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My complete set of houserules

Discuss new Rules for HeroQuest.

My complete set of houserules

Postby Beiren » April 3rd, 2014, 6:13 pm

Hi,

I'm working on a complete set of houserules wich will all work together.
The normal rules are in effect with the following alternations:

- Despite I'm from Belgium, the NA rules are used to begin with.

- All monsters recieve special abilities (this starts from the 10th mission so that the special abilities aren't overpowerd in the first mission)
:goblin: rush: goblin can run-attack-run
:orc: counterattack: if orc can block an attack (0skull attack don't count) he may attack back, the counterattack can be blocked
:fimir: tailattack: if the first attack fumbles (0 :skull: ), then the fimir attacks wth his tail with 2dice
:skeleton: diagonal attack
:zombie: desease: If the zombie can wound somebody he causes one extra point of damage because of deseases
:mummy: ressurect: After the mummy is killed, on Zargons turn a dice is rolled and with :skull: the mummy comes back as a :skeleton: and when a :whiteshield: is rolled the mummy comes back as a :zombie: . On a :blackshield: the mummy does not return. The mummy does not return when he is killed by a fire spell or the spirit blade.
:chaoswarrior: Chaos Armour: After the first roll (in defence), all :whiteshield: are rerolled once.
:gargoyle: whipattack: The gargoyle uses his whip instead of the sword. Only 3 dice in attack are used, but the whip has a greater range (greater range reaches to the 12 tiles adjacent to the surrounding 8 tiles) and can be used to pull the enemy closer.

- The Evil wizard cards are a great idea and will be implemented

- All spells gets 2 numbers. A mana cost and a cooldown. At the beginning of their turn, :wizard: and :elf: trow combat dice equal to their mind points. The number of white shield determine how much mana they can use that turn. At the start of a quest they recieve mana tokens equal to their mind points (they can use them when their mana roll is unsuficient). Only one spell each turn (unless a weapon says otherwhise).

- The mind points of the :wizard: and :elf: determine how much spells they can carry at the start. Some weapons also generates extra spell slots (the starting staff of the wizard for instance gives 6 extra spell slots and lets him attack with 1 dice. So he can carry 12 spells and attacks wiith 1 dice)

- The :elf: starts with the elf spells (he can carry 4 of the 8 ) and the :wizard: starts with the 12 elemental spells.

- Heroes can only open a chest by standing next to it and say that they open it. They can do that when there are monsters in the room but not adjacent to them.

- Searching for treasure is possible once per room. If the notes don't state anything then a card is drawn. If there is a chest, the room can still be searched.

- A few pieces a furniture can be searched next to the room search. If you search in a bookcase or sorcery alter, you may draw a car from the scroll cards. If you search in the bench or tombstone, you may draw a card from the potion cards.

- Other weapons and other prices. The dward can't use a spear or halberd because of its height. The barbarian can't use a bow/crossbow because he is a melee fighter,...

- There are tools that I need to design yet:
Tool Box (disarm trap, but lose a life on :skull: ) ( :dwarf: starts with this one, weaker then normal heroquest; all others can buy this afterwards)
Advanced Tool Box (disarm trap, but lose a life on :blackshield: ) ( :dwarf: only)
Pickaxe: Create your own temporarily doorway ( :dwarf: & :barbarian: )
Wetstone: Sharpen weapons wich gives one extra dice in attack, can be used 3 times. Also repairs rusted weapons. ( :dwarf: )
Mortar & Pestel: You can create a level 1 potion at the bench ( :dwarf: , :elf: and :wizard: )
Chemistry Set: You can create a level 2 potion at the bench and a level 1 at the tomb ( :dwarf: )
Advanced Chemistry Set: Level 3 at bench, level 2 at tomb and level 1 anywhere you want. ( :dwarf: )
Grenade: Can be trown inside a room to inflict damage on all monsters in the room (they roll 2 dice and suffer a loss for each skull rolled) ( :dwarf: )

- When using a scroll, afterwards roll dice equal to your mind points. When no shields (black or white) are rolled, you lose one mind point. (Barbarian should us to much scrolls, while wizards shouldn't have much of a problem with this)

- When a hero does not use all his movement points, and he doens't perform an action (when lining up before a door for instance) then the evil wizard may trow a dice on his turn. On a :blackshield: a wandering monster is placed. When no :blackshield: are trown, the roll is given to the next turn and can add up. So if 3 heroes are waiting for the 4th. Then on Zargon's turn, he may roll 3 dice and it is possible that 3 wandering monsters are placed. This is to stop the heroes from lining up in front of a door.

- You have room in your inventory for: 1 helmet, 1 armour on your body, room for weapons/shield in both hands (some weapons are two handed and can't be used with a shield), 1 set of shoes and backup space for 2 hands (shield and broadsword or a crossbow). You can wield one and carry onather weapon. You can carry a crossbow and spear while wielding a sword. Tools don't take up space.

- You can change between you weapon and back-up as much as you want. But if you change both hands, then it will take a turn (You carry a crossbow for instance; if you want to change to a one-handed broadsword you can do this right away, but if you want to change to a battle axe, then your change will take a turn. If you change your crossbow for a sword and shield then it will also take a turn (both hands change; but you can put away your crossbow and take your sword without a problem, but you will have to wait for your next turn to take your shield also.)

