Page 1 of 4

Initiative & Integrated Turn Mod

PostPosted: January 27th, 2015, 9:59 pm
by gootchute
I mentioned this first HERE, where there was a lengthy discussion on alternate movement methods: set rates, 1d6+racial modifier, monsters roll dice, etc. I had a flash of inspiration and here is the result, though apparently I was late to the discussion as nobody really gave any feedback. What are your thoughts on the following?

Movement and Turn Order
This optional rule is for those who want a little more randomness (and maybe tactics) in their games of HeroQuest. It integrates random die movement and "initiative", as defined in RPGs, into a rules light but drastically different way to play The Game. In many RPGs, initiative is rolled and combatants act in order from highest to lowest. This modification simply applies the RPG method of turn order to the already present movement roll in HeroQuest.

•There is no separation between the Hero Turn and Zargon Turn. There is simply, The Round. Play does not proceed around the table, but rather an individual figure's movement determines when it will act.

•All heroes roll their movement at the top of the round. They must each use separate dice, and place them in front of their character sheet for all to see. After a hero takes its turn, remove the dice to indicate he/she will not act until he next round.

•Throughout the round, Zargon counts down from 12 to 2. When a hero's rolled movement or a monster's fixed movement is called out, it will act. Heroes win on a tie; heroes tied among themselves decide mutually who acts first.

•Effects/spells that last a turn will now last until the start of the next turn of the hero or monster which created the effect/spell.

•The Round ends after all heroes and monsters have acted. Begin a new round by having the heroes roll their movement dice again.


That's it! What do you think?

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 7:00 am
by slev
Flint from the German fan site had a nifty system, basically four coloured balls and a device for randomising their order. Effectively this does the same thing, but with a lot less mucking about.

You could similarly have five playing cards, shuffled at random, or whatever.

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 7:52 am
by Big Bene
Yeah, the Rassel came to my mind instantly.
Image
But this is not to say that your idea is not ingenious in it's own way, Gootchute.

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 7:58 am
by Gold Bearer
Dark World did this, not for the monsters though. I think I'd let the lowest movement rolls go first. You could also have them roll a seperate dice for the turn order at the start of the round and add a modifier, eg elves and goblins add one, orcs and dwarves minus one, undead always go last.

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 1:38 pm
by gootchute
Well, to be fair, 4 colored balls won't integrate monster turns with hero turns, which is the goal here. Also Gold Bearer beat me too it, Darkworld!

I like rolling the dice once for each hero and not using racial mods. My rules add no additional dice rolling or math to the game, just use the already present mechanics in a new way.

I was a proponent of a single d6+race for a long time, I even considered changing monsters to the same scheme (goblins at d6+5, mummies at d6+2). Someone said in another topic that all heroes having the same random move speed while monsters have a set rate can be representative of unfamiliar darkened surroundings, at which monsters have home turf advantage. In that environment, your sprinting speed has no impact, I'd argue dwarves would be getting around better than most! That logic changed my mind about movement, so credit due. I'll link when i get home.

GB, please explain why the lowest movement figures would gain the advantage of acting first? I'm interested in hearing your logic.

Everyone else, please feel free to discuss your movement ideas as well.

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 1:44 pm
by slev
I had ment to type five, rather than four. Five balls for five players.

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 2:34 pm
by gootchute
Ah, that makes more sense Slev!

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 3:26 pm
by cynthialee
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...}

Re: Initiative & Integrated Turn Mod

PostPosted: January 28th, 2015, 4:18 pm
by Gold Bearer
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.

cynthialee wrote: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.
You could roll once for each monster type or movement value.

Re: Initiative & Integrated Turn Mod

PostPosted: January 29th, 2015, 4:37 am
by Big Bene
gootchute wrote:4 colored balls won't integrate monster turns with hero turns
slev wrote:I had ment to type five, rather than four. Five balls for five players.
When you have a closer look to the photo, you'll see there're five balls (black is for the EWP).
cynthialee wrote: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.
You could give fixed movement to most monsters and diced movement to just some types or individuals.
gootchute wrote:Someone said in another topic that all heroes having the same random move speed while monsters have a set rate can be representative of unfamiliar darkened surroundings, at which monsters have home turf advantage. In that environment, your sprinting speed has no impact, I'd argue dwarves would be getting around better than most! That logic changed my mind about movement, so credit due. I'll link when i get home.
I never envisioned the dungeons as really dark or difficult. With the elaborated tiled floors the gameboard depicts and the rather luxurious furniture, I'd think they are more like underground castles. I always assumed they are lighted with cadles or torches by their inhabitants, else there would have to be lighting rules, where at least one hero has to carry a torch etc. And then again, the heroes are exerienced dungeon-explorers, too.
Even if the heroes were hampered by the environment, I still think different individuals would be faster than others. This is why I tend to combine a fixed movement attribute with a dice roll, so the random factor still applies (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).