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Original heros

Discuss new Rules for HeroQuest.

Original heros

Postby burglekutt » November 25th, 2025, 6:13 pm

How should the original Hero's have been designed to even things out? Here's mine:

HEAVYS:
Barbarian - perfect, all weapons and armor.
Dwarf - perfect, loses a BPoint but gains Lock Picking.

SUPPORT:
Elf - Bow 3Att or... 2Att & 2Att (two shots), no 4Att weapons or 4Def armor.
Wizard - He's fine considering.

Any hero with a Heal Spell should be considered SUPPORT and not have access to 4Att weapons or 4Def Armor, otherwise you hurt the two team dynamic.
Alternatively if the Elf only had a 2pt Heal Spell I think I could make an exception for him having a 4 Def max armor.

Do you guys agree with this or would you do it different?
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Re: Original heros

Postby MULE » January 27th, 2026, 6:02 am

Playing with the classic EU rules I think the original four are pretty great. We homebrewed Spellcasters can attack AND cast a spell each turn making them less vulnerable and stuck at the back. In addition we stop massive loadouts by counting a roll of all black shields as a piece of broken equipment...

An attacking example - If you carry a "broadsoward" and roll 3 combat die. A result of three black shields would mean it must be discarded. If the Hero has no equipment cards left they default to their base stats.

In defense - You are a dwarf wearing a helmet and carrying a shield so you roll 4 dice. A result of all black shields would mean the character can choose to discard either the shield or the helmet card and next time defends with three dice.

It keeps them well balanced within the game and allows for some more "NOOOOOOO" moments.
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Re: Original heros

Postby BlackJax » February 10th, 2026, 8:08 am

MULE wrote:Playing with the classic EU rules I think the original four are pretty great.


I agree but I did come up with a very rough idea for Hero Generation rules but I only really used it to check the balance between the four original hero types, two new hero types that I picked up from the Inn somewhere and my own Amazon Hero Type to make sure they were all balanced but I'll share it anyway as it might be of use and/or interest.

Hero Generation.pdf
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BlackJax HeroQuest Compendium
Line-of-Sight One Pager
Exploding Combat Dice
:blackshield: = "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
:skull: = "skull"
:whiteshield: = "shield" cancels out a skull (hero & monster)
Snake Eyes
If you roll :roll1: :roll1: on your movement roll then the evil wizard player may immediately place a Wandering Monster
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Re: Original heros

Postby Thrasher79 » February 10th, 2026, 12:09 pm

Hello,

We have made some adjustments to our rules to make the individual heroes more balanced. The wizard was always the biggest problem. Too weak compared to the others. Thanks to our house rules, he is now a welcome hero in every group.
Here are a few excerpts: (I translated this into English using the internet, but I hope the rules can still be understood):
Image
Image
Image

These are the most important cornerstones for us. This allows heroes to develop their characters in a targeted manner. After completing a few adventures, heroes become fairly balanced. The wizard, for example, can then choose from a fairly large pool of spells. It is the expansion of the individual elements that makes him strong. Various attack spells and effect spells are added here. Our wizard, for example, currently has 7 physical strength points, 12 intelligence points, and can cast a total of 25 spells from his spell decks plus up to 3 guild spells. He has 3 dice for attack and 4 for defense. That is the maximum. Our system doesn't allow for more than that. As the game master, I now have the problem of having to make the challenges appropriately difficult, but it's also a lot of fun to be able to let loose :-) 2 ogres in one room plus a few Chaos Elite Warriors are always welcome, at least for me :-) That way, I can give the heroes a good fight.

Greetings, Thrasher79
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