Initiative & Integrated Turn Mod
Posted: January 27th, 2015, 9:59 pm
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?
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?