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Ye Olde Inn 25th Anniversary HeroQuest quest pack

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby The Road Warrior » December 12th, 2013, 5:32 pm

The Road Warrior wrote:
Sjeng wrote:I remember MP's as rendering you unconscious when at 0, and the others must "carry" you with them (or leave you to rot or find a way to regain MP's). You don't die.


I have read this somewhere as well. It may be from AtOH. I think you just get removed from the board and start rejoin the group in the next quest (I haven't got time to check now).


Found it. And surprise, surprise, Sjeng has already made cards for those spells.

Against the Ogre Horde - Mind Blast
...If a character or monster loses all his Mind points as a result of Mind Blast, he is knocked unconscious and remains out of play for the rest of that Quest. Mind points are recovered between Quests in the same way as Body Points.


GimmeYerGold wrote:From the NA Elf Quest rules:

Image


Personnally I prefer the AtOH rule. Effectively you are dead (but I guess you get to start the next quest with all your equipment?). But it does specify 'as a result of Mind Blast'.

I'm not too keen on the EQP version. If the Hero is in shock I don't think they should be able to move, attack or defend until they come out of shock. :2cents:




As we are thinking of creating a new set of monsters for this quest pack I think a monster that attacks MP in this way is a good idea. Something like knightkrawler's Wraith
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Goblin-King » December 12th, 2013, 5:38 pm

GimmeYerGold wrote:From the NA Elf Quest rules:

Image

For starters we could add to these rules that spells can't be used while in shock.
Then it would actually be harmful to the wiz, and I don't think it's disrespectful to the official rule to mod it in this way.
Let it be heard: I LIKE THE EQP RULES FOR ZERO MP! You z-MP the barb and dwarf you have effectively eliminated two huge power sources.
And the players can even continue playing, not going I'M DEAD! EFF it!

Another idea. Some kind of mind-beast which makes a MP vs. MP attacks. The attack doesn't do any damage, but instead stuns for a turn.

But the main problem with using MP more is that it's kinda both a stat AND a resource that can be depleted. BP can be depleted, but you don't use them for anything else.
Imagine if you lost defense each time you took a hit!

by the way. How did poison work? Is it simply damage that can't be healed except by antidotes?


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby The Road Warrior » December 12th, 2013, 5:43 pm

Goblin-King wrote: You z-MP the barb and dwarf you have effectively eliminated two huge power sources.
And the players can even continue playing, not going I'M DEAD! EFF it!


But if you 0 BP the wizard, that's ok? ;)
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Goblin-King » December 12th, 2013, 5:45 pm

Valid point, but the difference is that wiz has 4 BP while barb has 2 MP.


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby The Road Warrior » December 12th, 2013, 6:08 pm

And then the Talisman of Lore becomes a vital Quest Treasure. It could even be a quest, the Heroes have to go looking for the Talisman that was carelessly lost by the original Heroes. Or we could create a new artefact that has the same effect.

We could also create a new set of spells for the Wizard or Elf including:

Psychotherapy
This spell may be cast on any
one player. It will restore up to
four Mind points that have been
lost. The spell is then discarded.


or we add a new a new treasure card:

Amphetamine Potion
Enveloped in a bundle of rags
you find a bottle of liquid.
You recognise it as an amphetamine
laced potion. You may drink the
potion at any time. It will
restore up to four lost
Mind points. The card is
then discarded


or, well, you get the idea.

The potential here is actually quite good. Imagine the Heroes open a door and come face-to-face with a Chaos Warrior and a Wraith! Do they attempt doorway defending? If so, who blocks the door? Or do they charge the room and hope they don't stumble into a pit trap? Even if they do what if they fail to kill the monsters?
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Jackyboy » December 12th, 2013, 6:47 pm

I meant I would be very happy to see mind points become more important in the game. For example monsters which used their mind points to attack and hereos having to defend according to their mind points :D

EDIT

Just read the newer posts, I like the card ideas, could we have some special herbal remedy which cures mind points also ;) :P
Please PM me if any of my old links to files are currently down. I am in the process of hosting them somewhere new!

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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby MrBigB » December 12th, 2013, 7:13 pm

The Road Warrior wrote:...Enveloped in a bundle of rags
you find a bottle of liquid.
You recognise it as an amphetamine...


Holy crap that made laugh, waaay too similar to the language I use in my police reports :lol:

Anyway, the treasure cards, purchasable potions and artifacts sound like great options to replenish MP. Not so sure about added spells for wizard though. :2cents:
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby torilen » December 12th, 2013, 7:16 pm

I am not sure about allowing regular healing spells and potions and such to be distributed between body and/or
mind points, as the player wishes. That greatly reduces the need for the rejuvenation potion, as well as any
homebrew spells or potions that bring them back.

Would it be too much to say that mind points come back at a rate of 1 point every 2 or 3 turns, unless otherwise
stated at the loss of those points?


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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Jackyboy » December 13th, 2013, 7:46 am

torilen wrote:I am not sure about allowing regular healing spells and potions and such to be distributed between body and/or
mind points, as the player wishes. That greatly reduces the need for the rejuvenation potion, as well as any
homebrew spells or potions that bring them back.

Would it be too much to say that mind points come back at a rate of 1 point every 2 or 3 turns, unless otherwise
stated at the loss of those points?


Would a hero in shock regain mind points this way also? If so I feel that the whole point of attacking hereos with mind points would be lost as they would recover far too quickly. I'm not saying the whole idea of regaining mind points after a certain amount of turns is a bad idea however, perhaps there could be a dice roll involved somewhere?
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Re: Ye Olde Inn 25th Anniversary HeroQuest quest pack

Postby Goblin-King » December 13th, 2013, 8:53 am

Jackyboy wrote:
torilen wrote:I am not sure about allowing regular healing spells and potions and such to be distributed between body and/or
mind points, as the player wishes. That greatly reduces the need for the rejuvenation potion, as well as any
homebrew spells or potions that bring them back.

Would it be too much to say that mind points come back at a rate of 1 point every 2 or 3 turns, unless otherwise
stated at the loss of those points?


Would a hero in shock regain mind points this way also? If so I feel that the whole point of attacking hereos with mind points would be lost as they would recover far too quickly. I'm not saying the whole idea of regaining mind points after a certain amount of turns is a bad idea however, perhaps there could be a dice roll involved somewhere?


Definitely no to allowing heal spells/potions to be distributed between BP and MP! That would be too easy!
by the way, am I the only one who like the Elf rules?

How about introducing "Madness"? A hero at 0 MP has a chance of loosing his turn to Morcar who may move and attack on the player's behalf.

A Hero who has 0 MindPoints may succumb to madness.
At the start of that hero's turn roll a white die.
If you roll a skull you may take your turn as normal.
Any other roll and you become temporarily insane!
An insane hero is controlled by the Evil Wizard player instead of the normal hero player for that turn.
An insane hero may do anything he could normally do, except use potions (and spells?).
If the hero is still at 0 MP at the start of the next turn he must roll a die once again.


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