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TVC-15 wrote:Personally i'm a huge fan of letting monsters defend with the white shields (especially with the UK BPs, but also with the US ones). Sometimes the heroes get bogged down, but i think it works great. I didnt even know about the Japanese variant, i'm very tempted to give them a try.




iKarith wrote:TVC-15 wrote:Personally i'm a huge fan of letting monsters defend with the white shields (especially with the UK BPs, but also with the US ones). Sometimes the heroes get bogged down, but i think it works great. I didnt even know about the Japanese variant, i'm very tempted to give them a try.
I like the idea of monsters defending on white shields too as the players become more experienced. That's the "Monsters defend with blue dice" thing Kurgan does for elite monsters. I think HeroQuest is always going to be somewhat "easy" though because the maps work in such a way that heroes and monsters move around single-file in tight passageways most of the time and the EWP is just hoping to whittle away the heroes' resources.
If you really want the game to be even, you kinda need more RPG than board game, and you probably need the encounters to be UNbalanced in favor of the NPC/critters at least a little.
Example of a RP sort of encounter… There's four of you with 4, 6, 7, and 8 BP. There's six really tough looking critters in there, all with about 6BP each, give or take. They attack for 2-3 CD each and they can absorb 2-3 CD each (on white shields just like you do. The place where they are is fairly open, although there's cover for and from missile fire in the form of crates or something in the room. Not all six of the baddies are likely to be in the room when you go in, but … careful because if they're not, the ones who aren't there might show up behind you and kinda box you in.
They're basically your equals. And there's more of them, though possibly not all at once. A head-on fight might work, if you get the drop on them. March on in and start hacking them to bits! They won't know you're coming until you show up, so they may not have any welcome ready for you, other than the fact that they're the sorts of people and critters that know how to cause and contend with trouble. But it's even odds you'll have six of them coming at you at once. And if you don't, there's gonna be 3-4 of them in there with the rest showing up in ~ 3 turns, coming from any of 3 directions.
Do you fight them? You're as likely to die as they are. Do you try to sneak around them? Something clever with magic? Do you try to go in there and con them? Bribe them? Something else? Those aren't options in a board game. But they make an RPG more interesting because the frontal assault is designed to be risky on purpose. Perhaps it's even unfairly balanced against your players. Which works if they have the resources and a bit of cleverness.
HeroQuest is about the heroes being badasses who can march right in there and just slaughter things. It doesn't require as much cunning or creativity. See monster. Kill monster. Loot the treasure, next! It's supposed to get a little harder, to require more careful investment in equipment and a strategy for fighting things that could genuinely hurt your weaker heroes. But if it ever becomes unbalanced so that the heroes are totally in over their head by any fault but their own, they don't have any mechanic in the game to simply "play better".

Pancho wrote:iKarith, i find that the Evil Wizard Card deck goes a long way to ironing out most of the problems you highlighted. It makes the game much more interesting for Morcar and really keeps the Heroes on their toes. Morcar gets one card on each of his turns in which there are no monsters on the game board, so the other players have to think about moving quicker than they usually would, opening doors they wouldn’t normally open, and planning for events they wouldn’t normally encounter.




iKarith wrote:Pancho wrote:iKarith, i find that the Evil Wizard Card deck goes a long way to ironing out most of the problems you highlighted. It makes the game much more interesting for Morcar and really keeps the Heroes on their toes. Morcar gets one card on each of his turns in which there are no monsters on the game board, so the other players have to think about moving quicker than they usually would, opening doors they wouldn’t normally open, and planning for events they wouldn’t normally encounter.
I've played with Kurgan using these … it does a lot for keeping players moving, that's for sure. Some of the quests are still just not as fun as others. Prince Magnus's Gold was obnoxious and probably will be no motter what rules mod you play with. It was designed to be one where the EWP can tempt the heroes to do something villainous.
It's also kind of funny that those chests are SOOOO heavy your players can't carry that much … already walking around with twice that on their person.
Tell ya what, Magnus, those chests are yours? Gold is fungible. We're gonna go down there, murderhobo the lemony goodness out of everything that moves, smash open the chests, take what we find out of them, and we will return every gold piece of the value found therein, plus a little extra to cover the replacement boxes which will be creating jobs to help ensure the stability of the imperial economy? You good?Cool, then tell the carpenter to start makin' some boxes because we'll be back in a few hours. In the meantime, we have some greenskins to paté.
The expansions, particularly the US-exclusives … probably don't need any help to make more challenging. At all.




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