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A more interactive HQ

Discuss new Rules for HeroQuest.

Re: A more interactive HQ

Postby The Road Warrior » Saturday January 17th, 2015 8:24am

The Gargoyle skill is much better now. I like it. I think it's a shame that the Chaos warrior has lost the 'white shield defence' but the replacement skill will also be very good.

Assigning the NA expansion monster skills to the chaos tokens should also help balance to balance them a bit better.
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Re: A more interactive HQ

Postby Sotiris » Saturday January 17th, 2015 8:55am

I believe the same. Let's try it in our pbp game (and soon with a real group!)

correction: the :chaoswarrior: 's skill applies to range attacks too


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Re: A more interactive HQ

Postby cynthialee » Thursday January 29th, 2015 4:52pm

The Goblins move-hit-move skill is probably the most deadly power listed of them all. I love it!
Yes, I do have Goblin love in my heart. Nothing is more fun than gun and run Goblins. Goblin Archers are the best. Give them move-hit-move and they are even more dangerous. Would hate to have to face Goblins in an outside campaign.
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: A more interactive HQ

Postby Sotiris » Wednesday March 4th, 2015 4:09am

4th completed quest
MELAR'S MAZE on C9
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notes
A. (same as original note E) + A locked door unlocks with Melar's key BUT the key disappears again after its use.
B. (same as original note B) + The Gargoyle holds Melar's Key.
C. (same as original note C + original note A)
D. (same as original note D)
Melar's Key disappears when heroes exit the quest.


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Re: A more interactive HQ

Postby Sotiris » Wednesday March 4th, 2015 6:41pm

We need a 4th player, is anyone interested to play in our play by post campaign?
check here for heroes and rules: viewtopic.php?f=162&t=2654


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Re: A more interactive HQ

Postby The Road Warrior » Friday March 6th, 2015 8:40am

The Road Warrior wrote:One token every 10 rounds bothers me a bit. I'm sure I would lose count or forget to take an extra token. Is there a better way of doing this?


Something slev said in another topic got me thinking about this again. What if the EWP gained one token at the beginning of every round and the monster skills were costed e.g.

Monster Skill Cost (tokens)
GOBLIN move-hit-move 2
ORC 1 combat die re-roll 4
FIMIR hero defends with black shields 5



Pros -
  • No need to count rounds
  • A more flexible system for Morcar
  • Less predictable for the Heroes (if the skills are costed correctly)

Cons
  • Loads more tokens
  • More work costing, and balancing the costing of skills

I'm not knocking the system or suggesting you swap to this in the PBP. I love the system. It's just I can't see myself counting rounds when playing the game and am looking for the best way to implement it myself ;)
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Re: A more interactive HQ

Postby Sotiris » Friday March 6th, 2015 9:47am

That's a nice system too!
If i find someday the perfect balance for the token cost i'll definitely try it.

About the current one, i'm not counting rounds. I just move 1 space the red clip at the end of turn :D
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Re: A more interactive HQ

Postby cornixt » Friday March 6th, 2015 11:11am

The Road Warrior wrote:One token every 10 rounds bothers me a bit. I'm sure I would lose count or forget to take an extra token. Is there a better way of doing this?

Take a token every turn, then cash in 10 of them to perform the special action rather than one.


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Re: A more interactive HQ

Postby Count Mohawk » Friday March 6th, 2015 11:26am

cornixt wrote:
The Road Warrior wrote:One token every 10 rounds bothers me a bit. I'm sure I would lose count or forget to take an extra token. Is there a better way of doing this?

Take a token every turn, then cash in 10 of them to perform the special action rather than one.

Just a thought, but this sort of thing is probably best counted with the use of d20s and other polyhedral dice. Those are easy to come by.


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Re: A more interactive HQ

Postby The Road Warrior » Friday March 6th, 2015 2:43pm

cornixt wrote:Take a token every turn, then cash in 10 of them to perform the special action rather than one.


That's so obvious it hurts that I didn't realise it! :oops:

The only downside is Morcar is supposed to start with 4 tokens so he would now have to start with 40! I guess tokens that count as multiples, like poker chips, would solve this though.

But I do like the idea of costing the skills....
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