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Two-page Dungeon Crawl

Discuss new Rules for HeroQuest.

Re: Two-page Dungeon Crawl

Postby torilen » Wednesday November 19th, 2014 4:56pm

mitchiemasha, I just read your thoughts on rolling for movement thoroughly.
I have to completely disagree. It would make sense, possibly, for unseasoned villagers,
or even for the wizard most of the time, that they would "stumble about in the dark".
But these are heroes who have been trained to fight and have experience under their belt.
Why would they not be able to keep their feet just walking through a dungeon? That's
ridiculous. Even running or fighting...okay, they might hit a lose rock or a crack or something,
but that wouldn't matter that much. It's something they're used to. If they're that unbalanced
and unable to move about while running and fighting, they'd have died a long time ago.

As far as the specials for rolling doubles...that is just one more thing to remember and one more
chart to double check every time a player rolls double. Even for a full roleplaying game, that would
get annoying real quick. And it doesn't really make sense, that mount of luck or bad luck that is
involved.

I could agree with using dice for movement in certain situations...as mentioned, perhaps for times
when there is a boulder rolling down the hall at you...you're running faster than usual, maybe looking
behind you to make sure how far away it is, fleeing for your life. On the other hand, the heroes could
just as easily have a set movement, and you can roll dice for the boulder to move...setting just a little
above the fastest moving hero. This would make more sense...a giant boulder rolling down the hall might
hit the wall or ceiling, bouncing and slowing down just a bit at times.


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Re: Two-page Dungeon Crawl

Postby mitchiemasha » Wednesday November 19th, 2014 5:48pm

Yeah, trained Heroes on the HQ board wouldn't have that much of a problem. When i thought of the aspect i was thinking of Heroes in say Lord of the Rings scurrying (if that's the right word) across a rock edge, over some rocks in a valley or running through dense woods. Desperately trying to move as fast as possibly, reaching for what ever they can or charging as fast as they can, jumping foot to foot rock to rock. Put your foot in the wrong place and this will slow you down, no time to think, just move. I suppose in RPG's you have to pass agility tests to see if you can move quickly across these terrains

When i think about it more the odds of rolling 567 are the highest so roughly normal movement is most likely. Where as a hindered move of 2 or 3 or a supper fast move of 12, is very unlikely.

I still like the movement mechanic for the game but flipping it to the monsters or bolder etc would be interesting to try as an alternative but i doubt i'd be swayed. This fixes a good point road warrior mentions about the bolder etc.

My write up has a fixed movement stat mechanic as a minimum but still includes the rolls. i'm ditching the min MS as i think it''s over kill. The doubles are going to be attached to artifacts/equipment. For instance Boots of Agility, roll a double move 1 dice attack move the other, as a rough example. This would simply be on the Equipment card so no silly excessive rules to remember or charts to look at.

Has every one played the Game flux? it starts with basic rules then they are changed as new cards come into play. i'd like to see this in HQ. You have the basic rules, then modifiers that become unique to your character as you buy certain equipment etc. All the modifiers have to be in mechanics that already exist (a main aspect of the design brief). Things like fumble, counter attack, movement, action changes have to be possible through existing mechanics.
Last edited by mitchiemasha on Wednesday November 19th, 2014 6:23pm, edited 5 times in total.


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Re: Two-page Dungeon Crawl

Postby whitebeard » Wednesday November 19th, 2014 6:06pm

The nice thing about rolling dice for movement is that it breaks-up the otherwise precise formation of the heroes as coordinated by the "leader". The leader cannot lead if he rolls two consecutive 3's. A surgical assault on each room is boring, where the randomness of dice rolling makes for more adventure. You cannot push dice rolling to the monsters, it will slow down the game too much.
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Re: Two-page Dungeon Crawl

Postby mitchiemasha » Wednesday November 19th, 2014 6:14pm

whitebeard wrote: You cannot push dice rolling to the monsters, it will slow down the game too much.


Ahh, never thought of this, you're right. On a board filled with monsters rolling for each would slow the game down. Another reason why HQ is so perfect. I wonder if in production they debated the same choices in mechanics. Or, if they just got it right by default.


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Re: Two-page Dungeon Crawl

Postby knightkrawler » Wednesday November 19th, 2014 6:16pm

whitebeard wrote:The nice thing about rolling dice for movement is that it breaks-up the otherwise precise formation of the heroes as coordinated by the "leader". The leader cannot lead if he rolls two consecutive 3's. A surgical assault on each room is boring, where the randomness of dice rolling makes for more adventure. You cannot push dice rolling to the monsters, it will slow down the game too much.


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Re: Two-page Dungeon Crawl

Postby cynthialee » Wednesday November 19th, 2014 7:45pm

If you go away from a dice roll to set movement then I would suggest that each hero should have a different move per turn number. That way it is up to the heroes as to if the faster guys forego some movement for the sake of tactics or not.
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.
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Re: Two-page Dungeon Crawl

Postby slev » Thursday November 20th, 2014 5:38am

I've seen people change HQ put the Dwarf as D6+2, the Elf as D6+4, and the Humans as D6+3. Fairly streight-forward and characterful, without changing things overmuch.

The best games give a niminally fixed movement, with oppertunities to change it, such as Running in AHQ and spending Fatigue in Descent.


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Re: Two-page Dungeon Crawl

Postby cornixt » Thursday November 20th, 2014 11:06am

whitebeard wrote:You cannot push dice rolling to the monsters, it will slow down the game too much.

In the base game quests, the heroes movement turns outweigh the monsters turns by quite a bit, so it would speed up the game. It's only in the expansions that you start getting the hordes. In which case, you could just roll once per turn for each type (all orcs can more X this turn), and then it would be back to where the heroes movement turns outnumber the monsters movement rolls by a lot. The only exception would be for a lone hero.


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Re: Two-page Dungeon Crawl

Postby mitchiemasha » Thursday November 20th, 2014 1:32pm

A good come back point but i suppose it depends on what the movement for Heroes is, only having 4 would be too slow. It would take forever to get somewhere. It would also depend on how they play. They might no clear out rooms and run away a lot if they had a high movement value.


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Re: Two-page Dungeon Crawl

Postby cynthialee » Thursday November 20th, 2014 1:35pm

One reason I do not like dicing movement for monsters is that it would take away from my tactic of gun and run, crossbow goblins. As it stands right now it is a pretty sure bet that Goblins will be almost impossible to catch, thus it falls to the heroes to use ranged attacks against them.
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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.
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