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MonsterMotor wrote:Actually, I see the different versions of HQ still as one. I work mostly with the older German sets + original BQ and EQ. Apart from this, the THQ monster stats are closer to those from the US version/the new print.
MonsterMotor wrote:Now, I fully agree with your point that upgrading the monster defence from black to white shields is a signifigant change in difficulty. This was the main reason why I mentioned a slight difficulty increase in the intro text. Maybe some people actually like to have a higher difficulty. There is no exact compensation for this here, but there is some:
If we assume that monsters roll 3 defence dice on average, this change effectively gives them extra protection from 1/2 point of damage. To compensate this, we would require that all hero attacks gain 1 additional die. Therefore, the THQ barbarian has now regular access to weapons with 5 dice, which is 1 die more than the battleaxe (the strongest original weapon). Also the combat spells have got a lot stronger than they were before. The regular attack capabilities of the other heroes remain largely unchanged, though.
MonsterMotor wrote:But in addition, you also recognised that every figure now only gets 2 chances of damage reduction in melee combat (1 defence, 1 evasion) per turn. This means that damage from any 3rd or 4th melee attack on a monster will get through. The heroes have plenty of choices to equip themselves with diagonal and reach weapons to achieve such attacks. On the other hand, the same rule also acts against the heroes. That was the reason why only very few standard monsters (the fimirs/abominations) were granted diagonal attacks in this set of rules.
Bareheaded Warrior wrote:MonsterMotor wrote:The "door blocking" tactic is often cited as an example of an emergent property of the rules that creates a poor in-game experience. To be clear door blocking is and should remain a viable tactic in certain situations, but in the basic game rules, it rapidly becomes THE tactical choice in most situations. This combined with the poor experience of Barbarian plugging the gap and slugging away at a group of monsters one by one as they step into the gap, creates a situation where only one hero player and one monster are engaged for potentially a lengthy period, repeatedly. Many players acknowledge this as an issue and suggestion like the push back rules, or increasing the number of monsters with diagonal or missile attack weapons and similar ideas, are all intended to REDUCE the effectiveness of door blocking, so whilst it may well still be the best option in certain situations, it does NOT become THE go-to tactic is the majority of situations.
I feel that you "limited defence" change, significantly increases importance of enemy numbers, and therefore significantly increases the number of situations where door blocking is the best tactic which drives behaviour towards more door blocking rather than less which I think is moving in the wrong direction.
Rule changes – dexterity and movement: Main attributes: These are body (BD), mind (MN), and dexterity (DX). „New“ attribute dexterity: This determines the movement points (MV = DX points modified by carried equipment, but cannot exceed the hero's start-DX plus 2) as well as the evasion value (EV). Encumbering load: Carried equipment may reduce the MV points. This occurs independently from whether the equipment is in use or just carried in the backpack.
Bareheaded Warrior wrote:I'm not sure where that second attack that the hero would need to evade would come from in the door blocking scenario, as the first monster to move and attack the hero (attack 1) would block any further monsters from moving into the same square to attack the hero again. Granted on subsequent turns with careful placing the EWP might be able to roll off the first monster after attacking once and replace with a second monster for a second attack, but that would only work if the first monster survived the heroes attack, potentially 1-3 heroes attacks if positioning and diagonal attack weapons are in play.
Bareheaded Warrior wrote:Anyway, moving onto the next point of feedback...
Name and Label ChangesRule changes – dexterity and movement: Main attributes: These are body (BD), mind (MN), and dexterity (DX). „New“ attribute dexterity: This determines the movement points (MV = DX points modified by carried equipment, but cannot exceed the hero's start-DX plus 2) as well as the evasion value (EV). Encumbering load: Carried equipment may reduce the MV points. This occurs independently from whether the equipment is in use or just carried in the backpack.
There is a lot of changes in a short space here that if I break it down cover
a) terms of attribute or characteristic names/labels
b) fixed movement for heroes
c) movement penalties based on equipment
d) evade rules
So I’ll try and decompose these and cover each one separately starting with name/label changes for attributes and characteristics. It might also be worth reworking this section of your text as it is a very dense area of changes that are hard to absorb when presented together and might benefit with being broken down and presented separately.
