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The Wizard Clearing House of House Rules

Discuss new Rules for HeroQuest.

Re: The Wizard Clearing House of House Rules

Postby Jade » Monday August 7th, 2017 11:52pm

So, as I understand it, the Wizard has two primary problems:
#1: He often runs out of useful things to do, so ends up sitting around twiddling his thumbs.
#2: He can't keep up with the rest of the party as they scale in damage (let alone toughness)—he falls behind and becomes even more lame.

As an attempt to remedy these issues, I'm considering the following house rules:

#1: Wizard LOS—the Wizard may ignore monsters and heroes for determining LOS.

#2: Evercast—The Wizard may choose one spell available to him that he never loses and may cast over and over again. It must be one of the following spells:
  • Swift Wind
  • Pass Through Rock
  • Veil of Mist
  • Fire of Wrath

#3: At some point, the Wizard will get a 4th group of spells. Not sure when this should be yet, but not at very first. This is to help him keep up in utility with the other heroes to some small extent.

#4: At some point, the Wizard will get access to the extra three spell groups. Also not sure when this should be, but no later than when he becomes a Champion.


Regarding the Evercast ability—I suspect that Fire of Wrath will be the most popular choice, but I figured I'd leave options. Regardless, my goal is to make it difficult to abuse and not exceptionally powerful (though starting out with a ranged weapon that can be used over and over again would be quite powerful). I also intend to add a rule that the Evercast spell is temporarily lost (turned over) when cast, and an action must be used to restore it so it can be cast again. As such, the Evercast spell can never be cast twice in a row, and can be cast every other turn only if the Wizard isn't using any other actions. For the utility spells this is likely a non-issue, but it makes Fire of Wrath even less OP.
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Re: The Wizard Clearing House of House Rules

Postby cynthialee » Tuesday August 8th, 2017 12:25am

This is actually pretty good. One cool exploit that comes to mind is you take the three elements that are not of the spell school your perma spell comes from. That way you start play with 10 spells. :D

I give the wizard the 4th deck of elemental decks after a measly 10 quests. As I give the Elf the elf spells it doesn't cause an issue.
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: The Wizard Clearing House of House Rules

Postby mitchiemasha » Tuesday August 8th, 2017 7:23am

Jade wrote:#1: He often runs out of useful things to do, so ends up sitting around twiddling his thumbs.

I've never notice this but then again we ALWAYS play mods.

#2: He can't keep up with the rest of the party as they scale in damage (let alone toughness)—he falls behind and becomes even more lame.

There's still things that he scales with from the armoury.

#1: Wizard LOS—the Wizard may ignore monsters and heroes for determining LOS.

We do this depending on the type of spell.

#2: Evercast—The Wizard may choose one spell available to him that he never loses and may cast over and over again. It must be one of the following spells:
  • Swift Wind
  • Pass Through Rock
  • Veil of Mist
  • Fire of Wrath

I'd appose this as default, unless a special character trait. I prefer it to stay with inscribing scrolls at the sorcerers table or the wand of recal etc.

#3: At some point, the Wizard will get a 4th group of spells. Not sure when this should be yet, but not at very first. This is to help him keep up in utility with the other heroes to some small extent.

We do this with the Talisman or any other way MP is increased by 2.

Regarding the Evercast ability—I suspect that Fire of Wrath will be the most popular choice, but I figured I'd leave options. Regardless, my goal is to make it difficult to abuse and not exceptionally powerful (though starting out with a ranged weapon that can be used over and over again would be quite powerful). I also intend to add a rule that the Evercast spell is temporarily lost (turned over) when cast, and an action must be used to restore it so it can be cast again. As such, the Evercast spell can never be cast twice in a row, and can be cast every other turn only if the Wizard isn't using any other actions. For the utility spells this is likely a non-issue, but it makes Fire of Wrath even less OP.

I'd prefer that to be a artifact found in a Quest, the Staff of Wrath. Adding the tapped card mechanic and action to restore is a good addition. It would be interesting to make the Evercast more a character class specific. Like how Vail of Mist would be that of a sneaky illusionist rather than a generic wizard.


