by drathe » April 24th, 2009, 10:55 pm
While reading your post, I too, had a sudden thought! Which expands on your idea which I think is an interesting one.
A.) If a fails to roll any Skulls whilst attacking, the weapon becomes less effective (-1 Combat Die). Requiring a Hero to have their weapon tempered/repaired between Quests for a fee, or purchase some sort of sharpening stone/repair kit which has a limited number of uses. Once a weapon is reduced to zero dice, it becomes useless and unrepairable.
B.) If a Hero rolls all Skulls while defending, the armour becomes less effective by (-1 Defence Die). Requiring a Hero to have their armour repaired between Quests for a fee, or purchase some sort of patch/repair kit which has a limited number of uses. Once a piece of armour is reduced to zero dice, it becomes useless and unrepairable.
C.) Damaged Equipment may be sold for 50% less their value (rounded down) for each reduction in its strength. Example, a Battle Axe has a resale value of 225 (half of 450). One damage (combat strength of 3 dice) would equal a resale price of 112 (50% of 225). Two damage (combat strength of 2 dice) would be 56 gold in resale value (50% of 56) and a combat strength of 1 would equal a resale value of 28 gold (50% of 56). Equipment with their combat strength reduced to zero is worthless and cannot be sold back to the armoury.
Overall, your idea is nice and simple, fitting well into the spirit of HeroQuest. My addition makes things more complex, but may fit well into an Advanced HeroQuest ruleset.
The only question with both ideas is what happens with weapons with a combat strength of 1 die? Also, the weaker the weapon, the higher the odds of rolling all Black Shields, no Skulls or all Skulls.
