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A Revision of Advanced HeroQuest Reforged

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Re: A Revision of Advanced HeroQuest Reforged

Postby RECIVS » Saturday September 1st, 2018 1:00am

Version 1.61

Minor corrections and wording changes have been made throughout the document.

Monstrous Creatures have been added to the bestiary; it now comes with more than 350 pregenerated Enemies to play with.

More than 25 Heroic Feats (adapted from Extreme HeroQuest) have been added to the game; it now offers more than 120 Heroic Feats to customize your adventurer(s). However, some of them may need more testing.

As usual, a list with the latest updates is included in the attached document.

Any feedback will be greatly appreciated.

AHQ-Revamping Squad’s Workshop
Last edited by RECIVS on Friday September 11th, 2020 11:13pm, edited 1 time in total.
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Re: A Revision of Advanced HeroQuest Reforged

Postby Daedalus » Saturday September 1st, 2018 4:04am

Wow, that's super-comprehensive. I liked the rules write up--all business without the fat--well done! Since I have no plan to play, I only checked a bit. Weight my opinion accordingly.

Cosmetically, it's a clear read. I like the bold font choice for the Rules title, but didn't appreciate it's use in other sections as much. That first combined-table page felt really crowded; I'd say split it over two pages for a more eye-pleasing layout. As someone new to your rules, I would have appreciated a stat-line header at the top of each Bestiary page, not just at the beginning of a monster section.

My impression about the Death Zone is it might benefit from shortening concerning which opponent is focused on with multiple figures. I'd knock out the stat distinction part and jump to random determination sooner for quicker play.

I thought I read something about Chaos Dwarves, but lost it. Will they become part of the Bestiary?
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Re: A Revision of Advanced HeroQuest Reforged

Postby RECIVS » Saturday September 1st, 2018 9:30am

Daedalus wrote:Wow, that's super-comprehensive. I liked the rules write up--all business without the fat--well done!

Thank you very much! It took me almost five years to reach to this point. Honestly, I thought it would be easier.

Daedalus wrote:Cosmetically, it's a clear read. I like the bold font choice for the Rules title, but didn't appreciate it's use in other sections as much.

Thanks again for the feedback. What other sections are you refering to?

Daedalus wrote:That first combined-table page felt really crowded; I'd say split it over two pages for a more eye-pleasing layout.

After playing a few turns you'll realize how convenient is to have all the tables in one place. Perhaps you'll even thank me.

Daedalus wrote:As someone new to your rules, I would have appreciated a stat-line header at the top of each Bestiary page, not just at the beginning of a monster section.

As you may see, it is a mod for Reforged, so the player needs to be familiar with Slev's rules in order to start playing. Once you become acquainted with Reforged, the liner won't be an issue anymore. I'll include it in my to-do list anyway.

Daedalus wrote:My impression about the Death Zone is it might benefit from shortening concerning which opponent is focused on with multiple figures. I'd knock out the stat distinction part and jump to random determination sooner for quicker play.

I think it is more fair and tactical as it is than with random determination, which would add even more dice rolling. Also, with some practice it becomes easy to determine the target. However, the system is versatile and easily adjustable, so you can tweak almost everything to your liking.

Daedalus wrote:I thought I read something about Chaos Dwarves, but lost it. Will they become part of the Bestiary?

Chaos Dwarves have been included on pages 127 and 128.
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Re: A Revision of Advanced HeroQuest Reforged

Postby Daedalus » Saturday September 1st, 2018 2:46pm

RECIVS wrote:
Daedalus wrote:Cosmetically, it's a clear read. I like the bold font choice for the Rules title, but didn't appreciate it's use in other sections as much.

Thanks again for the feedback. What other sections are you refering to?

I mean the Updates and Tips and Tactics headers. It's only a preference, but I think having the Rules set with its own dominant font singles it out as the primary work. Having each major section set with the big font also works as a unifying tool, of course. I offer niggles, but they needn't be taken seriously.

RECIVS wrote:
Daedalus wrote:That first combined-table page felt really crowded; I'd say split it over two pages for a more eye-pleasing layout.

After playing a few turns you'll realize how convenient is to have all the tables in one place. Perhaps you'll even thank me.

With all the tables needed to drive the game, no doubt you're right. If I ever get my friend's AHQ game, I'll have to try it out.

RECIVS wrote:
Daedalus wrote:I thought I read something about Chaos Dwarves, but lost it. Will they become part of the Bestiary?

Chaos Dwarves have been included on pages 127 and 128.

Thanks. It's all there plain to see. I think I was a bit overwhelmed and scrolled past the section title. I thought they were Chaos Warriors--d'oh!
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Re: A Revision of Advanced HeroQuest Reforged

Postby RECIVS » Tuesday September 4th, 2018 11:28pm

Daedalus wrote:I mean the Updates and Tips and Tactics headers.

Those are supposed to produce flashbacks from the 80's :lol:

Daedalus wrote:I offer niggles, but they needn't be taken seriously.

Your feedback is much appreciated. I'll think about it.

Daedalus wrote: If I ever get my friend's AHQ game, I'll have to try it out.

Cool! My advice is to get acquainted with the original game and then start with Reforged.
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Re: A Revision of Advanced HeroQuest Reforged

Postby RECIVS » Sunday December 1st, 2019 2:00am

Version 1.7

The whole document has been thoroughly revised and corrected. A detailed list with the updates is included as usual.

