Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


Templar wrote:That is true...but I'd still like to keep it, so that they can get access to it on harder quests. Perhaps a simple price increase to 250 gold? Lika a sword, not cheap, but not expensive either?



Templar wrote:Hi!
This is my second small expansion of the basic game system. After making some spell schools of my own, I felt that some variation of the magic users, and the other characters would be nice...without having to make up new skills and special rules. Just simple, small variations to get another feel for the player.
I divided the original characters into four groups: warrior (barbarian), specialist (dwarf), enchanter (elf) and mage (wizard). Then I created a new character in each group. The thought is that a maximum of two characters can be replaced with its counterpart. I want to know if the character names I have chosen are credable, and if their description is any good. (Edit: Enchanter used to be Semi-Mage)
Templar wrote:Warrior
Knight Description - "You are the knight. You are an exellent warrior who fights your opponents with honour." (Edit: used to be"...according to an ancient honour code")
Attack 2
Defence 3
Mind 3
Body 7
Templar wrote:Specialist
Assassin Description - "You are the assassin. Your advanced training means that few enemies can withstand your attacks, and you can always disable any trap you find. You can disable all normal traps next to you."
Attack 3
Defence 1
Mind 4
Body 6
Templar wrote:I should tell you my own counters for this problem. Amongst my "easy" projects in this game I have made new equipment and spells as well, and my plan was to let them counter the weakness of 1 DD (amongst other things of course). One of the most crucial items is tha Leather Breastplate for 125 gold coins that gives the player 2 DD. It can be used by everyone, so the Druid can also get it. I hope the Assasin will have a high enough coolness-factor for people to take her at this point, but I'm also working on some very defensive spell schools to help Druid be a more valid option. (Nature spells ofc.)
Templar wrote:Enchanter
Temple Guard Description - "You are the temple guard. Your armour and your magic skills gives you a defense without comparison. But remember that your ceremonial staff is not fit for combat." (Edit: character used to be Templar)
Attack 1
Defence 3
Mind 5
Body 5
Templar wrote:Mage
Druid Description - "You are the druid. Living a nomadic life in the wilderness has has taught you to fell prey quickly. But you can not handle longer battles without relying on your magic." (Edit: Changed after suggestion from Goblin-King)
Attack 2
Defence 1
You can use the same equipment as a wizard.
Mind 5
Body 5
Templar wrote:Any critisism is appriciated
Templar wrote:(1st Edit: Changed some tings after recieved criticism)
(2nd Edit: Changed the description of the druid and added his equipment capabilities to his stats)


Daedalus wrote:Why are you thinking to limit the number of alternate Heroes to two or less?
Daedalus wrote:I think it's gutsy and a cool option to start a Hero with only one Defend die, but there's a long-term penalty that needs to be addressed (maybe you already figured this). Starting a Hero with 1 less Defend Die is a permanent penalty while using the equipment available in the base game. A Dwarf donning Plate Mail, Helmet and Shield throws 5 Defend dice, but an Assassin with the same equipment is capped at 4. Conversely, a Broadsword or Battle Axe may be wielded equally by either Hero.
Daedalus wrote: Additionally, I feel there needs to be some later Artifact or whatever to allow the Assassin to benefit from his superior Mind Points, otherwise he's losing in the trade-off of a lower Body Point total as well.
Daedalus wrote: The Leather Breastplate (at the later-mentioned 250 GC cost) is a nice, temporary solution for the 1 Defend die Heroes. I wouldn't allow 2 Defend dice Heroes to use it, otherwise why buy the more expensive Chain Mail? Their heroic fighting style isn't compimented by a Leather Breastplate- that's why...suck it!
I hope my new rules/monsters with adress this, but I might let the assassin start with a bow or crossbow or some throwing knives...Daedalus wrote: You had already mentioned having prepared spells for the alternate spell-casters. Are you planning a new group of strong defensive spells for this Hero? At 75 GC more in equipment cost than the Elf, there isn't much of a bump for a loss of 1 Body Point. Alternatively, if Mind Points were made more important with an artifact, then maybe new spells wouln't be as necessary.
Daedalus wrote:The Elemental spells also seem appropriate for this class, but you'd need two copies of the cards if a Wizard was also in play. If I understand correctly its a non-issue, as you already have other spells for a Druid cooked up.






Ethica wrote:torilen wrote:If we were going to take a vote - I'd have to vote against the 1 defense, as well.
Look at the rest of the characters...with no armor, they all have 2 defense. That's
basically the defense of skin and minor combat ability...basically the ability to swing
a weapon at all.
If you wanted to give them a lesser defense, because their focus is SO FAR AWAY from
combat...you may want to tweak the original characters and give them +1 defense than
originally given. Then you'll need to give them +1 attack, as well, I think. Nothing wrong
with this really...they're heroes and adventurers...just add in a monster and a trap or two
into each quest...it'll all be good.
I considered something like this a while back-
Double the number of combat dice used by all heroes and monsters for attack and defence. Then you can introduce more new monsters that have strengths inbetween the others.
However, I'm not sure how (statistically) this affects impact on body points, I think you might need to double them too, perhaps Daedalus could advise.
Anyway, that's slightly off topic.






Users browsing this forum: No registered users and 2 guests