seems a bit contrived and they could just move back on themselves to use up their movement, and doesn't it really make sense that it causes monsters to appear. I think just rolling one or two combat dice every turn would work better.
Ah, neat.Beiren wrote:Gold Bearer wrote:I think the barbarian should get some compensation for not being able to use ranged weapons. Being able to use a battle axe one handed would be a good one, maybe even for the dwarf as well. The way it is now the elf and wizard have been upgraded but the babarian and dwarf have been slightly downgraded.
In my head I have some weepons ready. And the barbarian is the only who can wield a sword wich gives 5AD. He also may choose Thors Hammer. Thors Hammer may be trown (you have to pick up a trown weapon on the tile of the monster (or before if he isn't killed), but when you have Tors Gloves the hammer auto returns. So he has a distant weapon. The dwarf is the only with the barbarian who may wielad the battle axe, but the dwarf can trow it (Dwarf specialises in axes). The Dwarf also gets all of the tools that I have to make yet. The Barbarian can use the pickaxe and wizard and elf can use mortar and pestle. Barbarian, Wizard and Elf can use basic toolkit/toolbox. So the wetstone, chemistry set, advanced chemistry set and Grenade is Dwarf only. So no downgrading.
Second that!JasonMCM wrote:I would recommend that you add a small change to the mummy, that if it is killed with a fire spell or The Spirit Blade, it doesn't get to resurrect.
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