- Weapons can be for adjacent attack, adjacent + diagonal, greater range (see whip) and for distance. Distance weapons (crossbow, longbow, shortbow) can not be used on adjacent or diagonal monsters. Some weapons can be trown. The same rules apply for trown as for distance, but trown weapons stay at the tiles of the monster (if killed) or in front of the monster (if the monster survives). If the weapon falls in front of a monster it hits the floor and becomes blunt. After picking up (this is an action) you can use the weapon, but you trow one less attack die. This can be fixed with the wetstone tool. Thors Hammer doesn't has this problem, because it is blunt to start with.
Last edited by Beiren on April 6th, 2014, 3:27 pm, edited 4 times in total.
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Re: My complete set of houserules

Postby Sjeng » April 4th, 2014, 12:56 am

Cool stuff there. I like the extra monster rules. Great for fully equipped and experienced players.
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Re: My complete set of houserules

Postby Gold Bearer » April 4th, 2014, 7:13 am

Really nice.

A few suggestions;

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.

The zombie shouldn't always cause extra damage, maybe on the roll of skull.

Change holy armour to chaos armour.

The gargoyles whip reaches to the surrounding 12 squares and the surrounding 8? Why 8?

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?

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?
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: My complete set of houserules

Postby StratosVX » April 4th, 2014, 11:44 am

Gold Bearer wrote:The gargoyles whip reaches to the surrounding 12 squares and the surrounding 8? Why 8?


The way I read it, the gargoyle would be able to attack the 8 squares surrounding him, as well as the squares surrounding those ones, minus the far corners. So the gargoyle could attack the white squares shown here:
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Re: My complete set of houserules

Postby Beiren » April 4th, 2014, 11:55 am

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.


The idea is to make the mummie a bit tougher. Not too much. 5 out of 6 times he will have one extra life. So he will be stronger then fimir, but the chaos warrior remains stronger.

Gold Bearer wrote:The zombie shouldn't always cause extra damage, maybe on the roll of skull.

The zombie only attacks with 2 dice. That's the weakest attack ingame. But I wanted to make him as dangerous as an orc.

Gold Bearer wrote:Change holy armour to chaos armour.

Done

Gold Bearer wrote: The gargoyles whip reaches to the surrounding 12 squares and the surrounding 8? Why 8?

There are 4 adjacent squares and 4 diagonal. These make the 8 surrounding ones. But with his greater ranger he even can attack further away. There are 12 adjacent squares next to the first 8, so he can hit enemies standing there. That's what I mean. Thank you StratosVX

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?

Thanks, there are always spell of detection, protection and darkness. And tanks to the community there are spells of necromancy, illusory, foresight, forest and sorcery. Those are a lot of spells. Both wizard and elf can buy the books (like you buy weapons) so that they can use the 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?

The amount of white shield determines their mana. Fixed it.
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Re: My complete set of houserules

Postby Gold Bearer » April 4th, 2014, 3:30 pm

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.

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.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: My complete set of houserules

Postby Beiren » April 5th, 2014, 4:21 pm

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.


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.

It's just a rule that time stalling isn't profitable. Need some better wordings so that they can't abuse it.
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Re: My complete set of houserules

Postby JasonMCM » April 5th, 2014, 5:51 pm

Cool rules. I may borrow some of them. 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.
The gargoyle whip range is a neat idea, I always just let him attack diagonally. (You may want to make it range 3 just to make it simpler, but that does give it 4 more squares that it can attack)
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Re: My complete set of houserules

Postby Gold Bearer » April 6th, 2014, 8:44 am

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.
Ah, neat.

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.
Second that!
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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Re: My complete set of houserules

Postby Beiren » April 6th, 2014, 3:26 pm

I have added spirit blade and fire spells remark for the mummy. The special abilities will start working from quest 10 (by then the effect of the desease of the zombie is lowered (the chances that you get wounded by a 2die attack are smaller if you trow more defensive dice). Also added wich hero can use wich tool.

Here are some more rules:
- You have room in your inventory for: 1 helmet, 1 armour on your body, room for weapons/shield in both hands (some weapons are two handed and can't be used with a shield), 1 set of shoes and backup space for 2 hands (shield and broadsword or a crossbow). You can wield one and carry onather weapon. You can carry a crossbow and spear while wielding a sword. Tools don't take up space.

- You can change between you weapon and back-up as much as you want. But if you change both hands, then it will take a turn (You carry a crossbow for instance; if you want to change to a one-handed broadsword you can do this right away, but if you want to change to a battle axe, then your change will take a turn. If you change your crossbow for a sword and shield then it will also take a turn (both hands change; but you can put away your crossbow and take your sword without a problem, but you will have to wait for your next turn to take your shield also.)

- Weapons can be for adjacent attack, adjacent + diagonal, greater range (see whip) and for distance. Distance weapons (crossbow, longbow, shortbow) can not be used on adjacent or diagonal monsters. Some weapons can be trown. The same rules apply for trown as for distance, but trown weapons stay at the tiles of the monster (if killed) or in front of the monster (if the monster survives). If the weapon falls in front of a monster it hits the floor and becomes blunt. After picking up (this is an action) you can use the weapon, but you trow one less attack die. This can be fixed with the wetstone tool. Thors Hammer doesn't has this problem, because it is blunt to start with.
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