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b_0 wrote:You could also require the wizard to pass an intelligence test every turn to maintain the effect of that spell... a separate wizard intelligence test for each monster he tries to control, and a monster intelligence test as well. So two tests would need to be passed per monster, similar to how Dwarf wizards must pass an intelligence test to cast any spell. You could also make that spell component more expensive or only available in smaller quantities.
Neuralstasis wrote:Using the Re-Reforged rules, the maximum INT of a starting wizard is between 9-12 (based off a d4 roll) so that makes the spell MUCH more powerful, affecting 9-12 targets at a range of 11-12. So it's Re-Reforged's "problem"! (This could be an overpowering problem that affects a variety of other spells or abilities in Re-Reforged, I'll have to keep an eye out)
RECIVS wrote:*Slev’s campaigns, equipment, magic, and treasure may still need to be revised extensively. For example, Reforged implements a lowered PV scale, so the WS, ST, and TH modifiers provided by some of its artifacts and spells may need to be adjusted accordingly. Also, Slev’s Enemy Loot Table may need some tweaks, considering the changes implemented in this revision.
RECIVS wrote:It shouldn't be more powerful than in AHQ. I'm afraid you're using the Reforged version of the spell with my variant, which will certainly bring about compatibility issues. It seems you missed the first item on my to-do list (see this post):
RECIVS wrote:By the way, 14 spell components (350 GCs) seem like a lot.
RECIVS wrote:Maybe I'd also add that the spellcaster can't move and cast the spell in the same activation.
RECIVS wrote:s you've found out, Slev's magic system needs major fixing. Overpowered (and underpowered) spells are relatively common in Reforged. See Slev's version of the Flames of the Phoenix spell, for example.
I'd stick to the original spells for the moment; the problem is with the Reforged version of the spell books after all. Anyway, I'm afraid the magic system is the last thing I'm getting into. Everything else needs to be working properly before I start with magic.
Neuralstasis wrote:RECIVS wrote:It shouldn't be more powerful than in AHQ. I'm afraid you're using the Reforged version of the spell with my variant, which will certainly bring about compatibility issues. It seems you missed the first item on my to-do list (see this post):
Yeah the spell as written in Reforged is a less random that original AHQ, but it overpowered cos of the high base INT of the caster, particularity when comboed with enhancing which doubles the range and imposes a -1 to the targets INT test. I think the enhancing ability is crazy powerful even with the Reforged reduced stats. I think the caster should be able to apply ONE of the effects, not all of them.
Neuralstasis wrote:Getting further off track, I think allowing a starting character to have stats of 11 or 12 seems problematic.
Neuralstasis wrote:Maybe reduce the starting stat of INT and BR in re-reforged from 4 to 3?
Neuralstasis wrote:RECIVS wrote:By the way, 14 spell components (350 GCs) seem like a lot.
They got 8 starting components, the spent all 150gc on 5 more. Maybe I should just punish them for not taking anything else into an expedition...
Neuralstasis wrote:RECIVS wrote:Maybe I'd also add that the spellcaster can't move and cast the spell in the same activation.
Not a bad idea. Making it a ritual spell rather than cantrip would also cost 2 components to cast...
Neuralstasis wrote:RECIVS wrote:As you've found out, Slev's magic system needs major fixing. Overpowered (and underpowered) spells are relatively common in Reforged. See Slev's version of the Flames of the Phoenix spell, for example.
I'd stick to the original spells for the moment; the problem is with the Reforged version of the spell books after all. Anyway, I'm afraid the magic system is the last thing I'm getting into. Everything else needs to be working properly before I start with magic.
I probably shouldn't cos of the effort involved, but I'm very tempted to do a full examination and rework of all the spells for balance and suitability. As with many things in AHQ, the original spell list for bright wizards is a mess of effects that do not seem very balanced or appropriate to the background material. Maybe I could call it AHQ - Resummoned.
RECIVS wrote:None of my characters starts with stat scores of 11 or 12; they start slightly weaker than in AHQ. In any case, what's so problematic about it?
RECIVS wrote:The 1d4 roll is a mechanic I added to preserve the essence and feel of the random character-creation process in AHQ (sometimes you'll roll high and sometimes low just as in the original). You may see randomness is absent in Slev's Hero-creation system, which is not the "feel" of the original game if you ask me.
RECIVS wrote:My version of Magnus starts with IN9 (as he was lucky with the dice and has trained once already), so if you think it's too much, you may simply apply -2INT (or +2 instead of +1d4 during character creation). That would mean he couldn't train past IN10 in any case, though he may be able to use some other items and abilities to improve his INT.
RECIVS wrote:No healing spells, herbs, or potions? How are you healing your adventurers then?
RECIVS wrote:I'd stick to the original spells as much as possible, though. I don't think they're as unbalanced as you say. Could you please provide examples?
RECIVS wrote:So, what loot and treasures tables are you using again?
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