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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
lestodante wrote:Too much roll s for my tastes.
lestodante wrote:But if a weapon start to break after 2 or 3 quests it sucks. At least they should have some longevity.
Anderas wrote:You could simplify by giving the rust spell to every third dungeon boss - that also has this particular "har har har" effect a dice roll could never transport!
arntisdale wrote:What about the carrying capacity system? Any thoughts?
lestodante wrote:Weapon swap is always permitted and doesn't count as an action if there are no monsters.
But if there is at least one monster the player needs to roll a die when he wish to equip the BOW: if a skull is rolled he swap succesfully and fast enough so he can also attack in the same turn.
If a shield is rolled instead he swap weapon anyway but not fast enough so he will miss his action for that turn. He must wait next turn to attack.
No weapon swap is allowed if a monster is adiacent.
I will make the die roll required only when he wish to equip a weapon that requires two hands (crossbow, bow, sword+shield or 2-hand axe) and not when he wish to use the sword because it is faster to unsheathe a sword than to take an arrow from the quill, charge the bow and shot.
Palindala wrote:I am afraid I will miss chances as master to destoy in the end by forgetting about the rule.
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