Bareheaded Warrior wrote:Base HQ, we have the following values followed by their common but not necessarily official abbreviations
Movement Squares [MS or move] or Dice, Attack Dice, Defend Dice, Mind Points, Body Points so if I’m reading this correctly this is in part a relabelling exercise;
• Body Points [BP] now using [BD]
• Mind Points [MP] now using [MN]
• Attack Dice [AD] now using [AT]*
• Defend Dice [DD] now using [DF]*
• Movement Squares [MS or just move] for Movement Squares but this is now replaced with Dexterity [DX]
Where the changes are cosmetic only, I would question the value of deviating from convention here, as it adds another difference between your rules and the common rules or conventions that doesn’t really add any value.
*These two you don’t mention in this section but mention later in the document, which makes sense in the context of heroes as these values are driven by their equipment rather than themselves, but makes less sense in the context of monsters where the values and equipment are fixed, so it might be worth covering them all in the same section, just a thought.
The change from Movement Squares to Dexterity appears to be more than just cosmetic, however I still think that the name change isn’t required, it doesn’t really add any value but moves away from the familiar, and in the document even after the stated movement squares is now Dexterity [DX] you still often refer to MV throughout the rest of the document. Also Dexterity means ability to manipulate things with your hands so equating that to movement doesn’t make sense. In my own version the movement value is really more of an initiative value than a movement value (and that could be argued for the original) but I decided not to change the label as might be more accurate or precise but it is yet another difference for no material benefit.
MonsterMotor wrote:Now, the door blocking scenario is something that will always be present in HQ to some extent. These spots are natural bottlenecks and will be used by all figures to their advantage. Using the THQ rules will not eliminate this circumstance but changes how it can play out.
MonsterMotor wrote:Apart from the direct melee combat, there are also other changes of relevance for door blocking tactics. One is the removal of traps behind doors and that monsters must not enter squares with traps. If a monster now approaches a door, the heroes know that there is a safe passage, so they are not scared to enter the room when the right moment comes. Furthermore, since ranged weapons are a little weaker now, they do not snipe the monsters in the room ahead so easily.
Bareheaded Warrior wrote:My version, with increased diagonal and missile weapons for monsters (for example all Goblins are armed with Spears as standard, Skeletons scythes allow diagonal attacks, Goblins armed with short bows are more common than in the original and so on) largely rebalances the contest where door blocking is involved and the push back rules mean that a defender blocking a door may well be pushed back by or positions exchanged with the attacker even on the first attack.
Bareheaded Warrior wrote:Whilst I understand the logic of banning traps behind doors (although I'm not sure how it relates to door blocking), to avoid a situation where the rules as written don't really work, this feels artificial or contrived to me, so I have changed the rules so that handling of traps works whether they are behind doors or anywhere else, but that aside, preventing monsters from moving onto or through trapped squares feels problematic to me. If you have a passage containing a hidden trap, this would prevent monsters from closing with the heroes, it would reveal the hidden trap to the heroes and would leave them with the non-ideal choice of either an indefinite stalemate, with monsters being unable to engage the heroes, and heroes being unwilling to engage the monsters on the other side of the trap as doing so would put them at a serious disadvantage.
Bareheaded Warrior wrote:Also you mention missile weapons being deliberately weakened and in your first post you mention "crossbows dominating the field" but the First Edition of HQ has a principle of "Equipment Cards limiting availability" repeated and explicit mentions of needing to be holding the Equipment Card, not being able to purchase Equipment without the Card being available, taking the physical card, and the presence of duplicate cards in the deck, shield and helmet and so on mean that only 1 crossbow is available (and this same principle in retained in the Japanese edition). The Second Edition (and the subsequent Character Sheet from the Adventure Design Kit) seemed to muddy the water by removing the duplicate cards, providing space on the Character Sheet to record the details from the Equipment Card, but stopped short of getting rid of Equipment Cards or from changing the text suggesting you needed to be holding them. It was never clear in the Second Edition whether cards were supposed to limit equipment or not, some parts of the game suggested that they were, other parts suggested that they weren't. This tended to mean that players who started with First Edition, continued with that principle, those that started with Second Edition were mixed. North American edition resolved this by scrapping Equipment Cards entirely, which was more clear, but caused a load of issues around handling excess equipment, storage, carrying capacity, carrying limits, movement penalties, dominance of crossbows that were never addressed.
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