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Legacy of Sorasil quest pack?

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: Legacy of Sorasil quest pack?

Postby RealCato » January 2nd, 2022, 6:16 am

About this, well... in the videogame, after finding the Oracle Stone and Amulet of Tambor-Rin, the heroes go back to the town where it is supposed to stay Alamon... I am not too sure if they give the items to him at that time or not in the videogame but I think has sense they should give them to him if they are in the same town until going to another dangerous task with the risk of loosing them... So maybe those two items should be just plot items without any rules or extra stats for the heroes. After that, the heroes will never go back to the town until the end of the videogame (flow map here), so I think then has more sense to give the Alamon's required items some rules when they are used by heroes, including the Sorasil ones which may be so powerful items. Nevertheless, the heroes will have to give those items to Alamon at the end of the questpack (similar issue as Bow of Vindication in the Elf Quest Pack). Correct me if I am wrong, but the unique pure Sorasil three items are Paravane Shield, Palaestra Scepter & Albios Helm... The Warding Cloaks are also items from Sorasil Knights, but the heroes find four of them so I am not sure if one of them will also be requested by Alamon, maybe should be... At the end's cutscene, Sorasil also wears a new armour but there is no armour item in the game that mentions Sorasil in the description nor looks as the armour shown in the cutscene so I guess we could assume it is just a regular armour. The rest of artifacts found by heroes I think may be owned by them after the questpack.

About the rest of non-Sorasil items of course there is more freedom to design their rules. I have doubts about the Staff of Teleportation, I don't know what to think about it, maybe the heroes also should give it to Alamon after finding it or not beacause it was just an skaven item, I have no opinion yet. Well, that's part of the challenge.


I have uploaded some screenshots from the End Credits in relation to above:
https://imgur.com/a/1o6DU4E

I would like to establish/assume that:
1. The Heroes recover only the 3 above mentioned artifacts that belong to Sorasil himself, and give them back to Sorasil in the end credits.
2. Sorasil's Armour is not a thing. I base this on the end credits, where Sorasil seems to be wearing a robe, not armour, and the robe being the same as Alamon's. It has the Sorasil sigil on the back as well.
3. The Cloaks of Warding are not given back to Sorasil. The cloaks are said to have belonged to Sorasil's knights in the Prologue to Quest 6:
Deep within these haunted halls lie the Shielding Cloaks of Sorasil's Knights.
.

Now as to the abilities of the Sorasil Artifacts there are 3 options:
1. We could make them very powerful (like Elven Bow of Vindication) to help the players combat the difficulty of the Quest Pack, But, the players won't like to have to give back the artifacts to Sorasil at the end of the quest pack.
2. We could make them useless in the players hands. A bit boring, but the players won't mind giving back the artifacts to Sorasil at the end of the quest pack.
3. Power as regular artifacts. It would allow for a scenario where the players get to keep the artifacts after the end of the Quest pack, and give more flexibility as to outfitting some of the new characters (the Paladin seems the most obvious choice, but the paleastra may have some magic powers for a Mystic or a Cleric).

As to the cloaks:
While it is not specified in the End Credits which artifacts are given back to Sorasil, I would like to think the players are rewarded the title 'Knight of Sorasil' at the end of the Quest Pack and they can keep the cloaks.
In the videogame the cloaks are said to make you invisible to Giants, but I have tested this and they do not seem to have that power.

I would personally like to give the cloaks a power that has to do with invisibility, but balance them properly, such as:
1. The cloaks grant invisibility, but only to Golems/Giants. This makes sure that the players can play published materials after the quest pack as these don't contain giants. But would give them a use in homebrew quests with giants or golems. Since the cloaks can only be used on these types of Monsters, they can be made a bit stronger, i.e. giving the Monsters a chance to miss the heroes even on a successful Combat throw.
2. The cloaks grant invisibility, but can only be used to hide yourself or move. Much like the cloaks are used in Lord of the Rings: the cloaks mask the members of the fellowship, but not fully, as parts of the body that are not covered can be seen by the enemy. We could write that into the ability of the cloaks; can only be used while standing still or when not taking an action, and/or monsters can still see the heroes if they roll a Skull on a combat die, etc.

