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Re: Advanced Heroquest, Where is the Love?

PostPosted: January 22nd, 2016, 11:13 am
by slev
mitchiemasha wrote:
slev wrote:I changed it so that you can keep moving if also in a friendly deathzone. Much easier to track.


I like this, it makes perfect sense. The other hero is engaged in battle not you. if you end movement in the zone a Hero in the zone could then move away (if not moved), representing that the other Hero has engaged the Baddie!


It's typical of the kind of changes I made to the system. It's now much more dynamic, and i seems to have fixed all the flaws (at least those shown with four or five years of playtest), even down to eliminating deliberate grind by the Heroes!

Re: Advanced Heroquest, Where is the Love?

PostPosted: January 22nd, 2016, 2:58 pm
by Baylor_OgreBane
Sooooooo..... who is brave enough to turn all the random tables into cards to see if that works any better?

Re: Advanced Heroquest, Where is the Love?

PostPosted: January 22nd, 2016, 4:42 pm
by slev
That changes the whole probability distribution of each chart though.

Re: Advanced Heroquest, Where is the Love?

PostPosted: January 22nd, 2016, 5:36 pm
by Baylor_OgreBane
slev wrote:That changes the whole probability distribution of each chart though.


Ahh that's better, people were agreeing with me for a bit so I thought something had changed! Good to see everything is back to normal :p

Re: Advanced Heroquest, Where is the Love?

PostPosted: January 22nd, 2016, 6:13 pm
by Gold Bearer
slev wrote:That changes the whole probability distribution of each chart though.
Not if you use the right amounts of each card it doesn't. ;)

Re: Advanced Heroquest, Where is the Love?

PostPosted: January 22nd, 2016, 6:49 pm
by slev
Gold Bearer wrote:
slev wrote:That changes the whole probability distribution of each chart though.
Not if you use the right amounts of each card it doesn't. ;)


At which point you have to reshuffle the deck each time you draw, which makes it slower than using the charts :P

Re: Advanced Heroquest, Where is the Love?

PostPosted: April 19th, 2016, 4:11 am
by Daedalus
mitchiemasha wrote:AHQ is great for playing HQ on, especially some kind of no EWP, dungeon generator.

Sounds a lot like Toco's system. He introduced it to the Inn in this topic.

Re: Advanced Heroquest, Where is the Love?

PostPosted: April 30th, 2016, 7:57 pm
by Valnar Nightrunner
I guess that HQ players are not AHQ players... AHQ players are usually true RPG players. Because AHQ is not ONLY a dungeon crawler. It is a true RPG. All right, you'll need lot of different models to play in an interesting way. But I have my personnal option for that : paper models, realesed with models shot, just like that :

Image

Image

Image

Image

Image

Image

Today, we can resolve easily that kind of problem. Ok, that's not as good as true metal or plastic models...

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 11th, 2018, 3:03 pm
by RECIVS
mitchiemasha wrote:
slev wrote:I changed it so that you can keep moving if also in a friendly deathzone. Much easier to track.

I like this, it makes perfect sense. The other hero is engaged in battle not you. if you end movement in the zone a Hero in the zone could then move away (if not moved), representing that the other Hero has engaged the Baddie!

It seems you're describing the original rule. Slev's tweak works differently: A model (Hero or Henchman) may move out of an enemy DZ if it is also in an "overlapping" friendly DZ. This means that a model is not necessarily required to move into an enemy DZ in order to release a friendly model from there. My revision goes back to the original rule.

Gold Bearer wrote:The art style.
Tables instead of cards.
D12s instead of combat dice.
Modular board

I believe it all boils down to taste and preference. Personally, I love AHQ for those same features, adding its solo mode to the list. I haven't yet found another tabletop tactical dungeon crawler that delivers the same level of unpredictability and tension playing solo.

Valnar Nightrunner wrote:I guess that HQ players are not AHQ players...

As someone once said: "There are two types of tabletop dungeon delvers in this world: The ones who like HQ for its simplicity, and the ones who don't like HQ for its simplicity"

AHQ is obviously more deep and tactical than HQ, but the rules are not that complex. It all depends on what is regarded as "complex". If HQ is the standard of complexity, then most tabletop dungeon crawlers that I know are more complex than HQ.

It is true that the vanilla version of AHQ is flawed and even broken, also that it needs a heavy dose of house rules to be playable at all. However, the system has enormous potential, and it can be easily modded. Some people (like me) may find it compelling rather than disappointing.

AHQ requires dedication. It is clearly a niche game, and it may not be for everyone.

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 12th, 2018, 6:58 am
by Valnar Nightrunner
Indeed !

But I wish to back up on a previous post from.... sorry I forgot who exactly... AHQ is NOT canibalising HQ because its rules was builded BEFORE HQ rules. MB asked GAMES WORKSHOP for more simple rules after the first reading. Short after, the same year in fact, GAMES WORKSHOP decided publishing the very first version of the rules under the title "Advanced Heroquest".

By the way, it is a little stupid to say that models in the AHQ box are less interesting that the variety of the HQ box models, because ALL the HQ material is usable withe the AHQ Rules. No need to give in the AHQ box the same material, if you have HQ, you HAVE enough materials and models to play AHQ. Skavens was used in the AHQ campaign "The Quest for the Shattered Amulet".

Excuse in advance my poor english :oops: