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"Goblin-King"]Let me see if I get this right.
Is it your actual movement roll you use to determine if you can use the different attacks?
If you roll 8+ you can throw a spear.
If one of the dice is an actual 4 (or 5) you can use the other two skills?
As an extra action or instead of your normal action?
For starters I think the heal spell is grossly OP. Morcar will never win again!
For the spear throw I have a suggestion for a completely revised skill. Take it or leave it
Start your turn by declaring if you want to throw a spear at an enemy.
Make movement roll. 2d6 as normal.
Now you can sacrifice 2 movement as many times as the throw allows.
For each 2 movement you sacrifice you may roll a white die in an attack against your target.
minimum is 1 wd max is 6 wd.
If you choose not to spend all your movement you may still use the remaining amount to actually move.
Goblin-King wrote:Well, my reasoning for wanting to beef up throw is that other classes can just get the crossbow which is free to use and grants 3 wd.
Sacrificing movement (which is supposed to represent running to throw the spear) is a way to make it potentially more powerful, but at a cost.
The Road Warrior wrote:If sacrificing the movement represents running to throw the spear why not make the Amazon move the squares first to use the skill.
e.g.
When throwing a spear immediately after moving you may roll one additional combat die for every 4 squares moved.
'Hmm. ok, I run round in a circle three times and then launch my spear with 5 combat dice.'
'Ahh crap '
Goblin-King wrote:Ah okay, I see.Well, my reasoning for wanting to beef up throw is that other classes can just get the crossbow which is free to use and grants 3 wd.
Sacrificing movement (which is supposed to represent running to throw the spear) is a way to make it potentially more powerful, but at a cost. And it's random.
On average you roll a 7 with two red dice. That would allow a strength of 3 wd. Once in a while you get 4 and sometimes only 2 or 1. Only on a roll of double 6 do you get 6 wd.
Personally I don't find an average of 3 wd OP - and you can never expect a great roll when it really matters.
If the price is 3 movement/die the average attack is 2 wd. Then you just want the crossbow.
Dam i forgot crossbow... that movement points to WD is not bad att all i hav to test few test QuestNow that I get how the heal works, I would still want to change it around a bit.
The problem is that you have a skill that only has 1/3 chance of actually working. If you are in a situation where you actually NEED a heal you can't afford to stand around and re-rolling.
But on the other hand, if it always works it's too OP.
It's hard to make a healing class for HQ!
Maybe make it a "survival" skill instead. Each time she is reduced to 0 BP, roll a dice. Skull = heal 1 BP
hmm i hav to think this HEALING skill again.. like you cant use or try it before you are 50% BP.. etc.
Another option would be to make a set of spell/ability cards specifically for her.
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