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HispaZargon wrote:I will open a delicate and probably already discussed point in other historic thread... but I see quite clear this point is an errata in Frozen Horror expansion, not mentioned yet on this thread, surprisingly.
- The Frozen Horror Quest Book, page 36: A note below the Mercenaries stats chart says the Crossbowman uses a broadsword to attack adjacent enemies. I know this afirmation is also writen in the classic Frozen Horror quest book from the 90s, but in my humble opinion this text is wrong. The correct text should say that the Crossbowman attacks with a shortsword to adjacent enemies, instead of a broadsword.
Here are my reasons: If a Crossbowman Mercenary were equiped as said in the Frozen Horror quest book, according to the Armory rules they may attack with 3 combat dice in any situation, including adjacently (with the broadsword), distantly (with the crossbow) and diagonally (with the crossbow again since nothing says the opposite in the Armory for diagonal attacks using a crossbow). However, a Halberdier Mercenary, who has the same stats of a Crossbowman and also same hiring cost (75 gold coins) cannot attack to distant enemies, he may only attack adjacently or diagonally. Therefore... Why both types of Mercenaries may be hired by the same gold price if one of them, the Crossbowman, has clear better capabilities than the Halberdier? For me it has no sense, the ranged attacks rare ability of the Crossbowman should have a penalization in other field compared with the Halberdier, which I think is the adjacent regular attacks, which should be reduced to 2 combat dice instead of 3. That's the reason I think the Crossbowman should wield a shortsword for adjacent attacks. Moreover, I think it also have more sense thematically (I see difficult to imagine a men-at-arms carrying a crossbow and a big sword to combat...).
HispaZargon wrote:Another point for discussion if it is an errata or not... let's see:
The Game System rulebook does not explain anywhere how many combat dice mayroll a unarmed Hero nor if rolling Skulls still damaged an enemy without using a weapon, but in my opinion, a rule to cover such situation should had been written there. I know that the rulebook is not intended to cover all possible situations, in fact the rulebook says that any rare situation should be solved by Zargon player, etc. Ok, but... what happen with a new Wizard who throw his single dagger in the first mission? Yes, the Wizard will automatically become an unarmed Hero.
Well, don't know what you think, but I see this situation really probable, which could happen very early in a game, especially playing with kids, so I see it could be enough to justify that dedicated rules for such situation should had been included in the rulebook.
I will not open here the debate of how to homebrew this, there are already other forum threads for such discussion, I am just declaring that in my opinion, there is a clear lack of rules in the rulebook about how unarmed heroes should combat.
HispaZargon wrote:Another point for discussion if it is an errata or not... let's see:
The Game System rulebook does not explain anywhere how many combat dice mayroll a unarmed Hero nor if rolling Skulls still damaged an enemy without using a weapon, but in my opinion, a rule to cover such situation should had been written there. I know that the rulebook is not intended to cover all possible situations, in fact the rulebook says that any rare situation should be solved by Zargon player, etc. Ok, but... what happen with a new Wizard who throw his single dagger in the first mission? Yes, the Wizard will automatically become an unarmed Hero.
Well, don't know what you think, but I see this situation really probable, which could happen very early in a game, especially playing with kids, so I see it could be enough to justify that dedicated rules for such situation should had been included in the rulebook.
I will not open here the debate of how to homebrew this, there are already other forum threads for such discussion, I am just declaring that in my opinion, there is a clear lack of rules in the rulebook about how unarmed heroes should combat.
cynthialee wrote:I can't remember off the top of my head which quest, but there is one in the main quest book where the heroes start with no gear. Attacks unarmed are made with 1 Dice, skulls are hits.
HispaZargon wrote:cynthialee wrote:I can't remember off the top of my head which quest, but there is one in the main quest book where the heroes start with no gear. Attacks unarmed are made with 1 Dice, skulls are hits.
Yeah, I knew it... but as lucapaschi said above, it is difficult to believe the rule of that quest if you compare it with the dagger rules. I can believe the Barbarian as Skull = 1 hit due to his muscles, but for the rest, I would homebrew it for more realism. Maybe for the Dwarf and Elf it should be White Shield = 1 hit, and for the Wizard should be Black Shield = 1 hit. Nevertheless, I think this is not the correct thread to discuss it, however I see quite clear there is a lack in the rules about that.
Kurgan wrote:A black shield for hitting to me is just a bit too weak, that's the kind of thing you reserve for crazy traps and such (my personal opinion) but I understand the desire to make the Barbarian stronger than the wizard when it comes to fisticuffs. The Wizard may spend a lot of time with no weapon, so that will just encourage him to keep is distance from any fighting all the more...
Kurgan wrote:So again to me this isn't an errata, but if you're looking for homebrew suggestions there are lots of ways you could try to "balance" it out. You could use Green dice for unarmed combat (2 in 6 chance of hitting rather than 1 in 6 as in the black shield scenario), but white for the dagger for the Wizard and Elf. Maybe make the Dwarf and Barbarian roll 1 white unarmed, but if they have a dagger, 1 black die. And yes, I would say if you have two shields, you still get to attack with 1 combat die since you always get to attack with one combat die.
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