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New spells, equipment, monsters, heroes and a few new rules

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Re: New spells, equipment, monsters, heroes and a few new ru

Postby Templar » Monday November 21st, 2011 3:38pm

We have a wiener! It is indeed from Diablo 2...looking forward to game no 3! I'm gonna play a Monk 8-)

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Re: New spells, equipment, monsters, heroes and a few new ru

Postby el_flesh » Monday November 21st, 2011 7:57pm

Man I have spent soooooo much time on D2 - that game is, by far, the absolute MOST value for $$$ I have ever ever spent on entertainment. And I've spent a lot.
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Re: New spells, equipment, monsters, heroes and a few new ru

Postby Goblin-King » Tuesday November 22nd, 2011 3:00am

el_flesh wrote:Man I have spent soooooo much time on D2 - that game is, by far, the absolute MOST value for $$$ I have ever ever spent on entertainment. And I've spent a lot.

Absolutly! For a couple of years I basically played nothing but D2-lod! Too bad the never really fixed all the bugs and the duping problem.

This is now a Diablo 2 appreciation thread! :lol:


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Re: New spells, equipment, monsters, heroes and a few new ru

Postby Templar » Tuesday November 22nd, 2011 4:06pm

Cool with me! A paladin attacking with sacrifice while using the fanaticism aura...man, that's some sweet monster killing :D

Just a small sidetrack to this diablo 2-thread:

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Wilderness spells
Shadow hunter: This spell can be cast on any player. The player rolls one more and monsters attacking the player rolls one less attack dice untill the spell is broken.. Shadow hunter has no effect against attacks by spells. The spell is broken when the player moves.
Hightened senses: This spell can be cast on any player. The following is in effect until the spell ends. The player recieves one additional defence. After loosing a body point, the player may reroll one defence dice, and after loosing a second body point the player may reroll one additional defence dice. When the player looses a third body point the spell ends.
Haste: This spell can target any player. The player rolls three dice and use the highest two for movement, until the spell is broken. The spell is broken when a rolled one or two are used for movement.

As you were...
Last edited by Templar on Wednesday February 8th, 2012 9:35am, edited 3 times in total.
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Re: New spells, equipment, monsters, heroes and a few new ru

Postby Templar » Thursday January 26th, 2012 12:59pm

Here is my spell school Art of Transformation

Etherform
This spell can target any player. The target will have a three dice immaterial defence and a one dice psycic attack BUT can only move with one dice untill the spell is broken. The spell is broken after a roll of six has been used for movement.

Wolf form
This spell can target any player. Untill the spell is broken, the player rolls an extra dice in defence and the players movement must be the shortest route to the closest miniature. If the player reaches this miniature it is attacked with three dice, once OR twice. The spell is broken when the player has caused five body points of damage.

Regeneration
This spell can target any player. This spell restores up to two body points for the player. Other players standing in any of the four squares next to the target regains up to one body point each.

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Re: New spells, equipment, monsters, heroes and a few new ru

Postby sadkitchen » Thursday January 26th, 2012 2:01pm

Come on you guys, why would any of of play a game set in a fantasy world with the goal of destroying monsters wherever you go....
What the heck am I talking about I love D2. :)

On a side note (actualy the main note) Hightended sences seems very OP. Rock skin gives you 1 Die until you take 1 damage. This spell ups your defense to 3 'after you have taken' damage. Consider possibly a reroll action with this spell as: This spell can be cast on any hero. That Hero can reroll one combat die that he has rolled in defense per attack. Once he takes a damage he can reroll 2 dice per defense roll, and when he takes a second damage he can reroll up to 3 dice per defense roll. When the hero takes a third damage the spell ends.
Just my oppinion. You can throw it out if it doesn't fit your playstyle.

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Re: New spells, equipment, monsters, heroes and a few new ru

Postby Templar » Thursday January 26th, 2012 4:07pm

I like it! It feels more...symbiotic, rather than just adding on defence points.

Rock skin in the european version gives you +2 defence dice until you get hurt...so if a player first casts higthened senses and then slams on rock skin when he has taken 2 points of damage, then he/she has a rather good defence going on. :D But if this combination is to good, then I suppose I can lessen the effect of hightened senses even further...
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Re: New spells, equipment, monsters, heroes and a few new ru

Postby Daedalus » Friday January 27th, 2012 8:27pm

Wow, you really have a lot of spell ideas here! I'm not sure about one...

Templar wrote:Wolf form
This spell can target any player. Untill the spell is broken, the player rolls an extra dice in defence and the players movement must be the shortest route to the closest miniature. If the player reaches this miniature it is attacked with three dice, once OR twice. The spell is broken when the player has caused five body points of damage.


I don't understand the wording "...it is attacked with three dice, once OR twice." Are you describing 2 attacks of 3 combat dice each? If so, then you may want to consider the multiple attacks rule from the Barbarian and Elf Quest Packs. The rule only allows for 1 defense against monsters with multiple attacks. Some people may try to apply it to your spell, making it more powerful than intended (basically, a 6-dice attack).
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Re: New spells, equipment, monsters, heroes and a few new ru

Postby Templar » Saturday January 28th, 2012 9:13am

Daedalus wrote: The rule only allows for 1 defense against monsters with multiple attacks. Some people may try to apply it to your spell, making it more powerful than intended (basically, a 6-dice attack).


I have heard this rule several times on this forum, but have never understood where it came from. Thank you for pointing it out! |_P
In my mind, and from what I understand from my swedish rules, you allways defend yourself when attacked (unless under the influence of "Sleep"). I will try to remember to make this clear to everyone who comes to play with me...

My thought with this spell was that the player MUST attack the nearest miniature if he can, but he or she can choose if there is only one attack or two attacks...in principle this is strictly from my reasoning that if you have transformed yourself to a werewolf and are filled with bloodlust, there is still a small part of you that do not want to attack your friends, and this conflict of the wolf/human minds makes your attacks against your friends less violent. This, of course, depends on the players not having deep resentment towards each other :lol:
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Re: New spells, equipment, monsters, heroes and a few new ru

Postby cynthialee » Saturday January 28th, 2012 10:49am

I would require attacks on nearest target at a full dice grip regardless of affiliation.
Don't want the werewolf beating you up? Be smart on how you cast it.
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If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
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