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Plate Armour

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Plate Armour

Postby Daedalus » November 16th, 2013, 3:53 pm

I think my group also played it that Sleep could be broken on Zargon's turn. Intuitively, it makes sense that a monster gets to break something on it's turn as a reaction. There's no game-breaking need to do otherwise, but it does penalize the Wizard for going last in the Hero order (which is recommended in the Instruction Booklet). If a monster fails to immediately break the spell, it will get a virtually-immediate second chance to break the spell again if the Wizard doesn't begin the game earlier in the Hero turn order.

Contrast that to having the Wizard start the game first in the Hero turn order. If the monster fails to immediately break the spell, it is likely the other 3 Heroes will get a chance to attack it without it being allowed to defend. Only after those freebie Hero attacks will the monster get a second chance to break the spell.

I prefer to have Hero turn order not affecting the effectiveness of a spell. Since the card doesn't specify whose turn is used to break the spell, however, either way is acceptable.
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Re: Plate Armour

Postby sajungzak » November 16th, 2013, 4:43 pm

I've been toying with the idea of letting the heros go in any order they choose every rotation. Like Zargon can choose in what order the monsters attack. Any thoughts on this?
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Re: Plate Armour

Postby Sjeng » November 16th, 2013, 5:37 pm

yeah some people do that, but we play clockwise. takes some additional planning, which I think makes the game more fun.
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Re: Plate Armour

Postby knightkrawler » November 17th, 2013, 2:41 am

I let my players decide their order each turn. 30 seconds. I have an hourglass for that reason.
It's a houserule that each hero should at least once move first and at least must move last each quest. This I write down.
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Re: Plate Armour

Postby Sjeng » November 17th, 2013, 4:59 am

In Zombicide, the first player rotates every round. That player has a skull token, and at the end of all players turns, he hands the token to the person on his left.
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Re: Plate Armour

Postby Daedalus » November 23rd, 2013, 6:50 am

I've played Descent where players choose their turn order. It adds a bit of time as the group tactically and diplomatically discusses turn order. I prefer choice over brevity, though I haven't yet played a regular game this way (it works well in the PBP forum). Playing this way, I'd say it's best to have the monster try to break the spell immediately and then on Zargon's turn. I'd also mentioned to Ken before that it might be worthwhile to "tap" a Hero card 45 degrees to show a turn has been taken, then reset it on Zargon's turn.
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Re: Plate Armour

Postby torilen » November 23rd, 2013, 10:24 am

I would say let them move in any order they want - I like giving them the time limit, to keep the game
moving nicely.

I mean...taking turns only happens because it would be next to impossible to run things all at once -
unless you had one person for the monsters for every person playing a hero...

Then you could all take your turns at the same time and it would be chaotic and crazy like a real battle field,
and you just have to see who comes out standing at the end...


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Re: Plate Armour

Postby knightkrawler » November 23rd, 2013, 10:27 am

Daedalus wrote:I'd also mentioned to Ken before that it might be worthwhile to "tap" a Hero card 45 degrees to show a turn has been taken, then reset it on Zargon's turn.


I am a happy guy to have the turn markers from Descent. I use a lot from that game.
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Re: Plate Armour

Postby Balinor » December 21st, 2013, 12:02 am

This thread went all over the place.

Regarding Plate armor. Since I have just began to play again with my sons, I bought plate armor and quickly realized the movement penalty is not worth one defense die. If you think putting on platemail takes a long time imagine pulling on a 60lb chainmail huebark. Carrying a spare suit of either kind should result in movement penalties.

We have a very long RPG background and tend to rule that armor may not be changed when there is an enemy present. So no suiting the armor when you open a door.

Regarding shields with crossbow = The shield pictured in the armory is just that a shield not a buckler. It is a bit cumbersome and controlled by both an arm strap and a handle such as a European style heater shield or just a handle such as a Roman, Viking, etc centerpunch style or large wall type shield depending on historic shield types you allow or envision, therefore it would not allow you to load, aim or fire a crossbow with any amount of skill or efficiency.

Regarding spell resist or breaking we rule that a turn is all players and Zargon. Therefore if Zargon does not initially break a spell when cast he must wait one full turn to try again, meaning all players are allowed one action before the affected monster has a chance to break the spell. We of course play this the same way in reverse if Zargon cast a spell at a player to be fair.
This is exactly the opposite though of how we play a monster's free attack when discovered in a search. The monster is allowed one free attack and then again on Zargon's action on the same turn. We allow this as the effect of surprise. If a player searches and discovers a monster that monster gets an attack on the player who searched. If any players still have an action they are free to attack that monster before Zargon acts, if it was the last player in turn to search and discover that monster will get to attack a second time immediately but may choose to attack a different target and he may move at that point if he wishes.
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Re: Plate Armour

Postby Fullork345 » February 18th, 2015, 2:44 pm

Daedalus wrote:I think my group also played it that Sleep could be broken on Zargon's turn. Intuitively, it makes sense that a monster gets to break something on it's turn as a reaction. There's no game-breaking need to do otherwise, but it does penalize the Wizard for going last in the Hero order (which is recommended in the Instruction Booklet). If a monster fails to immediately break the spell, it will get a virtually-immediate second chance to break the spell again if the Wizard doesn't begin the game earlier in the Hero turn order.

Contrast that to having the Wizard start the game first in the Hero turn order. If the monster fails to immediately break the spell, it is likely the other 3 Heroes will get a chance to attack it without it being allowed to defend. Only after those freebie Hero attacks will the monster get a second chance to break the spell.

I prefer to have Hero turn order not affecting the effectiveness of a spell. Since the card doesn't specify whose turn is used to break the spell, however, either way is acceptable.


Good points. I never looked at it that way, but then again I don't think I ever did the recommended order.
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