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sorcerersapprentice wrote:Love the ideas for your expansion with regeneration, Alyndavies. Any option for the vampires to use magic? Maybe transform into a bat, turn others by biting them? Any particular weaknesses either - maybe sunlight, fire, garlic?
For Necromancer spells I use the wizards of Morcar ones, but substitute Fear / Terror for spirit of vengeance. That's 6 spells, logically if the Elf gets 3 spell cards with 4 mind points, and the Wizard 9 cards with 6 mind points, then 6 cards with 5 mind points is the correct number.
Count Mohawk wrote:For Necromancer spells I use the wizards of Morcar ones, but substitute Fear / Terror for spirit of vengeance. That's 6 spells, logically if the Elf gets 3 spell cards with 4 mind points, and the Wizard 9 cards with 6 mind points, then 6 cards with 5 mind points is the correct number.
Your logic is slightly faulty. Both of the Vampires have in their starting equipment the "Magister's Hood", which if I remember correctly is an item which increases starting Body Points by 2 and staring Mind Points by 1. The use of this item disguises the Vampires' actual base stats, which must be 8-2= 6 Body and 5-1= 4 Mind Points. The Elf also starts with 4 Mind Points and he only gets 3 spells. In order to give them 6 spells you would need to tweak the Vampire's starting Body and Mind Points to 5 and 5, which increase to 7 BP and 6 MP after the Hood's effect.
I don't have any problems with the Spells themselves; they seem balanced. Raise Dead is pretty terrible, though. I like to play it as:Raise Dead
...which basically means that the strength of the monster you raise is directly proportional to its original strength. Depending on the strength of the monsters your Heroes fight, it may also be expedient to add the clause "The raised figure rolls one fewer Combat Dice to attack and defend (minimum 1).".
Cast this spell on another player's turn after a monster is killed. That monster is raised to life as an Undead figure under your control with 0 Mind Points and half as many Body Points as it used to have, rounded up.
alyndavies wrote:I always make any starting heroes have a maximum of 10 points, then if they have Magisters hood, or another additional item like amulet of the north or elven bracers, they get an extra mind point and 2 body points. So the theory being the vampires start with 6 body and 4 points points, plus an additional 2 body and 1 mind from the Magisters Hood, giving a total of 8 body and 5 mind. Basically the Magisters Hood stats are added in.
Count Mohawk wrote:alyndavies wrote:I always make any starting heroes have a maximum of 10 points, then if they have Magisters hood, or another additional item like amulet of the north or elven bracers, they get an extra mind point and 2 body points. So the theory being the vampires start with 6 body and 4 points points, plus an additional 2 body and 1 mind from the Magisters Hood, giving a total of 8 body and 5 mind. Basically the Magisters Hood stats are added in.
Well, let me phrase my thought in the form of a question: If the Elf in your game started with Elven Bracers, what would his starting stats be? And then, how many spells would he be entitled to?
Assuming +2BP / +1MP like all the rest, a base-system Elf would have 6+2 = 8 Body Points and 4+1= 5 Mind Points, the same as your Vampire. Would this Elf then get 3 spells or 6? If it's just 3, the Vampire would have equal stats but more magic.
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