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Re: A Way to Fix the Wizard - Cantrips

PostPosted: November 20th, 2014, 3:32 am
by Goblin-King
Besides giving the wizards more spells, another fix would be to simply make MP more relevant.
Enemies that drain MP.
Stuff that is defended by using MP.
Traps, doors, secrets that can only be found by rolling against your MP.

That's really one of the biggest flaws in HQ, especially the game system, that MP in general are so useless.
The distribution of BP/MP makes it look like both are equally important. Oh! The wizard only has 4 BP! At least he has a lot of MP.
But guess what!? BP is way more important! :D

Re: A Way to Fix the Wizard - Cantrips

PostPosted: December 3rd, 2014, 5:07 pm
by Teldurn
Goblin-King wrote:Besides giving the wizards more spells, another fix would be to simply make MP more relevant.
Enemies that drain MP.
Stuff that is defended by using MP.
Traps, doors, secrets that can only be found by rolling against your MP.

That's really one of the biggest flaws in HQ, especially the game system, that MP in general are so useless.
The distribution of BP/MP makes it look like both are equally important. Oh! The wizard only has 4 BP! At least he has a lot of MP.
But guess what!? BP is way more important! :D

This aspect is one of the things HQP tries to address. On paper so far, I think it does the job well. Playtests will be needed to confirm, however. As always.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: December 5th, 2014, 12:31 pm
by slev
Trying to replace the broken combo here

Force of Will
By this Cantrip, the Wizard saps the resolve of the enemy.
Cast Action, Spend one Mind Point: Make a Ranged Attack using one Combat Die. Attack causes Mind Damage.
Cast Action, Spend two Mind Points: Make a Ranged Attack using three Combat Dice. Attack causes Mind Damage.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: January 1st, 2015, 7:24 pm
by Daedalus
I like the Force of Will fix above better. The Cantrips idea is a good one, I think. I have some other comments, take 'em or leave 'em:

    I feel the cantrips idea is stronger without the competing Bonus Wizard Abilities.

    I'd prefer to see the Cantrips simplified and reduced into each having a single, 1-MP-cost-only version, as it would better reflect the default, single effect of spell cards. Weaker spell groups could exploit the better use of the two currently listed or even combine both (ex. Mystic Sight would work for any search, costing a Mind Point.)

    Another simplification I'd reccommend for cantrips is for them to obey general casting rules other than MP cost and recasting. I'm mainly talking about all cantrips working both on the caster and anyone in LOS.

    I like the idea presented of automatically gaining the cantrips associated with those spell groups chosen for a Wizard at the start of a Quest.

    Maybe drop the Mind Point cost to reduce record keeping and not penalize an already handicapped Hero. Instead, when a Cantrip is cast, roll a combat die. If a skull is rolled, the Cantrip is used and discarded. Otherwise, it may be cast again with the same check. With four starting spell groups, this guarantees 4 castings but should average out to 5 or 6 Cantrips cast in a Quest. Any Mind Point-increasing artifacts could allow a single reroll for each bonus MP.

I kind of like the last mechanic. Maybe I'll incorporate it an artifact that applies to the Wizard's standard spells, but it requires white shields as a seperate power-up solution. This would guarantee casting the 9 chosen spells of the published rules but average 13 cast spells without requiring any extra Spell Cards.

Wizard's Circlet

This metal headband is set with a mystical
gem. It can be worn only by the Wizard,
aiding him in the recall of cast spells.
When you cast one of your spells, roll a
combat die. If a white shield is rolled, the
spell isn't discarded but rotated to the
right. A rotated Spell Card is discarded
after it is cast a second time.

Casting back-to-back Genies may be a problem, so here is the same artifact reworked with a delay:

Wizard's Circlet

This mystical headband enables recovery
of cast spells. It can be worn only by the
Wizard. A Spell Card may be flipped rather
than discarded when cast. On his next turn,
the Wizard then uses a cast-a-spell action
and rolls a combat die. If a white shield is
rolled, flip the card back over and turn it
to the right for reuse. Discard the spell if
the roll fails or when it is cast again.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: January 9th, 2015, 4:20 pm
by slev
The second one is far easier than you think:

This mystical headband enables recovery
of cast spells. It can be worn only by the
Wizard. A Spell Card may be placed
underneath this card, ratherthan discarded
when cast. instead of casting a spell, you
mayand rolls a combat die. If a white shield
is rolled, add any spell under this card to
your hand. Otherwise, discard a spell from
under this card.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: January 9th, 2015, 4:44 pm
by slev
Also, been looking at the Cantrips, and I think we can make them better:

Burning Hand
By this Cantrip, the Wizard pours flame into the enemy.
Cast Action: Place this card in play in front of you and make a Melee Attack using one Combat Die. Enemy may not defend. Return this card to hand at the end of your turn.

