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elvyler wrote:Has anyone made a homebrew ruleset yet where the 4 hero's are minions of Zargon and Zargon sends them on a quest and the GM would be Mentor? Just asking because I think it would be interesting and now it seems the lines are being blurred between what's good and what's evil


arntisdale wrote:I'm curious if the new rules will flesh out the line-of-sight rules. The only line-of-sight rules I ever came across in the original HeroQuest were not very specific. It almost came down to a 'well, whadda you think?' to decide if something/someone can be 'seen'


lestodante wrote:elvyler wrote:Has anyone made a homebrew ruleset yet where the 4 hero's are minions of Zargon and Zargon sends them on a quest and the GM would be Mentor? Just asking because I think it would be interesting and now it seems the lines are being blurred between what's good and what's evil
Yes, I had in mind (but never realized) to do something with the 4 Wizards of Morcar so the player can have fun using their spells. A small quest where every player can use one of the evil wizards and have to face man-at-arms along the dungeon until they reach the Heroes as final bosses or just the Wizard Hero.
Each evil wizard will start from a different point of the board.
Also another idea was to plan some sort of competition beetween the 4 wizards where they are running to reach a common goal and the first one to reach it win the game. So at the end they have to fight each others.


Kurgan wrote:lestodante wrote:elvyler wrote:Has anyone made a homebrew ruleset yet where the 4 hero's are minions of Zargon and Zargon sends them on a quest and the GM would be Mentor? Just asking because I think it would be interesting and now it seems the lines are being blurred between what's good and what's evil
Yes, I had in mind (but never realized) to do something with the 4 Wizards of Morcar so the player can have fun using their spells. A small quest where every player can use one of the evil wizards and have to face man-at-arms along the dungeon until they reach the Heroes as final bosses or just the Wizard Hero.
Each evil wizard will start from a different point of the board.
Also another idea was to plan some sort of competition beetween the 4 wizards where they are running to reach a common goal and the first one to reach it win the game. So at the end they have to fight each others.
I was just thinking about how to creatively do "play as the bad guys" campaigns. You might even have two teams, the Heroes vs the Anti-Heroes (with Zargon taking a much more passive role as banker/board sweeper). I like your ideas, you two should start a thread on it!


arntisdale wrote:I'm curious if the new rules will flesh out the line-of-sight rules. The only line-of-sight rules I ever came across in the original HeroQuest were not very specific. It almost came down to a 'well, whadda you think?' to decide if something/someone can be 'seen'


Oftkilted wrote:That’s entirely a fair assessment. It’s going to be interesting to see where Hasbro/MB takes the lore. I’m personally not sold on the new models for either the warlock (her arms look like thin sticks and the face is oddly proportioned [edit: though that might have just been the initial render on the site]) and the Druid model looks out of place, I’d have expected something more “wood elf” or human ‘tribal shaman’ look.
The bard is definitely not as much swords and sorcery and Warlocks tended towards “evil”. It’s a solid shift towards a high-fantasy and away from the ‘grim darkness’ of the prior setting.
Kurgan wrote:And I spoke too soon again... an "updated" Druid was just posted (Mizebo beat me!). Much more 60's than 90's, somewhat of an improvement I agree, but I'm still not sure if I want it...
I guess since these are fully digital and the production wouldn't start before next month anyway (when the fundraiser ends), they have time to update everything. Looks like they just added a few layers/textures in this case. Almost looks like something you'd create on HeroForge (and that's not a knock against them).
I see also the new card behind the figure clearly says "Druid Spells" so that means she'll have at least 2 (wonder how many) cards unique to that class. That means play-testing, hopefully...
See, for me I get distracted by the main kickstarter page that has been the only one updated for a long time, and I forget to check the main page or the blog thingy. Thanks for the alert!!
And the Druid stuff... figure updated, but card image still reflects the old sculpt.
Funds-wise, it's another $340K away from this Druid character. Maybe she'll play better than she looks? Time will tell...
Orc26 wrote:At 4 million they should add gender swaps for the 'new' Heroes too... But then again do we want a male druid in skinny jeans?
[Ok, I'm going to stop complaining that I don't like how the druid looks. Just had to get 1 more jab in.]
Goblin-King wrote:I wasn't a particularly big fan of the Warlock sculpt. A little too weird with the crystal parts, but sure...
I actively dislike the druid. Just a straight up boring and stupid design. Those yoga pants... It really takes some talent to make a miniature this lame.
But I freakin' hate the orc bard...
Just why? Why why why?
Bard is already the most ridiculous class in RPGs, and to add insult to injury they are making it an orc.
We are in a dungeon slaughtering orcs, and now they expect me to want an orc in the party. Get real.
What a joke; but not a very good one. This is the kind of hero you make when you start to run out of ideas.
We aren't exactly drowning in new stuff, and this is what we got over the cleric or ranger from Sorasil...
...
Credit where credit is due though... I really like all the alternative monsters. They look great and add some variety to the dungeon.


lestodante wrote:arntisdale wrote:I'm curious if the new rules will flesh out the line-of-sight rules. The only line-of-sight rules I ever came across in the original HeroQuest were not very specific. It almost came down to a 'well, whadda you think?' to decide if something/someone can be 'seen'
The original UK version clarify this very well. The US version changed something instead. I guess they will follow the US rules but I find the UK rule better.
In the UK (or European) version a miniature in the same room is ALWAYS visible.
In the US version they only specify that you have to follow the rule of tracing the line and miniatures can interrupt the line of sight for casting spells too.


Cael Darkhollow wrote:As far as my own opinion goes, halflings are fine but to me the term "Warlock" is a male witch


Darkfox190 wrote:Cael Darkhollow wrote:As far as my own opinion goes, halflings are fine but to me the term "Warlock" is a male witch
Personally, I think in a setting with a male villain called the "Witch Lord", that the gender distinction argument for Warlock being a male witch loses all of it's ground. While in the real world those terms are gendered, in the HeroQuest world they don't seem to be, and that's fine. Many of the new customers finding HeroQuest are going to be familiar with D&D these days as well, where Warlock just means "Person that gets their magic from a powerful magical entity", and the term won't be out of place being used that way here for them.
Just my


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