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Carl Forhan's Rogue vs Original Heroes

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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 25th, 2014, 10:09 am

Sotiris wrote:Yes, i believe those 2 skills are enough. But make some changes on them:
- movement: roll 3d6 and select the 2
- double melee attack effect: allow her to use the original weapons but with the rule that when a :blackshield: is rolled, the sculls are not doubled (no effect)
Armoury restrictions: may not use plate mail, battle axe


Hey bud, does rolling :blackshield: only apply to the attack roll or the monsters defense roll for canceling the double damage?


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Sotiris » May 25th, 2014, 10:16 am

Only on the attack roll.
The bigger blade she uses, the more risk she takes.
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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 25th, 2014, 12:21 pm

Sweet. I think I'm going with your double damage variation and the ability to move though enemy figures. I think that keeps it nice and simple.


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 25th, 2014, 3:24 pm

Sotiris wrote:Only on the attack roll.
The bigger blade she uses, the more risk she takes.


Let me make sure I got this: Rogue rolls 1 :skull: and 1 :whiteshield: . Result would be 2 :skull: and the monster would then roll defense. Say I rolled 1 :skull: and a :blackshield: my result would be 1 :skull: and the monster would then roll defense. Am I understanding this right?


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Goblin-King » May 25th, 2014, 4:25 pm

OR... another variant:

If all dice rolled in attack are skulls all skulls counts as 2 skulls.

Rogue attacks with shortsword and rolls :skull: :whiteshield: . Nothing extraordinary happens. Monster defends like normal against 1 hit.
Rogue attacks with shortsword and rolls :skull: :skull: . This ACTUALLY counts as :skull: :skull: :skull: :skull: . Monster suddenly defends against 4 hits.

now the rogue upgrades to a broadsword. Same rules apply, but it's harder to get all skulls:

Rogue attacks with broadsword and rolls :skull: :skull: :whiteshield: . Nothing extraordinary happens. Monster defends like normal against 2 hits.
Rogue attacks with broadsword and rolls :skull: :skull: :skull: . This ACTUALLY counts as :skull: :skull: :skull: :skull: :skull: :skull: . Monster suddenly defends against 6 hits.

If you'd want to keep it even more simple, another option could be to allow her to move-attack-finish remaining movement.
Coupled with the ability to move through monsters that would actually make her very unique to play.


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Sotiris » May 25th, 2014, 4:47 pm

Jazzdrummer wrote:
Sotiris wrote:Only on the attack roll.
The bigger blade she uses, the more risk she takes.


Let me make sure I got this: Rogue rolls 1 :skull: and 1 :whiteshield: . Result would be 2 :skull: and the monster would then roll defense. Say I rolled 1 :skull: and a :blackshield: my result would be 1 :skull: and the monster would then roll defense. Am I understanding this right?

Exactly.
Without a :blackshield: your attack counts x2.
With :blackshield: counts as a normal attack (x1)

Goblin-King wrote:OR... another variant:

If all dice rolled in attack are skulls all skulls counts as 2 skulls.

Rogue attacks with shortsword and rolls :skull: :whiteshield: . Nothing extraordinary happens. Monster defends like normal against 1 hit.
Rogue attacks with shortsword and rolls :skull: :skull: . This ACTUALLY counts as :skull: :skull: :skull: :skull: . Monster suddenly defends against 4 hits.

now the rogue upgrades to a broadsword. Same rules apply, but it's harder to get all skulls:

Rogue attacks with broadsword and rolls :skull: :skull: :whiteshield: . Nothing extraordinary happens. Monster defends like normal against 2 hits.
Rogue attacks with broadsword and rolls :skull: :skull: :skull: . This ACTUALLY counts as :skull: :skull: :skull: :skull: :skull: :skull: . Monster suddenly defends against 6 hits.

If you'd want to keep it even more simple, another option could be to allow her to move-attack-finish remaining movement.
Coupled with the ability to move through monsters that would actually make her very unique to play.

I like it too. Jazzdrummer you decide! I like both versions.
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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 25th, 2014, 4:53 pm

Oooooohhhh, I like it! Thanks for all the suggestions guys.


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » June 4th, 2014, 9:40 pm

Goblin-King wrote:OR... another variant:

If all dice rolled in attack are skulls all skulls counts as 2 skulls.

Rogue attacks with shortsword and rolls :skull: :whiteshield: . Nothing extraordinary happens. Monster defends like normal against 1 hit.
Rogue attacks with shortsword and rolls :skull: :skull: . This ACTUALLY counts as :skull: :skull: :skull: :skull: . Monster suddenly defends against 4 hits.

now the rogue upgrades to a broadsword. Same rules apply, but it's harder to get all skulls:

Rogue attacks with broadsword and rolls :skull: :skull: :whiteshield: . Nothing extraordinary happens. Monster defends like normal against 2 hits.
Rogue attacks with broadsword and rolls :skull: :skull: :skull: . This ACTUALLY counts as :skull: :skull: :skull: :skull: :skull: :skull: . Monster suddenly defends against 6 hits.

If you'd want to keep it even more simple, another option could be to allow her to move-attack-finish remaining movement.
Coupled with the ability to move through monsters that would actually make her very unique to play.


I completely did not read this bottom idea you wrote till just now. I some how missed it. But this is nice and simple ability and really highlights the agility of the assassin. I'm going to try this in the next game. So maybe something like this:

Assassin

Attack Dice :skull: :skull:
Defense Dice :whiteshield: :whiteshield:
Body Points: 5 or 6?
Mind Points 4?
Movement 2d6 SPECIAL - Can move, attack, and move again if there is movement points left. Can also move through monsters
Starting Weapons: Short Sword (Can not use two handed weapons)
Starting Armor: None (Can use chainmail and helmet?)

EDIT: I tried out the double damage version recently and it worked out quite good. I found myself rolling two skulls quite often resulting in 4 skulls. Pretty powerful.


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Sotiris » June 5th, 2014, 3:20 am

Jazzdrummer wrote:Assassin

Attack Dice :skull: :skull:
Defense Dice :whiteshield: :whiteshield:
Body Points: 5 or 6?
Mind Points 4?
Movement 2d6 SPECIAL - Can move, attack, and move again if there is movement points left. Can also move through monsters
Starting Weapons: Short Sword (Can not use two handed weapons)
Starting Armor: None (Can use chainmail and helmet?)


I use this skill in my rogue but in a completely different version of heroquest. Anyway, don't let him use both movement skills in the same turn, he must choose which of 2 needs most: move-hit-move OR pass through 1 monster? i suggest you to limit it in 1 monster.
The move-hit-move skill is nice but when the assassin gets a crossbow it will almost be useless. Or you categorize the crossbow in 2-handed weapons?

by the way here's another rogue (thief) i suggested to a member of boardgamegeek forum.

THIEF 6-4
Attack: 1 (may not use longsword, battle axe, shield)
Defense: 2 (may not wear plate armor neither Borin's armor)
Equipment: 2 daggers, toolkit
Skill: in treasure search draw 2 cards and keep the best
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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » June 5th, 2014, 1:48 pm

The version I tried out recently was the ability to move through monsters and also have a roll of 2 skulls equal 4 skulls. It worked rather nice and rolling 2 skulls happened quite often. But at 5 body points, the character is pretty soft. But overall it was a cool variation. This 'agility' based assassin seems pretty interesting too. You might be right allowing the assassin to do both movement abilities in one turn might be overkill. I'll try it out this weekend. Yea I was thinking the crossbow would be off limits as well. I like your thief variant. Very thematic. Will try that as well. Sounds a bit easier to implement than a assassin.


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