Word of Fury
By this Cantrip, the Wizard whips debris into the foe.
Cast Action: Place this card in play in front of you. While this card is in play, you may roll an extra red die for movement. This card returns to your hand if you roll any 6s for your movement.

Skin of Stone
By this Cantrip, the Wizard hardens skin against harm.
Cast Action: Place this card in play in front of you. While this card is in play, you may add your Resilience Die twice when rolling for defence. This card returns to your hand if you lose ant Body Points.

Esence of Life
By this Cantrip, the Wizard restores vitality to the injured.
Cast Action: Place this card in play in front of you and recover up to one lost Body Point. This card returns to your hand at the end of your turn.

Gaze of Dispair
By this Cantrip, the Wizard saps the spirit of the enemy.
Cast Action: Place this card in play in front of you and make a one die ranged attack. The enemy defends with white dice equal to their current Mind. Return this card to your hand at the end of your turn.

Mystic Sight
By this Cantrip, the Wizard locates that which is hidden.
Cast Action: Place this card in play in front of you. You may return this card to your hand at any time. When you do so, you may take an additional Search (for Treasure, Traps or Secret Doors) that turn.

Glittering Shield
By this Cantrip, the Wizard enhances armour.
Cast Action: Place this card in play in front of you. While this card is in play, you may re-roll one defence die each time you roll for defence. This card returns to your hand if you lose ant Body Points.

Force of Will
By this Cantrip, the Wizard restores the will.
Cast Action: Place this card in play in front of you and force one monster in Line of Sight to attack as if it where your Man-at-Arms. Return this card to your hand at the end of your turn.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: January 9th, 2015, 4:45 pm
by sajungzak
Through playing with more adept players, I'm finding that, with the US artifacts, the wizard is just fine as is. If I played by the EU ruleset I might consider using the US artifact cards. Actually, I would recommend switching to the US rules altogether, but to each his own. Be careful not to make him overpowered.
If the others are able to upgrade quickly, I would consider introducing the wizards cloak and wizards staff a bit sooner. Other than that, houseruling that spells can be cast on anyone in the same room or corridor (or LoS through a door) is plenty.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: January 9th, 2015, 5:53 pm
by knightkrawler
sajungzak wrote:houseruling that spells can be cast on anyone in the same room or corridor (or LoS through a door) is plenty.


I've integrated that pretty early on. I think we might have intuitionally played like that as children, in any case it really helps matters a whole lot.
It's really all you need to buff up the Wizard. Saj, in case that idea came to you through me (I presented it somewhere, but not in this thread), thanks for playtesting, if not, well I guess great minds think alike. Your results strengthen my houseruling for the Wizard.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: January 9th, 2015, 6:07 pm
by sajungzak
knightkrawler wrote:
sajungzak wrote:houseruling that spells can be cast on anyone in the same room or corridor (or LoS through a door) is plenty.


I've integrated that pretty early on. I think we might have intuitionally played like that as children, in any case it really helps matters a whole lot.
It's really all you need to buff up the Wizard. Saj, in case that idea came to you through me (I presented it somewhere, but not in this thread), thanks for playtesting, if not, well I guess great minds think alike. Your results strengthen my houseruling for the Wizard.


I didn't realize it was a houserule at first; I played it that way intuitively, until I played it as an adult. For a while I was strict about spell LoS, but then you brought it up somewhere in a list of houserules. I've since been allowing it in every game. Unless, of course, the card specifically states otherwise.

Re: A Way to Fix the Wizard - Cantrips

PostPosted: April 11th, 2015, 8:53 pm
by Karlssonontheroof
So should wiz be max be 2A and 3D or 2A 4D? doesn't that make him as tough in defend as an elf with a bow (without plate)?

I add a new monster into some rooms in all quests (the Choas Sorcerer) BP2 MP2 A1 D2 M4 and give him the ability to cast sleep (and the mind lock spell from Ogres quest). This introduces mind points into the game and makes it more varied.

What about simply buffing spellcasting to let them keep the spell if they roll under their mind points after casting the spell on 2D6. Wizz = 28% chance to keep the spell, Elf=8%. Also allows progression in spell casting ability with improvement in mind points (and value to the amulet of lore).
An option for advanced players could be to +1 to the roll when casting a powerful spell (healing, genie) and -1 from the roll when casting a weak spell (fire of wrath, swift wind...) as each spell set has one powerful and one weak spell.