MonsterMotor wrote:Deploying monsters with diagonal attacks is actually more a matter of quest design than one of the set of rules. Since diagonal attacks are much more dangerous in THQ than in the normal rules, I was very cautious with that. But I am considering giving a diagonal attack to a white monster species also in my rules, so each colour set of monsters then has one species capable of performing such attacks. This would certainly fit best for the skeletons because they are wielding a scythe, agreed. But, such an upgrade will then require the heroes to act tactically very accurately in some scenarios in Return of the Witch Lord. Otherwise, they will perish very quickly.
MonsterMotor wrote:Yes, but again a matter of quest design only. I find it very natural when monsters leave a safe path for themselves to walk around in their homes
When you state that things are more a matter of quest design, whilst you are not wrong rule changes and quest design are two sides of the same coin, adding more restrictions on quest design to avoid or mitigate situations that a ruleset doesn't cover, doesn't feel like the best way to go for me.
There should be no reason why a dungeon builder cannot put a trap on the square behind a door, so the rules need to handle it.
Aside from this point of principle, you must remember that there are 100s of predesigned quests out in the ether already (from official, semi-official, not official but widely played and so on), reverse engineering all of those to fit any new quest design restrictions would be quite an ambitious project!
My reason for example for arming Goblins with Spear as standard is to increase tactical options for the EW. In the base game Goblins basically are just weaker Orcs, same tactics available, head on attack only. Arming them with Spears as standard has a few neat effects which thematically suit Goblins sneaky and cowardly mindset; it increases the maximum number that can attack at once from 4 to 8 making them more dangerous in numbers, it allows them to support attacks from stronger monsters by stabbing through the cracks rather than just forming an orderly queue - for example in the classic door blocking scenario a set up with a Battle Axe armed Barbarian plugging the door with Elf and Dwarf to either side armed with a Longsword and Spear, gives the heroes a total of 9AD, opposing this with a single attacking monster, an Orc perhaps with 3AD, is seriously unbalanced, even if he has queue of other monsters behind him. If 2 of those other monsters are Goblins armed with Spears then they can flank him with their diagonal attacks adding another 4AD to the equation, 9AD versus 7AD makes for a better engagement than queuing up one by one for a 9AD against 3/2AD meat grinder engagement) but you are correct, this may suit my ruleset (and the basic ruleset) better than your own version.
And monsters can already move safely around their homes despite traps in the base game (and my own ruleset) as they can safely move through trapped squares as they are familiar with the dungeon, its traps and triggers, so this change doesn't make this possible, it is already possible, but this change does reveal to the heroes where hidden traps are, for free, and cause potential stalemate situations by revealing this hidden information.
MonsterMotor wrote:Sure, you can obey such card limits. Thematically, I find it quite laughable that there should be only 1 crossbow, 1 battleaxe, etc. available for purchase for the great heroes on whom the whole world depends to save them. I don't know anybody who seriously plays with these equipment limits.
You do now, me!
HQ game rules, and those of many many other games, often impose unrealistic, even laughable, restrictions for the sake of improved game play (chess has only 2 knights in each army, really does the whole world only have 4 horses). Equally what kind of world only has 1 Barbarian, 1 Dwarf, 1 Elf, 1 Wizard for example, but the restriction applies in the base game, for me if it makes the gameplay better, then it should be seriously considered, whether "realistic" or not, and under the NA edition where there are no such card based restrictions, each hero (wizard aside) could be armed with 2 of each weapon, battleaxes, longswords, shields, throwing axes, crossbows (possibly even helmets!) which isn't particularly realistic either, so the "realism" challenge is equally applicable with or without equipment card limits in the base game. Restricting the equipment available forces choices on the players and ensures that they need to work together as a team, rather than each hero becoming a one-man band with a weapon for every possible scenario, plus back ups.
All of that aside and moving onto my next point of feedback
Fixed movement for heroes (and monsters)
Aside from the name change, you introduce the concept here that Movement, or Dexterity, is a fixed value that can be reduced by equipment, but you also state that the number cannot exceed the starting DX +2, which seems strange if there is a reduction, how would it ever exceed the starting number?
Fixed movement for heroes (in combination with keeping fixed movement for monsters) is an often proposed and discussed change, a lot of people have a gut reaction to “roll and move”, but what is often missed in these discussion and the rule changes that follow is that HQs “heroes variable movement versus monster fixed movement” contains an in-built and simple initiative system where, depending on the distance between the two figures, a lower roll can result in the hero not reaching the monster, giving the monster the opportunity for the first strike (which in many cases might be the only strike for lower strength monsters) or a higher roll resulting in the hero reaching the monster and getting the first strike. Changing to fixed movement for heroes eliminates this initiative variable, making movement especially in combat situations, and planning of a heroes' actions, far more predictable and dull and eliminates a fun part of the game when plans go wrong and players have to improvise…more relevant discussions under the Is 2 red dice for Hero move best? topic. I for one would want to keep the hero variable movement versus monster fixed movement principle which doesn’t mean the mechanism cannot be changed, but I think should remain variable for heroes.
The point that many people have made here, is that whilst that may (or may not) be relevant in a combat situation with monsters on the board, or at least on the board and within the vicinity of the heroes, it isn't relevant outside of that situation. However as HQ doesn't distinguish between "exploration" turns and "combat" turns like AHQ for example, it is possible and indeed common that a hero starts his turn without monsters present and then on his turn reveals monsters, so a rule that allows a choice of different mechanisms based on whether monsters are present or absent is flawed.
One example, and there are many variations, but I'll leave you to think these through, one such rule, the "official" take 8 mechanism where you can choose to take a fixed 8 movement squares if there are no monsters on the board (a non-combat situation), can be easily exploited by a player by ending a previous turn a square short of a door, behind which is likely to be a room containing monsters, so on his next turn instead of risking a low roll, moving to and opening the door, revealing the monsters, and moving short and giving them the initiative and the first attack(s), instead he takes the 8, then moves one square, opens the door and has a guaranteed 7 squares to move, gain the initiative, and get the first attack, effectively bypassing the variable roll which should apply in a combat situation.