chaoticprime wrote:You have a good head for this kind of thing, but I think you should reconsider the special abilities of the characters a bit. You do not seem to weigh BP very highly against abilities, or the ability to equip weapons. The Barbarian doesn't need that extra attack die, as he already has that. And the powers are too combat-based. Especially the holy water. Nowhere in the game is it clearly defined what constitutes an undead. We know the Witch Lord is, because he was dead and then he wasn't--that's the very definition of undead, "dead but alive." These heroes are really very strong, and have options that essentially preclude avenues of combat options that don't involve their special abilities. Such abilities should not come into use all that regularly, otherwise the player simply drives a mechanism around. Heroquest is a slow game that is designed entirely around resource management. Its about making Body Points last the whole way.
A good example of what I'm saying is my Thief character who has the ability that he cannot be attacked unless he is the only available Hero a monster can reach. That sounds really powerful, until you play the Thief. You have to work to keep that advantage, because the moment you don't have it you get laid the fraggle out. My sister-in-law usually plays a thief, and she usually gets killed by traps out of her complacency.
If you really look at the Ranger, he basically gets 5 free uses of Fires of Wrath. You basically get an Elf with more spells and more BP. There is a reason the game makes you pay 25 gp each time you want to throw a dagger.
There's no reason to compare them with the original heroes. As i wrote before, the xp system and the +1 skill makes them more powerfull.
Zargon also has his tokens to confront them. Heroes' map travel (between quests or in a city to buy equipment) and their wandering through the quests adds tokens to Zargon's pool.
Let's say the opens a door and finds a . If he select to not attack then Zargon, during his turn, has the opportunity to play a chaos token on . If the , when his turn comes, attacks and rolls and the rolls , barbarian loses 5 B.p. (extreme example but it happens with lowest damage).
Or imagine how tough will a be when a token buffs his defense..
About the thief. I prefer an ability that makes him find gold easier than your sniper ability. It's not wrong, i like it but it doesn't please me thematically.
The old Ranger you looked at hadn't 5 Fire of Wraths! Fire of Wrath means that you already scored a and your enemy will defend it with a (defender's bonus instead of ) rolling 1 die, regardless of his defense dice.
Anyway thnx for your interest! I'm a fan of simple HQ too. If something's going wrong i'll fix it during the pbp playtest.
The Road Warrior wrote:So currently the group is:BarbarianAmazonMercenary
The Road Warrior wrote:If I go with the Cleric we have 29 + 5BP. If everyone else is happy with this, then that's my choice.
Check my last changes (sorry for that...) and confirm your final decisionEDITED
Corrections/Clarifications
EDITEDCleric: Holy water removes 1 undead B.p. from an adjacent regular monster OR heals you or an adjacent hero by 1 B.p. (stackable, action) EDITED
EDITEDAmazon: move-action-move, but during the 2nd movement phase she may not pass through heroes. You may not use a plate mailEDITED
Bard: the song tokens that he may start a quest never exceed his Mind Points. (his song tokens are free of action but not stackable)
EDITEDWizard: i removed Bolt Hit and added this "When completing a quest you earn 2 Xp instead of 1. You may not be resurrected"EDITED
Agreed?
We'll play the US rules with some homebrew written in the 1st page.
I don't mind if you remember the quests well. I'll consider it as a lucky exploration.