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Base Quests in four difficulty steps

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Re: Base Quests in four difficulty steps

Postby SaoirseIRL » February 27th, 2023, 4:21 pm

Anderas wrote:I was playing with Sotiris, his Play by Post game "Interactive Heroquest". It is a variant in which the players might decide the order of the quests by themselves.

I entered the game when they were about to play the 8th quest in a row; but because they could decide interactively in which order they play the quest, it was "The Lair of the Orc Warlord", with the task to kill Ulag.
In the base game, this is quest 3. You enter with almost-beginners, and it is easy to play this quest. Well, we entered with expert Heroes and a mercenary, and yes, we lost only some BP because someone of us was walking in the middle of a group of Orcs to see what they do with him.

So. Why not adapting entire quests? It has to be prepared, not on the fly.

I started with "The Trial". The Trial is generally perceived as being "very hard". It's true, for a green Hero group. If you throw in an veteran group with maximum equipment, the quest is not harder than "The rescue of Sir Ragnar" is for a beginner's group.

I am half the way through "The rescue of Sir Ragnar" now, and intend to remake the entire base game. I will care that, at any time, the game stays playable with the base game models only. Count Mohawk's work was a great help for that.

In the pictures below you see the original concept with three difficulty steps. The downloadable book has now four difficulty steps.
The Questbook is downloadable in my Drop Box.

For having a quick feedback, i also deeplink it here. Basically, i reduced the difficulty for beginners, and made it more difficult for a veteran group. I still think it is "hard", but it is definitely less hard than before.
Feedback is appreciated!

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For comparison: The original "Trial" has a difficulty of 29 for a green group, and 8 for a red group.
The rescue of Sir Ragnar has a solid 8 for a beginner's Group.

I considered putting another step inside, like between yellow and red. The step from yellow up to red is a bit large.
On the other hand, i wand that a red group has fun, even if they all have mercenaries on top of their equipment, so a "maxed out" step is definitely needed.


Hello Andreas, I've just stumbled across this post and am delighted to have done so. I love how you have qualified the strength of a group and colour coded it. This makes it very easy for the DM (me!) to see how to appropriately load out the map with monsters. I wish I had discovered your 'Questbook' sooner, as my main group of heroes are now at Quest 13. My other group are however are at 5 or 6, so plenty of quests to enjoy with your coding.

Have you gone on an adapted KK or RotWL with your system?
SaoirseIRL

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Re: Base Quests in four difficulty steps

Postby Anderas » March 11th, 2023, 6:39 pm

No, sorry. It was a tremendous effort to do all the calculations to get it right. For most of the other quests I just made a in-depth analysis.

Base rule: If your heroes have more than 6 potions of healings in total, add a fimir or a mummy to each room until they have less than 6.

In Elf Quest or Barbarian Quest or Morcars Mages or Ogre Hordes, don't do it, those quests are meat grinders. If they have no potion left, add a potion to any bookcase or alchemist table in the quest.


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Re: Base Quests in four difficulty steps

Postby SaoirseIRL » March 20th, 2023, 4:39 pm

Anderas wrote:No, sorry. It was a tremendous effort to do all the calculations to get it right. For most of the other quests I just made a in-depth analysis.

Base rule: If your heroes have more than 6 potions of healings in total, add a fimir or a mummy to each room until they have less than 6.

In Elf Quest or Barbarian Quest or Morcars Mages or Ogre Hordes, don't do it, those quests are meat grinders. If they have no potion left, add a potion to any bookcase or alchemist table in the quest.


Fair enough, I understand it must have taken a huge amount of your time. Again I must say, wow! Your system really adds to the longevity of the game as it allows so much replayability, depending on the colour used.

As you say, I'll use the extra monsters, along with the Evil Power cards to keep things interesting and dynamic for KK.


We've just finished Q7 in your booklet. Upon defeating Karlen, you now advise to scrap 'Karlen's Circlet' artifact?
SaoirseIRL

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