After all these years of dedication (some may say obsession) I can say the variant has reached a very decent level of consistency and balance, although some parts may still require more playtesting.

The different game mechanics and elements adapted from other systems and variants are combined with Slev’s rules and our own in order to provide what I believe is a consistent (old-school) dungeon-crawling experience that intends to preserve the essence of Advanced HeroQuest. It also allows purists to simply omit some of the new content for an experience even closer to the original.

Although with V1.7 the core of the variant is now completely defined, I have not even started adding new Campaigns, Equipment, Magic, and Treasure, which would be the next phase of the project. Nevertheless, at this point I can confirm the base system requires no further changes, and those parts I have not yet revamped (but have already worked with) may only need minor compatibility adjustments that do not have an impact on the game itself. In the end, it is an open-ended base system, subject to further additions and modifications by other enthusiasts.

I recommend this variant for Reforged players who are looking for an upgrade. While it is obviously not the easiest game to get into, nor do I think it would appeal to someone who does not already like Reforged, it is not that difficult once the player is familiar with Slev's rules. A little patience and dedication may be very well rewarded.

It has been almost five years since I started with this project, which, by the way, took much more time and effort than expected, including the struggle with grammar. It was simply too much work for a single person, but I am not a quitter. I had to make it work as my legacy and tribute to the original game. I am satisfied with the result so far. It ended up being my most immersive experience with a boardgame ever. Perhaps it is time for me to take a break and come back in a year or so with a fresh pair of eyes.

As always, any feedback is greatly appreciated.

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Re: A Revision of Advanced HeroQuest Reforged

Postby RECIVS » Saturday September 12th, 2020 1:00am

Version 1.71

The whole document has been revised again. Minor grammar corrections and slight adjustments of writing style have been made. There is now less capitalization and italicization in the text.

Several new tweaks and adjustments have been made to be consistent with the latest version of Reforged. A detailed list with the updates is included as usual. Any feedback is greatly appreciated.

AHQ-Revamping Squad’s Workshop
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Re: A Revision of Advanced HeroQuest Reforged

Postby Stig » Sunday November 1st, 2020 4:14pm

Wow ive just read this thread, cant wait to have a look. Congratulations on a huge effort to perfect the game you love. Im looking to get into AHQ, but as mentioned before the rules seem verbose (I never got on with the original rulebook) and you seem to point new players in other directions - so we shouldnt start here?


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Re: A Revision of Advanced HeroQuest Reforged

Postby RECIVS » Sunday November 8th, 2020 2:10pm

Thank you! I'm working on the last details of version 1.75, which will include some simple but significant tweaks to the Hero-creation mechanics. Perhaps you may want to wait a few more weeks before embarking on a new campaign. As you say, the original rules could've been more concise. You may start with my summary of the basic rules; I think it's readable enough. ;)
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Re: A Revision of Advanced HeroQuest Reforged

Postby RECIVS » Friday December 11th, 2020 2:00am

Version 1.75

The entire text has been revised once again. Besides the usual minor corrections, some simple but significant changes have been implemented:

Generating the Dungeon
*This variant used to follow the Tobaro’s Bane approach to stairways and quest rooms, which is now abandoned in favor of Slev’s system (I think it provides more varied results). Therefore, Slev’s default rules for stairs and quest rooms now apply, except for the Quest Room Features, which are now optional when the Party Experience is equal or lower than 12.

Hero Creation
*The starting values of the Heroes’ Core Characteristics have been tweaked as a consequence of the new restriction on Specialization (see Heroic Skills below). In previous versions, this variant allowed unlimited training via Specialization at a cheaper price, so most characteristics started lower than in AHQ in order to give room for advancement. However, now that training is limited (as in the original), if the starting values remain as low as before, then most characters will never be able to reach the higher part of the spectrum. Therefore, in order to bring the starting values closer to what they used to be in the original, they have been increased by one point (excluding Speed which has been reduced by one point).
*After selecting Paths, Heroes now increase their Weapon Skill, Bow Skill, Toughness, Speed, Bravery, and Intelligence by adding 1D4 points to each one of those characteristics. It is a combination of the original AHQ system with Slev's, intended to preserve the essence of both.
*Bonus Points are now used normally (as in Reforged); one Bonus Point may no longer be used to increase a Core Characteristic more than once. However, two Bonus Points may now be used on the same Core Characteristic if its starting value is four or less.

Play Sheets
*The GM Play Sheet has been improved, and it is now available as a separate download for more convenience. In an attempt to flatten the learning curve, it now also includes a ready-to-play example with the four original AHQ characters. It may save a daunted newcomer hours of preparations.

Heroic Skills
*Specialization may now be taken only once per Core Characteristic, except Weapon Skill and Bow Skill, which may be increased to the maximum of 12. Also, it now costs 600 Gold Coins for each Core Characteristic point, except Weapon Skill and Bow Skill (which still cost 750 Gold Coins for each point). After some consideration, I decided to preserve the original mechanics as much as possible. I believe limited training goes more in tune with the original feel of the game, and it also makes the Hero-creation process more relevant and varied.

A detailed list with the updates is included as usual. Any feedback is greatly appreciated.

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