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Re: The Wizard Clearing House of House Rules

Postby Jade » Tuesday August 8th, 2017 8:34am

In the US version (which is what I have), the Wizard maxes out at 2 Att 3 Def, and only with artifacts. The only upgrades he is allowed to purchase at the armoury (apart from potions from the expansions) are the quarterstaff, which in the US version is 1 Att die w/ diagonals, or daggers, which are 1 attack die but may be thrown. Short of artifacts, he has no access to anything above 1 Att 2 Def. So I really don't think he scales much with the Armoury.
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Re: The Wizard Clearing House of House Rules

Postby mitchiemasha » Tuesday August 8th, 2017 9:31am

Jade wrote:In the US version (which is what I have), the Wizard maxes out at 2 Att 3 Def, and only with artifacts. The only upgrades he is allowed to purchase at the armoury (apart from potions from the expansions) are the quarterstaff, which in the US version is 1 Att die w/ diagonals, or daggers, which are 1 attack die but may be thrown. Short of artifacts, he has no access to anything above 1 Att 2 Def. So I really don't think he scales much with the Armoury.


Oh dear, that is bad. UK/EU have the Staff 2Ad6, Cloak of Protection +1Dd6, Bracers +1Dd6. Giving 1 extra Attack and Defence D6 over US. I guess it was the American who wanted to insist on making the wizard weaker. The UK spells are better too. It was always a good idea to cast Rock Skin on your self in the 1st turn, there's no point saving this spell. However it would usually take getting half way through the 1st Quest pack to figure this out. With the Wizard you improve by learning how to play him, effective use of the spells, which is quite fitting for those who like Wizard characters, unlike those who prefer the blind brutality of a barbarian. This means if you already know how to play the Wizard effectively, you're seriously OP if at the start, it's the Heroes that need to catch up.


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Re: The Wizard Clearing House of House Rules

Postby Gold Bearer » Tuesday August 8th, 2017 11:00am

mitchiemasha wrote:Oh dear, that is bad. UK/EU have the Staff 2Ad6, Cloak of Protection +1Dd6, Bracers +1Dd6. Giving 1 extra Attack and Defence D6 over US. I guess it was the American who wanted to insist on making the wizard weaker. The UK spells are better too. It was always a good idea to cast Rock Skin on your self in the 1st turn, there's no point saving this spell. However it would usually take getting half way through the 1st Quest pack to figure this out. With the Wizard you improve by learning how to play him, effective use of the spells, which is quite fitting for those who like Wizard characters, unlike those who prefer the blind brutality of a barbarian. This means if you already know how to play the Wizard effectively, you're seriously OP if at the start, it's the Heroes that need to catch up.
Not to mention being able to use Borin's Armour and the Spirit Blade for a total of six defence and three attack dice, four against undead.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Combined Spells: viewtopic.php?f=38&t=2454

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Re: The Wizard Clearing House of House Rules

Postby cynthialee » Tuesday August 8th, 2017 11:23am

a wizard in Borins Armor and wielding the Spirit Blade...that would rock

But it would fly like a lead balloon. Breaks two almost cardinal rules of magic users in the RPG culture of this side of the world...no armor or swords for the wizard.

As I have a UK version and like 3 American version sets I do pull out some of the cards for the wizard from the UK set. Like the bracers.
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: The Wizard Clearing House of House Rules

Postby Gold Bearer » Tuesday August 8th, 2017 11:27am

cynthialee wrote:a wizard in Borins Armor and wielding the Spirit Blade...that would rock

But it would fly like a lead balloon. Breaks two almost cardinal rules of magic users in the RPG culture of this side of the world...no armor or swords for the wizard.
Armour yes, not so much swords. Warhammer and LotR springs to mind.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Combined Spells: viewtopic.php?f=38&t=2454

Wanna learn martial arts? Check out my youtube channel, tutorials coming soon. The best fight scenes ever from the best series ever: https://youtu.be/2kaBOsSM8zk

Door to higher dimensions - DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


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Re: The Wizard Clearing House of House Rules

Postby Jade » Tuesday August 8th, 2017 11:31am

Gold Bearer wrote:
cynthialee wrote:a wizard in Borins Armor and wielding the Spirit Blade...that would rock

But it would fly like a lead balloon. Breaks two almost cardinal rules of magic users in the RPG culture of this side of the world...no armor or swords for the wizard.
Armour yes, not so much swords. Warhammer and LotR springs to mind.


HeroQuest is actually the only thing I'm aware of that bans Wizards from using swords.
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Re: The Wizard Clearing House of House Rules

Postby Gold Bearer » Tuesday August 8th, 2017 11:51am

Jade wrote:HeroQuest is actually the only thing I'm aware of that bans Wizards from using swords.
D&D ;)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Combined Spells: viewtopic.php?f=38&t=2454

Wanna learn martial arts? Check out my youtube channel, tutorials coming soon. The best fight scenes ever from the best series ever: https://youtu.be/2kaBOsSM8zk

Door to higher dimensions - DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


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