knightkrawler wrote:I read it, flying over the "cards" I'll freely admit, and I like your changes/modifications to the rules. I trust they are all playtested.
Thank you. Indeed, the rules went through a few iterations before settling on this, which I hope to be final.
knightkrawler wrote:My qualms are merely with the layout. I would have made several documents instead of one humongous tome of almost 100 pages.
Rule "Granulations", almost all of which I like, would be one doc, the others being a card supplement, and a hero supplement.
The edited original rule texts would be in the rule doc, before the "granulations".
Other than that - it boils down to accessibility - I have no major complaints.
Which is funny because I viewed it as
only about 100 pages. Whereas other RPG rule books weigh in at several hundred pages, this is light by comparison.

Add to this that if you consider the entire Appendix II is the (modified) original rules, it brings down the "actual" rulebook to only about 68 pages.
knightkrawler wrote:You should maybe clear up what a 5 square radius is for Vicinity. As I understand it you mean 5 squares as if moving with a figure, freely changing direction with each square, right? Then again, as you know, I have a linguistically-anal retentive angle on these things, so if my intuition given here serves me, why shouldn't it serve your players, too...
I thought it was pretty self-explanatory: the radius extending out in all directions to 5 squares, with the figure as the starting point. Naturally, if the figure moves, its vicinity moves with it. Here's an example. Note here that the figures' vicinities are overlapping each other. Also note how walls affect line of sight in this example. (The red lines denote where doors are, which were hard to see on the map.)

knightkrawler wrote:The lack of wandering monsters in treasure decks: doesn't this cause early advancement of the heroes, given that there IS advancement offered through skills and spells and some such, even though you instead can spawn monsters if none are on the board?
I'm not quite sure that it does. The tradeoff here is between more monsters getting spawned on rounds where no monsters are available, and higher threat to the Heroes because they're (almost) constantly being attacked. As opposed to how the original worked, where monsters only appeared contingent to a treasure search, thus there could potentially be many rounds in a row where basically nothing happens because no one searched for treasure.

Also remember that Heroes can only carry so much. No matter how many monsters are spawned, their inventory limit is rigid, so they can't carry everything to sell later. There is no affect on gold in this way, ergo no early advancement.
Edit: Also worth noting that advancement is achieved only after completing X number of Quests. So wandering monsters have virtually no effect on that.
knightkrawler wrote:I am stealing some of your ideas, in modified ways. Here's where you made me think about my own rules and their state and where you inspired me to think things over:
Traps Behind Doors, Casting Spells and Mind Points (spending MP for keeping a spell), Equipment Damage, Advancement Skills (which I'll make purchaseable cards with fixed costs and availability to hero types).
I'll read through all "cards" at some point to have myself inspired and if I find problems there, I'll let you know.
Thanks for posting this. HQP is well thought through and coherent in intention and effect.
It's not too complicated, but complex enough for RPGers coming to the board, I'll wager.
I hope I achieved my goal of breeding this boardgame with RPG elements to create a hybrid that plays more like a role playing game but still feels 100% like HeroQuest. As always, I very much appreciate all your feedback. Thank you again!
