Big Bene wrote: (well, in reality, I stick with the original movement rules for now, but of course I have an opinion on what the ideal house rules would look like).
So true of all of us!
Mitchiemasha, thanks for saving me the effort of tracking down that quote! I buy the dark dungeon theory, despite what the board depicts. Also i'd like to point out; no board game in the 23 years since I first aquired HeroQuest has had a board so well illustrated.
cynthialee wrote:I don't like the idea of monkeying around with the order of play.
With basic board game rules it just goes faster.
I really don't like the idea of diced movement for monsters. With monsters rolling for movement it slows down the play time. The more monsters the EWP must dice movement for, the more time you are adding to the play time.
Monsters having a set movement is great for some monsters, but it seriously hamstrings others.
{Just gave me an idea for a Boss who sacrifices a Goblin while casting a spell that increases his undead minions movement rate for the duration of the dungeon. 12 movement mummies is tempting...}
That is a great encounter idea! I love it! Warhammer Fantasy Battle has a necromancy spell called Vanhel's Danse Macabre which increases the speed of undead.
I agree with you, about individually rolled monster movement dragging down play. You'll notice that they have the normal set rate in my first post. I never went forward with the diced monster movement idea I originally had.
I'm going to try out the method I described this weekend and let you all know how it goes.
Gold Bearer wrote:gootchute wrote:GB, please explain why the lowest movement figures would gain the advantage of acting first? I'm interested in hearing your logic.
I just think it's more interesting because it means rolling low won't be so bad and rolling high won't be so good.
I just don't see how wearing plate armor would equate to almost always acting before most monsters, not to shoot down your idea though, I think I see what you're driving at.
Rolling high is already a pretty huge advantage for heroes, I never considered equalizing high and low rolls. Perhaps... if there was a stamina system in place, a low roll could help regenerate said resource. It's beyond the scope of my initial testing, but a valid idea. How else could one mitigate the strength of 12 and penalty of 2? Is it necessary?
Back to my original idea, I've been thinking more about the implications of such a modification. I think most rules will work themselves out. All the spells either refer to a target missing their next turn, or lasting until the start/end of the heroes next turn.
Dexterity and Speed potions may be quaffed before the movement dice are thrown to alter turn order (literal reading: "drink a potion at any time").
Armor will now greatly affect turn order. As an aside: I think Dwarves in plate armor should roll 2 dice and take the highest (slow, but reliable stunties)
This opens up new house-rule options:
• Spells or poisons of slowing: the affected target looses a number of movement points in the next round.
• Knockdown: a barbarian which rolls a black shield on an attack roll knocks the target down. They may be moved through, and have half movement on their next turn. This could be a purchased skill (1000 gold sound fair) or a starting benefit, whatever.
I hope to see an interesting tactical decision of when to open doors in a round (and GoldBearer this may interest you). Will they decide to open doors with a high rolling hero affording more heroes an attack this round? This would risk letting more monsters act though. Or will they decide to open doors at the lowest initiative of the round, hopefully cheating monsters out of their turn, while hoping to roll well for initiative next turn. People might actually buy Dexterity Potions now!
In all cases of altering a figure's movement: if the modification would cause a figure to be skipped or act twice in a round, apply it in the next round instead.
I'm not sure how to handle mercenaries, should they move when their fixed value is called or after their hero?? I'm leaning towards after a hero for ease of play, but exceptions are best avoided in game rules.
I'd like to offer an example just to clarify the rule proposal.
At the start of the round the board contains all 4 heroes, 2 goblins, 1 orc, 1 chaos warrior and 2 mummies.
Heroes roll Movement:
Barbarian = 7
Dwarf = 5
Elf = 11
Wizard = 9
The order of the turns will be: Elf(11), Goblins(10), Wizard(9), Orc(8), Barbarian(7), Chaos Warrior(7), Dwarf(5), Mummies(4).
/round