HispaZargon wrote:Daedalus wrote:Lothar wrote:The new Handaxe card doesn't restrict the Wizard, which I can only assume is an oversight.
Or is it? Other items new to the NA rules are not restricted to the Wizard that add a buff. There also are the Bracers (+1 DD), the Crown of Shadows (+1DD), and the Phantom Blade (no defense.) The 2 AD Hand ax might be part of a larger effort to power up the Wizard's combat ability and have something to spend gold coins on. Would that be a bad thing?
Hi, of course you could be right and maybe that was the Hasbro intention but I think it is difficult to accept seeing a Wizard allowed to use a 2 AD axe and at the same time not allowed to use a 2 AD sword... for my perception such rule sucks a little bit and goes so far from the typical image most of us has about what a fantasy Wizard uses to be, that's the reason I think this rule is more close to an errata that a whish from designers. Weapons like Phantom Blade may be more naturally acceptable for a Wizard since they are magical, but the handaxe is not. Anyway discussion is quite open, I hope an official FAQs from Hasbro could clarify it some day.
Gandalf used a sword in Tolkien, I'm not sure why D&D put class restrictions on armor and weapons typically used by fighters...oh wait YES I AM, because then everyone would be a sword wielding magic user badass rather than just a plain old fighter. Only elves and multiclass/duel-class characters were allowed such options originally but had restrictions elsewhere. Impossible to translate the fantasy genre into a playable game without setting limitations and power checks via rules such as class restrictions. Character classes are a necessary component of systematic rules generation for any type of fantasy game.
Let's face it, HeroQuest in all of it's forms is unambiguously D&D simplified; so is the Gauntlet video game, so are the Zelda videogames, same with just about every other video game regardless of genre (that has health, equipment, experience points or bonuses, leveling up, treasure/wealth accumulation, magic items, etc.) and all of the fantasy board games out there. It's all D&D and the rules originally devised to make imagination a playable game, and this is an artifact of Gary Gygax trying to make wizards have some limitations in power by restricting types of weapons and armor when in reality (if fantasy were real mind you) anyone could learn a few thieving tricks, a few magic spells, a few sword techniques, and perhaps be a clergy at their local church and bless stuff and banish undead too in the course of their careers.
Class restrictions attempt (and mostly work) to translate fantasy into a playable game but aren't very realistic. Wizards are the most powerful archetype of fantasy game character or class but have to take the long dangerous road to get there, if they were well protected by armor and could use weapons effectively as a fighter than all would choose to be wizards instead of fighters and the class system falls apart.
Think of it this way, fighters spend all of their time practicing techniques to improve their skills and become muscular and accustomed to wearing armor, while magic users spend all of their time practicing spells and reading books so lack the frame for armor and the skills to be effective in combat. Librarians vs. professional athletes or martial artists skilled in combat. I've also heard arcane forces are interfered with by base metals and disrupt spell casting as an in-game excuse why wizards cannot generally use mundane metal weapons and armor, but could use certain magic weapons and magic armor.
I think HispaZargon is correct that the omissions found are errata worthy mistakes because HQ uses class systems, so those restrictions need to stay in place; staff or dagger (or perhaps magic weapon) only and restrict non magical armor for the wizard class.