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Kurgan wrote:Hasbro/Avalon Hill... please fix the issues in Frozen Horror before release. Or failing that please do your dardest to inform all buyers of the EASY fixes to what is the second most broken and surely the most difficult HeroQuest set ever officially released due to sloppy editing, rushed production and clear lack of playtesting. Remember, very few players actually played these quests back in the day so they will have less nostalgia. What they are buying is an IDEA... that this was the "one that got away" by the time they placed their order or saw it was already removed from production (sounds like players who found out about the pledge drive too late or the Guardian Knights 2 days after pre-orders were announced).
If they include an "errata" with suggestions for improvement, that will satisfy me. Or if they want to have "difficulty levels" or "advanced mode" or something, where one is (broken) vanilla and the other is "tweaked to be comparable in difficulty to the earlier quests or at least not such a jump up" that's even better. Players can still get the 1992 quest book online and compare to see what it was originally, I suppose. Other than making the Frozen Horror an "it" we don't know what changes to the gameplay will be made. While before I was praying they didn't touch the mechanics for the GS/KK/ROTWL, now I'm asking for the opposite, because by default, the Frozen Horror BQP was "broken." Not all buyers are going to be hardcore fans of the internet community here to seek out the fixes and use the homebrew sander to buff out the rough edges.






cornixt wrote:I don't have faith that we'll get anything other than a reproduction with all its flaws like what has been made so far.
I feel like this site should collaborate to produce an unofficial errata, a one page printout that can be spread around the internet easily. This site seems to have more of a scattering of ideas that are not so easy to find.
1) Discount for Merc retention (WOM it was 10 gold to retain each surviving Merc). Encourages heroes to not throw them away like cannon fodder, and able to buy more of them (we have twice as many mercs to buy now!) from quest to quest.
2) Escape mechanic for Yeti hug attack. early draft notes indicate it was to do only 1 BP damage per round and the Barbarian has a chance immediately and on his future turns to roll 2 combat dice... single white shield means he avoids damage that round, 2 white dice means he breaks the hold. Yeti CAN defend from outside attacks while in the hold but does so with 1 die less.
3) Recovery from "Shock" state possible. Bring your Mind Points above zero and that character recovers.
4) Trapped treasure chest correction (solo quest #2) . Instead of a line of Spear Traps around the chest (letter "D"), the Treasure Chest itself has a spear trap on it that can deal 2 BP of damage to the Barbarian if not disarmed before searching for Treasure.
5) Treasure chest is NOT empty (solo quest #2). Treasure Chest (letter "B") actually contains something useful, like a Potion of Healing (restoring up to 4 lost BP).
6) Polar Warbear second attack defense clarification. Draft notes indicate the original intention was to say that this monster gets to either attack two adjacent targets once each (victims defend normally) OR can aim two attacks at the SAME target, in which case it should go like this: Monster rolls. Monster rolls again... total skulls applied to targeted hero. Hero rolls their normal defense which is then applied to ALL the skulls rolled against him by that monster. The draft notes indicate they intended to clarify this rule for ALL "two attacks per turn" situations, so that means Heroic Brew and Orc's Bane would work the same way against monsters, and any other potions that had two attacks possible (victim rolls once AT THE END) as if the attacker had done one large attack (8 dice in the case of the Polar Warbear).
6) Solo quest Merc "prisoner rescue" option. (solo) Quest 1: the Crossbowman (letter "B") immediately surrenders when the Barbarian tries to attack him. The hero then has the option to either A: let him go (taking his crossbow in exchange for his life) or B: press him into service (his life debt is repaid at the end of the quest, so he cannot be re-hired). This character functions exactly like a Crossbow Mercenary at full strength under the Barbarian's control for the remainder of the quest.
7) Armband of Ice reward for completing quest 3. The Village "Great Elder" Gothar was able to discover this artifact during his period of captivity and grants it to the Barbarian as a reward for his rescue (similar to how Princess Meek grants the Talisman of Lore to the heroes after her rescue in the Japanese HeroQuest).
8) Unmarked chest in Quest 9 assigned something useful. Considering the extreme difficulty of this quest and how heavily guarded it is it should be something really good like the Elixir of Life artifact.
9) "Blind" Trap Jumping mechanic introduced. In the game system rules, jumping traps require that the location of a trap be first discovered by searching (or else known in the case of a visible sprung Pit Trap tile). A proposed rule in the draft stage was that a Hero (or Merc ally) could simply choose to jump a specific square. Only if they failed (rolled a Skull on 1 combat die) and landed on the square they were attempting to Jump would Zargon be required to reveal if there was a trap there, and the consequences. This would give Heroes a chance against "trap on the opposite side of an open door" incidences, especially Stalactite Traps that do instant unblockable damage, and Wandering Monster Traps which are otherwise undetectable. It would be sheer luck and guesswork on the part of the heroes and still has a chance to fail of course. Only downside is that paranoid players could be jumping the square every time, but since they can only jump one square, they will still guess wrongly and fall into some traps most likely or get lazy and caught off guard later. I notice that there are several instances of TWO squares in a row being trapped, not just the one in the doorway so it's as if they designed the quests with this mechanic in mind and forgot that they hadn't actually typed it into the quest book's rule clarification notes!
10) All Stolen Gear recoverable in the later two quests with stolen horde tiles. Ice Gremlins can steal your stuff and run away off the board with it. They are harder to kill than Goblins (having 3 body points!) so while there are certain quests where there is a tile that is the hoard of thievery that the Ice Gremlins have accumulated, it is not clarified that this is all the gear STOLEN SO FAR in the whole campaign or just in that particular quest. I think the opportunity to get some (or all) of your gear back if you are patient enough could be a nice boon to the heroes after all that difficulty as it is.







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