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Heroes Upgrade / Leveling System (and Villains too!)

Discuss new Rules for HeroQuest.

Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » Monday December 16th, 2024 9:57am

Not an upgrade per se, but more homebrew stuff I am using... Pro Wrestling rules (for the arena). See this video I made summarizing the home brew rules I'm using lately on game streams.


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » Sunday January 19th, 2025 1:17am

Kurgan wrote:further Brainstorming with "new" heroes:

-------------
"Bard" (Orc Pirate/Cleric)

Champion upgrade:
Rapier can use 2 black dice
Orc allies within LOS defend with Green dice

Knight upgrade:
Up to 3 black dice against any Orc.
"Healing Song" restores 3 BP
"Inspiring Tale" gives 2 dice

-------------
"Warlock" (Ranger):

Champion upgrade:
Wand substitutes 1 black die

Knight upgrade:
Wand substitutes 2 black dice
"Demonform" uses 2 dice

-------------
"Druid":
Champion upgrade:
"Shape Shift" adds 1 extra attack and 1 extra defend AND can be used at range, not just adjacent.

Knight upgrade:
"Shape Shift" uses 1 black die (for attack) and 1 green die (for defense)
"Pixie" can be used twice per quest.
-------------
"Rogue": (is he OP?)

Champion upgrade:
Dagger hits with black die (whether thrown or striking adjacent)
"Opportunistic Striker" skill attacks with two dice.

Knight upgrade:
Bandolier: always assumed to be carrying two daggers, and so two daggers can be thrown at once (2 dice ranged attack instead of 1). This stacks with Opportunistic Striker for 3 dice (2 black, 1 white).
Disarm traps like a Dwarf

-------------
"Monk": (is he OP?)

Champion upgrade:
substitute one black die when attacking unarmed
substitute one purple die when attacking with a staff or shortsword

Knight upgrade:
substitute two black dice when attacking unarmed
substitute two purple dice when attacking with any weapon he can use


I will soon need to add upgrade options for the two levels of the Berserker and Explorer heroes!
I am open to suggestions...


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » Wednesday February 19th, 2025 5:38pm

Brainstorming Upgrades for Chaos ("Dread") Spells. I realize these are used so rarely, but at a certain level I think a more powerful group of heroes can handle a more powerful villain:

Firestorm: No change... or maybe some monsters are immune? (fire based monsters, like using the orange translucent minis of Prophecy of Telor retail)

Cloud of Chaos/Dread: See above, maybe ghostly (green translucent or clear monsters like specters) are immune?

Ball of Flame: Target must roll a 6 to defend.

Tempest: No change. Or maybe hits multiple heroes within LOS?

Lightning: Bolt leaps from one target to hit multiple targets who are within LOS of each other even if not all in a straight line. Maybe secondary and tertiary targets get to roll one (first hit) or two (second hit) defend dice against the damage.

Summon Undead/Summon Orcs: Monsters get to move and attack immediately rather than just standing around the spell caster.

Escape: No change. Unless it leaves a wandering monster behind to fight the heroes.

Fear: Puts hero into "shock" (restricts their attack to 1 die, defense to 2, and movement to 1 die). Not sure if it should be a condition they have to roll out of or "really" put them into shock requiring mind point restoration. Probably the latter is too tough.

Command: Despite what First Light says, they get full use of Artifacts, Spells, even Potions. If the hero dies (reduced to zero BP) the spell is broken. If the hero is put into shock they could no longer resist the spell but another hero could administer a mind point restoring potion to them to get them out of shock (but not the spell). Still defend like a hero from any attacks while under the spell.

Sleep: same?

Rust: Destroys any single piece of "metal" equipment (still not artifacts), which if we go by the artwork on the Armory board only leaves the staff immune.

I guess really what I'm doing is mixing in the stronger spell effects found in Wizards of Morcar...!


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » Friday February 21st, 2025 7:16pm

jacerj22 wrote:3 ideas as an upgrade, for the berserker

the berserker can throw a hand axe and recover the hand axe after the monster is defeated.

black dice using an axe .

randomly recover a skill card when killing a monster that has more than berserker's current body points


Idea from Discord...

Still thinking about the Berserker and Explorer hero upgrades.


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