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Mind points for rerolls?

Discuss new Rules for HeroQuest.

Re: Mind points for rerolls?

Postby mitchiemasha » Monday July 29th, 2019 10:28am

hightechartist wrote:I'd seen the Evil Wizard cards while looking around. I really like them!


If you don't get chance to print a deck a similar alternative is to use the Chaos Tokens from Advanced HeroQuest. Not quite as varied only having 6 outcomes but multiples of the same. The rules for which are in my signature.


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Re: Mind points for rerolls?

Postby wallydubbs » Tuesday September 17th, 2019 12:35pm

I totally get where Hightech is coming from; he wants to make the mind points more interactive with the game. Respectively I also see the point mitchie's been trying to get across, but it doesn't change the fact that adding or removing mind points will have little consequence unless you're fighting a spell caster. The Dwarf will still know how to disarm traps if he loses a mind point or two.

I too have feld that the Mind Points should have some extra value, however I'm not on board with them being a currency for rerolls; that's why we have Potions of Battle. The other option of reading a spell scroll and rolling for mind points is gold, though.

The later quests, particularly Frozen Horror and Mage of the Mirror do introduction poison cards in the Treasure deck that could reduce mind points, as well as a Sky Orb artifact, which does nothing if you're not losing mind points.
Because of the added difficulties and length of these later quests the Wizard will run out of spells much more quickly, so I proposed in another thread to base spell casting abilities off of mind points. This way, by giving the Wizard the Talisman of Lore it makes him much more useful in the later quest packs once you include the Wizards of Morcar spells.
Also, if he loses a mind point he'll lose a spell set. I also thought of applying this to the Elf: 5 mind points still allows him only 1 spell set, but he may choose 6 Elf Spells instead of 3.
If the Dwarf moves up to 4 mind points he may cast Earth Spells but ONLY on himself.

This may work well enough in my groups, but others may not like it, as is their right, but I just thought I'd throw that alternative out there.
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Re: Mind points for rerolls?

Postby mitchiemasha » Wednesday September 18th, 2019 8:57am

Don't get me wrong. I'm all for bringing Mind more into the game. There's many mods i love that do as such.


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Re: Mind points for rerolls?

Postby Spookyhappyfun » Wednesday September 18th, 2019 3:34pm

wallydubbs wrote:I totally get where Hightech is coming from; he wants to make the mind points more interactive with the game. Respectively I also see the point mitchie's been trying to get across, but it doesn't change the fact that adding or removing mind points will have little consequence unless you're fighting a spell caster. The Dwarf will still know how to disarm traps if he loses a mind point or two.

I too have feld that the Mind Points should have some extra value, however I'm not on board with them being a currency for rerolls; that's why we have Potions of Battle. The other option of reading a spell scroll and rolling for mind points is gold, though.

The later quests, particularly Frozen Horror and Mage of the Mirror do introduction poison cards in the Treasure deck that could reduce mind points, as well as a Sky Orb artifact, which does nothing if you're not losing mind points.
Because of the added difficulties and length of these later quests the Wizard will run out of spells much more quickly, so I proposed in another thread to base spell casting abilities off of mind points. This way, by giving the Wizard the Talisman of Lore it makes him much more useful in the later quest packs once you include the Wizards of Morcar spells.
Also, if he loses a mind point he'll lose a spell set. I also thought of applying this to the Elf: 5 mind points still allows him only 1 spell set, but he may choose 6 Elf Spells instead of 3.
If the Dwarf moves up to 4 mind points he may cast Earth Spells but ONLY on himself.

This may work well enough in my groups, but others may not like it, as is their right, but I just thought I'd throw that alternative out there.


Some good stuff in here. I like it!
My Quest Book Edits - In Progress
My Quest Locations - In Progress


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Re: Mind points for rerolls?

Postby wallydubbs » Thursday September 19th, 2019 7:33am

Thanks Spookhappy.
I also introduced Magically Sealed Doors in certain quests (Melar's Maze, Borrak Tor, etc), where the hero needs to roll 1 red die equal to or less then his mind points to open. If he fails the door will blast him and he'll lose one body point. This will make the Wizard more important, with 6 mind points he won't have to roll.

In addition to improving the Wizard's ability, I made adjustments to Wizards of Morcar: I changed the way Fireburst traps are set off. Fireburst and other Magical Traps can only be detected by the Wizard (and Elf if he has 5 or more Mind points) on a "Search for Traps" action.
By extension, Magical traps can be disarmed with a "Dispell" spell or clouded over with a Cloak of Shadows, also disarming it since Magic cannot be used in the Cloak of Shadows.
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Re: Mind points for rerolls?

Postby Tott » Thursday September 19th, 2019 9:52am

mitchiemasha wrote:The mind points aren't useless. There's a hidden balance in the characters. The Mind point pays for your skill and your total attributes add up to 16.

The Barbarian has weapon skill and brute strength (+1Ad6). The Dwarf has weapon skill and traps. The Elf has weapon skill and 1 magic. The wizard has 3 magic.

Barbarian: "B8M2:10" "Weapons Y:1(A2D2:4)5" "Skill +1A:1" = 16
Dwarf: "B7M3:10" "Weapons Y:1 (A2D2:4)5" "Skill Traps:1" = 16
Elf: "B6M4:10" "Weapons Y:1 (A2D2:4)5" "Magic:1" = 16
Wizard: "B4M6:10" "Weapons N:0 (A1D2:3)3" "Magic:3" = 16

B+M=10
A+D+S=6

S=Spells and/or Skill


so was this a formula released by the games designers or what?

whatever its origin, i dont see how it would prevemt the mind points being spent on something extra such as rerolls, however, from a thematic point of view i cant really understand why rerolls would cause you to lose mind points (when you get to zero you're unconcious) i would rather see them used to soak certain damage types or negative effects in much the same way that body points do. in effect, the mind points would be more like santity or will power. in that case certain monster types (wizards or ghosts maybe) could do mind damage instead of physical damage.
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