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Additional barbarian skills?

Discuss new Rules for HeroQuest.

Re: Additional barbarian skills?

Postby mitchiemasha » February 22nd, 2018, 7:38 pm

Daedalus wrote: I agree with Gold Bearer that a four-turn recharge should be avoided.

Yes... recharges should be avoided. They don't play well. Heroes can simply waste turns.


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Re: Additional barbarian skills?

Postby DullandRusty » February 22nd, 2018, 8:58 pm

Yeah, we toyed with the recharge as an idea with the measure to dissuade sitting doing nothing being that each morcar turn a monstor patrol/wandering monster counter increases. Only morcar knows the # of turns the counter takes to spawn a patrol or wandering monster(s). This would in essence make it a gamble to sit and do nothing to allow a recharge. We ended up not encacting the bloodlust rule change yet or a recharge idea, but it was discussed.
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Re: Additional barbarian skills?

Postby mitchiemasha » February 23rd, 2018, 8:40 am

DullandRusty wrote:Yeah, we toyed with the recharge as an idea with the measure to dissuade sitting doing nothing being that each morcar turn a monstor patrol/wandering monster counter increases. Only morcar knows the # of turns the counter takes to spawn a patrol or wandering monster(s). This would in essence make it a gamble to sit and do nothing to allow a recharge. We ended up not encacting the bloodlust rule change yet or a recharge idea, but it was discussed.


There's a lot of mods to reduce the possibility of waiting Hereos. The easiest 1 is 'double 1's: Hazzard'. Every Hero has to roll to move even if not moving, introduces a small risk to every turn. I love to use the Chaos Tokens from Advanced HeroQuest. They include a wondering monster token.


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Re: Additional barbarian skills?

Postby Spookyhappyfun » February 28th, 2018, 4:13 pm

Gold Bearer wrote:Additional Spell Groups
As well as the eight elf spells from Mage Of The Mirror there are five groups of three spells in addition to the element groups, three groups from Wizards Of Morcar, three spells from the Japanese version (Divine spells) and a group made up of the unique spell scrolls from the US expansions (Preservation spells). If the elf and wizard both have access to additional spells then the elf gets first pick.

Divine Spells
First Aid: Heals 1BP of the caster or a target in sight.
Heal: Heals up to 4BP of the caster or a target in sight. Roll four combat dice, heals 1BP for each white shield rolled.
Holy Flame: Two attack dice on a target in sight, target defends with the same number of dice as their current MP, fire based attack.

Preservation Spells
Ice Bridge: Can be used to create solid ground on one square such as a pit or chasm. Could also be used to trap a monster in a pit.
Recovery: Heals 3BP and all MP of the caster or a target in sight.
Treasure Without Doom: Can either be used to open a chest without risk or cast in combination with a treasure search, allowing the caster to ignore any harmful cards and draw a replacement.

Recovery is Psychic Recovery and Warmth from The Frozen Horror merged into one.


I don't think I've seen any mention of Divine spells related to the Japanese Quest Pack. Have these cards been created anywhere?


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Re: Additional barbarian skills?

Postby Daedalus » March 8th, 2018, 1:36 am

I don't think they've been created, but Malcadon was working on translating the Wizard's spell casting starting here.
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Re: Additional barbarian skills?

Postby The Admiral » March 11th, 2018, 11:50 am

I have a warrior training file that lists what skills each character may learn. It costs 500gc per skill, and only one may be learned at a time, and only after the completion of a major questpack (10+ quests):

:barbarian:
1) Weapon Skill – Your hand to hand attack dice are permanently increased by one.
2) Strength – You may wield a two-handed weapon in one hand.
3) Power – If you inflict any damage on a monster in hand to hand combat, after defence dice are rolled, then that monster suffers one extra body point of damage.
4) Swordsman – If you attack with a sword you may re-roll one of the attack dice.
5) Swordmaster – If you attack with a sword you may re-roll any of the attack dice. This replaces the Swordsman ability.


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