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HeroQuest Spiced Up edition A Hero's Quest.

Discuss new Rules for HeroQuest.

Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby The Road Warrior » Saturday January 16th, 2016 11:07am

knightkrawler wrote:Not every monster needs a special ability.
I sign everything Anderas has laid out right there, and will add that most people giving the Orc a special ability do not actually play HQ, but sadly, want to.


Another +1 for this, but it depends on how you intend to use the Monster skills.

If it is a tokenised system similar to the one Sotiris created then they are actually quite good, adding an extra level of unpredictability to how the monsters act and giving the Evil Wizard player more options during their turn. If they are permanent skills that can be used every turn then the +1 stands.

I look forward to seeing the full ruleset
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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby Anderas » Saturday January 16th, 2016 11:42am

That's true, Sotiris' Tokens are quite awesome.
It's very simple that system, but gives a special ability *here and there*. So the specials, if they appear, tend to feel like... well... special. :D


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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby Gold Bearer » Saturday January 16th, 2016 12:54pm

Anderas wrote:Many people give the orc some kind of a waagh ability, with an extra attack or move 2x, 1x action or such.
I can only warn not to do that. Orcs are the most abundant enemy around. If they attack twice, you have twice as many attacks against you from, i remember, the most abundand enemy. Move twice is equally bad, as each single orc in your vincinity can move in, beat, move out. So normally you can retreat into the savety of a hallway and face only one or two attacks. With Move twice, 1 Attack, all the orcs will attack you as if you stand right there in the open desert, hallway or not.
They wouldn't get it all the time, only when they wound somebody.

Anderas wrote:Which monster is standard, if every monster is special?
All of them. It's not about making them 'special', it's about giving each one something to make them unique and interesting.

Having said that, I agree. I think the orcs should be left as the basic monster without a skill now that I think about. That in itself makes them unique.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby knightkrawler » Saturday January 16th, 2016 2:52pm

Can anybody link me to where Sotiris' token system rules?
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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby Gold Bearer » Saturday January 16th, 2016 4:48pm

It's really simple. It's just that the EWP gets a token after so many rounds, ten I think he's set it at.

What the tokens do isn't really important. He's used them for monster skills like these I think before, for EWP treasure card draws that can be played by the EWP if it's a trap or wandering monster and at the moment he's using them to give rerolls.

The most important thing the game needs in my opinion is something like that to make time (in game time, not real time) a factor.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby knightkrawler » Saturday January 16th, 2016 4:56pm

Well, I think my Morcar cards do cover that quite well.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby mitchiemasha » Sunday January 17th, 2016 4:22am

Time has been made a factor in my rule set... heavily. As the EWP gets to pick a token (AHQ) every 2 mins and/or if no monsters where in play that turn. Also the edition of rolling double 1's triggering a trip makes every roll of the dice a potential hazard, what be it rare but... This makes Heroes want to move through the dungeon very quickly, as lil turns as possible, a huge time factor. Brings about a slight panic to the surviving Hero trying to make it out all battered and bruised on 1BP

Currently as stands the Orc will remain no feature. As is said here, I agree, giving an Orc extra Movement, Rerolls or Attacks etc, simply over powers them. I do however want to give Monsters special abilities as Gold Bearer points out, it makes them more interesting, brings more tactical elements to how the EWP plays them.

I've changed the Firmir Tail to 'counter attack if not wounded when attacked' after a suggestion but I may change it back. Dare I make it, if not killed!

The Chaos Warrior +1 combat dice in attack if not moved (defence is already high at 4).

Did anyone have a look at the characters. I was looking for opinions on which model looks more like a druid/cleric/ranger etc. or the potential for new character types for those models. Which is more likely a healer, a cleric or a druid.
Last edited by mitchiemasha on Sunday January 17th, 2016 4:38am, edited 2 times in total.


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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby mitchiemasha » Sunday January 17th, 2016 4:34am

knightkrawler wrote:My special rules for game system monsters:
0 MP means immune to control spells. (control is an icon used on spell cards)
Mummy loses all remaining BP if a Hero in line of sight discards any one fire spell. (fire is also an icon)
Chaos Warrior defends on white shields instead of walruses.
And that is it.
Everything else that I find attractive to implement (MAM for Goblins, for example), I write into the quest notes.


Fire yes... AHQ special rules for using HeroQuest furniture, a log can be picked of the fire and use against the mummy.
Control spell, I have Tame Beast, 0M are immune too I use Test of Mind.


What did people think of using Mind to limit the skills total? It works thematically and mathematically.


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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby knightkrawler » Sunday January 17th, 2016 5:09am

mitchiemasha wrote:What did people think of using Mind to limit the skills total? It works thematically and mathematically.


Well, it's not spelled out in the original rules (pun intended), but that limit is built in the mind point/number of spell sets that a hero gets.
Every mind point over 3 grants you one spell set (3 spells). That's why the Elf gets 1, the Wizard 3 spell sets. It's nothing official, but it works.
Should you make a character with 5 mind points, they should get 6 spells or one-off skills.
That's how I write up skill-and-spell-based characters mostly to make them as balanced as possible.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
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Always make more promises than you can break.


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Grin's Stone Map Created a Hot Topic. Participated in two (2) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
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Re: HeroQuest Spiced Up edition A Hero's Quest.

Postby Gold Bearer » Sunday January 17th, 2016 5:18am

mitchiemasha wrote:
knightkrawler wrote:Mummy loses all remaining BP if a Hero in line of sight discards any one fire spell.
Fire yes...
I forgot about that. :roll: All fire spells though? Courage? I think I'll just make them die if they loose any BP to fire.

knightkrawler wrote:Well, it's not spelled out in the original rules (pun intended), but that limit is built in the mind point/number of spell sets that a hero gets.
Every mind point over 3 grants you one spell set (3 spells). That's why the Elf gets 1, the Wizard 3 spell sets. It's nothing official, but it works.
Should you make a character with 5 mind points, they should get 6 spells or one-off skills.
That's how I write up skill-and-spell-based characters mostly to make them as balanced as possible.
Nice. |_P
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Wanna learn martial arts? https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming soon.

Why drugs are illegal: https://www.youtube.com/watch?v=WH1B2HaInDg
Why they shouldn't be: https://www.youtube.com/watch?v=WpOADDXIZpo&t=1s
DMT The Spirit Molecule: https://www.youtube.com/watch?v=LtT6Xkk-kzk


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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