Retrieving "Lost" (thrown) weapons

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Re: Retrieving "Lost" (thrown) weapons

Postby mitchiemasha » Wednesday March 13th, 2019 8:37pm

Maurice76 wrote:Just out of curiousity, but are you also implying that after a room or corridor has been searched already and a thrown weapon ends up in it somehow, that the search can be performed again? Of course, with the only result of the thrown weapon being found.

Yes.

arch8ngel wrote:Personally, I play with the rule of "1 treasure search per room" rather than per-player. (which already wouldn't be favored by "uncooperative" hero parties)So that 1 search gets the normal treasure card or whatever special treasure event exists in the room.


(Edit: and, it would be favoured by those groups... limiting the searches increases the competition, the race to beat the other to the deck. Which works to heighten the danger of not searching for traps, in order to be that hero who claims the much rarer gold (at first i read your words opposite). The groups I've had have been cooperative but there's still a healthy amount of competition, especially on kill counts and rewards).

As do many people but that's why it's good to add the + item of furniture. Usually the special item will be in a room with something in it. For instance, the room with a weapon rack, an armoury, would get 2 searches. A room with 2 book cases would get 3. It adds that extra bit of importance to the furniture. The special item would take up 1 of the searches. This also fits with a treasure chest, adding an extra search to that room.

There are many important concepts hidden under the hood that made HeroQuest what it was... The increasing tension of the Treasure Deck, should we keep searching for that elusive hoard, a much needed potion of healing or are we too far past that point. Limiting searches for all rooms to be 1, regardless of contents, seriously removes this aspect of the game, the quests simply aren't large enough. Using the furniture is a happy medium to come between the 2. It also adds to the race aspect, 1 hero can now search the room more than once, should the room permit it (which usually doesn't happen). Thematically it works, an empty room is pretty much that, 1 search, a full room, a library, bookcases galore, is going to take a bit more time, combined efforts, multiple searches.

Nothing worse than when a new player... "so this furniture, it's pointless and has no meaning".
Last edited by mitchiemasha on Wednesday March 13th, 2019 8:45pm, edited 1 time in total.


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Re: Retrieving "Lost" (thrown) weapons

Postby arch8ngel » Wednesday March 13th, 2019 8:44pm

I like that idea, with each piece of furniture being distinctly searchable, and still limiting to 1 generic treasure search per room.

It has been a long time since I have had a chance to play, and that may well have been the common practice for my play group back in the day.


I don't think I would bother making the dagger token retrieval a distinct action though versus a simple automatic retrieval, though, just for flow if nothing else.
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Re: Retrieving "Lost" (thrown) weapons

Postby mitchiemasha » Wednesday March 13th, 2019 9:10pm

I edited my post as you replied...

Don't forget, what about the spear and the axe? for flow and simplicity, that's why i make it... "lost weapons are found if the room is searched" The rule is for all. An axe rolls 2Cd6 and due to how BROKEN works, :blackshield: :blackshield: discarded, 1 in 11. A dagger only rolls 1Cd6, :blackshield: that's a 1 in 6 chance it's gone.

It's worth noting that if a hero has +1 ranged or takes a potion, things are more likely to be BROKEN.


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Re: Retrieving "Lost" (thrown) weapons

Postby arch8ngel » Wednesday March 13th, 2019 9:37pm

What axe are you referring to that can be thrown?

I don't recall that one in the classic armory.



The skewed critical miss odds as dice are added is why I would favor the token concept (known limit of throws) for thrown melee weapons.

I don't think the pricing on the items is right to allow unlimited retrieval and throwing, but I am also in the camp that would consider limiting ammunition on the crossbow, or possibly having the critical miss concept show up there, since three black skulls will be rolled infrequently enough to provide an interesting narrative element without happening so frequently as to deter using the crossbow at all.
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Re: Retrieving "Lost" (thrown) weapons

Postby mitchiemasha » Wednesday March 13th, 2019 9:51pm

arch8ngel wrote:What axe are you referring to that can be thrown?

The Hand Axe is a UK equipment card. It's not on the US ed armoury but the various downloads available have it readded.


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Re: Retrieving "Lost" (thrown) weapons

Postby arch8ngel » Wednesday March 13th, 2019 10:23pm

mitchiemasha wrote:
arch8ngel wrote:What axe are you referring to that can be thrown?

The Hand Axe is a UK equipment card. It's not on the US ed armoury but the various downloads available have it readded.


Ah. I was familiar with the spear from that set, but I haven't ever actually played a game with any non-US equipment to delineate the other UK equipment from the fan made stuff.
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Re: Retrieving "Lost" (thrown) weapons

Postby Kurgan » Thursday March 14th, 2019 8:14pm

New mechanic idea: take off your helmet and fling it at the foe...!!! (2 Combat Dice, one for each horn) If you roll two black shields, the helmet lands on the enemy's head and grants him 1 extra defend die next time!
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Re: Retrieving "Lost" (thrown) weapons

Postby arch8ngel » Thursday March 14th, 2019 8:42pm

Kurgan wrote:New mechanic idea: take off your helmet and fling it at the foe...!!! (2 Combat Dice, one for each horn) If you roll two black shields, the helmet lands on the enemy's head and grants him 1 extra defend die next time!


In that case just go full A.D.O.M. and let the player throw anything they want out of their inventory for at least 1 combat die! :P
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Re: Retrieving "Lost" (thrown) weapons

Postby j_dean80 » Friday March 15th, 2019 7:20am

Throw a bottle of Potion of Strength for 1 combat die. On a Black Shield the bottle hits the monsters mouth and he gains the combat dice.
Blood - Good to the last drop


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