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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:I'm still not entirely happy with the effects of the three spell ones. I thought before about fire = powerful attack, air = attack + tempest, water = attack + sleep, but I can't think of one for earth. Maybe quake could allow the caster to place pit tiles in a room or corridor, automatically causing 1BP damage.
That's where I got the idea.Count Mohawk wrote:There's definitely precedent for a line of pit traps being generated by a spell - check the Storm Master spell Earthquake.Gold Bearer wrote:I'm still not entirely happy with the effects of the three spell ones. I thought before about fire = powerful attack, air = attack + tempest, water = attack + sleep, but I can't think of one for earth. Maybe quake could allow the caster to place pit tiles in a room or corridor, automatically causing 1BP damage.
That's actually the standard rule. That's what the breached wall tiles in WoM are for.Count Mohawk wrote:I have a variation which allows the pits to also break through walls if there's not enough space to place the full tile otherwise.
It's worse than that. Averages one with white shields, 1.5 with skulls. I obviously didn't think properly when I did that one. I'll review them all later. For regen, heal 1BP on a white shield, 1MP on a black shield and lasts until the target looses a BP or MP would be good.Count Mohawk wrote:Regeneration (Heal Body + Rock Skin), by the way, is weaker than Heal Body on average. The average expected outcome is for the enchanted Hero to recover two Body Points across about 6 turns. If you gave a heal on the roll of a skull, you could expect 3 BP instead, or 5 BP if you healed on any roll except for a Black Shield.
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