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Jalapenotrellis wrote:Just looking for confirmation that if the quests are played as a series, the heroes/Champions still return to full health between quests as they get their spells back too. They just can't spend money or sell items found. My group didn't see a strong downside to not playing them as a series due to the 20 full heal potions they get between them. Seems like a no brainer, since they didn't change their order or spells prepared anyways for the last two expansions.


cornixt wrote:The quests weren't numbered, they only had an order by being on the next page of the booklet. On our first playing, we picked quests randomly, which we only found out wasn't a good idea when two of the quests were directly related. If the rulebook tells you to do the quests in order then we missed that part.
Once you have played through “The Trial” you are ready to undertake the other Quests. These should be played through in the order they appear in the Quest Book.
= one hit
= one hit & pushback
= cancels one hit



The Admiral wrote:Jalapenotrellis wrote:Just looking for confirmation that if the quests are played as a series, the heroes/Champions still return to full health between quests as they get their spells back too. They just can't spend money or sell items found. My group didn't see a strong downside to not playing them as a series due to the 20 full heal potions they get between them. Seems like a no brainer, since they didn't change their order or spells prepared anyways for the last two expansions.
For me it depends on the situation. If the Heroes are stepping through a door, or ascending some stairs straight onto the next quest, then I allow absolutely no recovery of BP, MP or spells. I also allow no recovery in a harsh barren environment like the northern chaos wastes even if there is time between linked quests.
If there is a very limited time (approx 1-2 days) between quests in a resource rich environment (e.g. Empire), or a longer time in a resource poor environment (e.g. Badlands), then I allow limited recovery. This is very subjective and I will make a judgement call for each situation. Limited recovery is half of all BP, MP and used spells back, rounded down.










Kurgan wrote:Why do this? Is the "increased realism" that important to people, or is it because we are dealing with a party of over equipped super heroes who have too many potions, scrolls, etc and seem unstoppable? Another way to cut down on this would simply be to raise the prices of Alchemist shop healing potions (or make gold less plentiful, whichever is easiest, maybe both).
Very rarely do any of the official quests state you don't automatically heal and have access to shops between quests. Dark Company is one (it being basically a four parter self contained advanced adventure, under the EU rules), and the quest 9-10 path for MOTM and FH are another. Rise of the Dread Moon imposes the restriction on certain quests but even then not completely... there are opportunities for mid-quest healing at the Hideout and merchants that appear to give you access to the Underground market at times (the longest stretch is 3 quests, but with an opportunity to visit at least one shop and one hideout within that duration, the app version stretches it out to 5 quests, oddly enough; the hideout shows up mid-quest three times and the underground market twice if I recall correctly).
Even as grueling as Dark Company was intended to be, it also included "Shrines" where you could have a chance to regain lost body points and even previously used spells! (this is incidentally the only official instance of a quest restoring previously defeated monsters if you returned to the same board map a second time).
Prophecy of Telor has a stretch of 6 quests in which you aren't allowed to shop in between (and one more instance of a two parter with no shopping before the end).
Avalon Hill, like Milton Bradley before them obviously realize that there are lots of fans out there who WANT to have the "no restore between quests" homebrew in there, so they worked with that, but you notice they gave other opportunities rather than just flat out making it a blanket thing with no other compensation.
In a first for official HQ, Jungles of Delthrak explicitly allows you to change your turn order mid-quest! (not counting of course the "activation" thing from the Arena modes in ATOH).
Again, you do what you like, but wanting to make it "more realistic" should be weighed with the other risks... like making the quest too difficult, eliminating some of the fun (shopping is fun... a lot more fun than just carrying thousands of gold coins with you and finding yet more you can't use possibly for multiple sessions to come), and stopping opportunities (spells don't return so good luck if you picked a spell caster character!).
Now if you allow everything mid-quest, I guess you're doing the same thing as allowing it between quests, just drawing it out a little more, but only marginally increasing the difficulty. But making each expansion essentially a single 10 part quest to me seems like a very bad idea if you make no other tweaks to compensate.
ATOH's remake didn't even bother with a "quests as a series" optional rule, but even in the original version it is explicit that mind points restore between quests (and body points strongly implied to do so, regardless of if you chose the large healing potion option). ATOH's restrictions originally prevented the Elf & Wizard from changing their spells between quests and visits to the Armory but not much else.
The (1990 ATOH) restrictions on not shopping between quests in this format isn't that big a deal when you consider at least lore-wise they expect you've completed the GS already (which means you've likely bought all the equipment you care to) if not also KK & ROTWL beforehand. And since there were no Alchemist Shops in the EU editions, not much to spend your gold on at that point (mercenaries being introduced in Wizards of Morcar released years after this one). Of course ATOH remake didn't add an Alchemist shop, so whether you used one or not is up to you. The remake edition allows you to essentially farm supplies by playing random Arena mode matches between quests (well, if Zargon doesn't mind.. at the very least there's a chance of the heroes dying in the attempt!)... and it doesn't say you can't visit the Armory between quests.
Do whatever you want at your table, but in my humble opinion a complete blank restriction on between quest help (as if the entire campaign was a single quest) with no other changes is a recipe for disaster.


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