I agree reworking the spell system is one for a different topic, but I'm talking about NOT reworking the spell system for only some of the spellcasters but not the others for a single quest book.
Kurgan wrote:Good point about Mind Lock and other spells working differently (uses of the spell vs. duration), but I don't think that hurts my larger point. If the tokens were replaced with standard cards, how does that system work any better?
Mind Lock and the other Mind spells don't work differently, they all use the tokens to track uses, Mind Lock uses the same tokens to track the duration of the spell (although this is different than for other duration spells like Sleep). Mind Lock uses 5 tokens to track uses, and the same 5 to track duration...
Spells are represented by cards, so the Mind Lock spell would be represented by a card, the tokens could then be used to track the number of turns that the victim was under the influence (although this and other spells use a spell break mechanism precisely so that you don't need a method to track the number of turns affected, they are affected until the spell effects are broken - or the caster is eliminated)
Kurgan wrote:The spells in HeroQuest function more like physical devices that take time to recharge after use (which some special objects can speed up, such as certain potions or artifacts or even multiply their effect).
If that were true, then a Wizard who is killed, his kit taken by monsters and lost, and then he is restored by the Elixir of Life, then he would have no spells at all and would have to buy them between quests, but no rules exist for spellcasters to buy spells between quests in the official game, why? because they aren't physical devices they are mental constructs so never need to be bought.
Kurgan wrote:Since monsters typically don't persist from one quest to another, their spell system is a lot simpler
Monsters and Heroes use the same spell system in HeroQuest because there is only one spell system. Spell casting in the world of HQ has a single set of rules that govern it, like gravity, it is a universal thing it doesn't apply to people differently depending on their allegiance
Kurgan wrote:That is the easiest excuse in the world to pull if one wishes. "Due to the magical nature of this dungeon, all X, Y, Z, will now be A, E, I, O, and U."
Indeed, they could have offered an explanation but they didn't, which means that it is left wide open for multiple interpretations again. If we use your logic as an example then "due to the magical nature of this dungeon...spell casters may cast the same spell multiple times as detailed in the quest notes" then how many times can the Wizard cast Water of Healing or the Genie spell and how do they track their uses, do we need several counters for all 12 hero spells?
If the special effect is due to the presence of the Pit of Chaos in the dungeon, then why does it affect evil but not good, and why does it still work for a spell caster AFTER the pit has been destroyed/closed?
Aside from any logical inconsistency of introducing 3 new spells that use a different magic system than the standard HeroQuest one, into HeroQuest, but only applying it to one side, what happens if you ever want to use any of those spells for a different caster, good or evil?
Wizard can select 9 spells prior to a quest, does 4 charges of Mind Lock, count as 4 spells or 1 spell? Can the Wand of Recall be used to cast 2 Mind Locks in one turn (and does that burn up to charges), how do you handle Mind Lock stacking with itself, can you store a "Mind" spell in the spell ring, if so is that one or multiple charges? and so on, I don't need answers to all of those I just mean it opens up a world of unnecessary complexity
There is a spellcaster, Petrokk in KK, I think, that has a Mind attack ability that is almost identical to Mind Blast, wouldn't it be easier just to reuse the same spell and system for him, instead he can cast once every turn and it doesn't even take up an action.