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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Goblin-King wrote:Quite frankly, our house rule is that the equipment you enter the quest with is the equipment you use for the entirety of that quest.
SirRick wrote:I've noticed that in the past where sometimes heroes have a huge stockpile of potions.
A potion found in a search must be used before returning it to the deck. Keep the card in addition to carry capacity.
Boosting combat with a Potion and/or Spell, the weapon is broken at its default power, increasing the risk of damage.
mitchiemasha wrote:Goblin-King wrote:Quite frankly, our house rule is that the equipment you enter the quest with is the equipment you use for the entirety of that quest.
That's all good and well until you have a crossbow and can't use it adjacent.
mitchiemasha wrote:What if you find a new weapon and don't want to throw away your old. if a player wants to do something i prefer it to be included, but extremely simple. No one likes the "No you can't do that" remark, over and over, especially new players, you get that sunken brow look and a "well that's *lemony goodness*", they'll leave the table hating the game.
Many lock the weapon to the full round either allowing swapping at the start or the end, which does work to prevent milking... But i prefer the Bonus Action mod, as the same function writes into many other tweaks with out being it's own unique thing, reducing the bloat effect and need for lots of writing, explaining.
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