I agree that it would be fun to create some unique artifact abilities and not let them all be useless items. It will however also depend on how many Artifacts we end up with in the Quest Pack. If there are a lot, we could demote some of the artifacts to Quest Items with no abilities, and vice versa.
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Re: Legacy of Sorasil quest pack?

Postby RealCato » January 2nd, 2022, 10:19 am

Pancho wrote:Nice work so far HispaZargon. Quest 1 looks good, I haven’t had time to read it all properly yet but just a couple of quick points;
1. Converting it so that it matches the official board game material is absolutely the right move in my opinion.
2. I agree that the Beholder is a bit too much like D&D, and not very Heroquesty. One idea I had for this is to change Beholders to Eyes of Chaos, like in the White Dwarf official or semi-official quest. In that Quest the Eyes of Chaos don’t attack but rather give bonuses to the other monsters. You could have them do that, or get them to actually attack (maybe targeting Hero Mind points or something).
3. If we want it to be official then the stats of the Golem, Rock monsters should match the stats we have from the long lost US packs.
4. Having improved classic Heroes might work well. It really depends on the stats for the other four new Heroes (Ranger etc). All 8 of them need to be balanced with each other so that players have a choice on who to play. I believe that there are 2 new fire spells in the Sorasil game, and one new spell for each of the other elemental decks. That will make the classic wizard and elf more interesting. Lots of different ways you could design that into your pack.


In response to #4:
In Sorasil, every school has 5 spells, of which 2 come from the Base game. So 3 new spells for each spell school. The exception is Earth, which only got the 2 Base Game spells for some reason (I guess the developers had enough to go with).
The lack of Earth spells doesn't matter as the videogame has a hardcoded list of spells that each class can use, and it goes across spell schools. For instance, the Cleric can use the 'healing' and 'wall' spells from each school, but no damaging spells for instance.

So 9 new spells:
* 3 spells are brand new (Flame of Healing, Healing Wind, and Detect Traps). The first two are basically Potions of Healing, so not that interesting. The third is as useless in the videogame as it would be in the boardgame, and even if we would change the effect, it really should belong in the Spells of Detection instead.
* 6 spells are adaptations of Chaos spells which were published in the US game System or the EU only expansion Wizards of Morcar. You can argue about Demoralise, but it is basically the WoMs version of Fear but with a different name, as the Fear spell was already taken. Wall of Flame and Lightning Bolt will come out with the Wizard Quest Pack. Fear and Demoralise really shouldn't go into the Elemental Schools. That leaves Wall of Water/Ice and Rust, which are two Water spells. Rust is highly situational and I doubt a Wizard would take this over another spell that can be used on any Monster.

Concluding, I am currently of the opinion that we shouldn't introduce new Spells in Sorasil.
It has more than enough content as is, the new content is not exciting enough, and could even cause conflicts with the other team that is recreating the WQP.
IF one would want to include new spells we would need to work together with the WQP team, and I would say we create one new spell per spell school, including the WoM spell schools (otherwise they get too far behind and that is a loss as well).

The Sorasil task force can read my full write up in the Google Drive:
https://docs.google.com/spreadsheets/d/19GXHh0yNtp8GpTrDDGX9s6PvG0MfsEr9/edit?usp=sharing&ouid=110744163298948191626&rtpof=true&sd=true

P.S. One other note:
In the videogame you "learn" spells by finding or buying the corresponding "Spell of ..." item. I find this concept interesting to expand the number of spells a spellcaster can bring into the Quest, or to allow for some particularly useful spells to be available to more than one spellcaster. This is an avenue to maybe explore with the new spell classes (Cleric, Paladin, Mystic).
However, while interesting to see if we can translate this concept to the boardgame, I still sincerely doubt we will agree to do so, as together with the upgrades from the Wizard Quest Pack it may make spellcasters too powerful.
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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » January 2nd, 2022, 2:31 pm

RealCato wrote:I would like to establish/assume that:
1. The Heroes recover only the 3 above mentioned artifacts that belong to Sorasil himself, and give them back to Sorasil in the end credits.
2. Sorasil's Armour is not a thing. I base this on the end credits, where Sorasil seems to be wearing a robe, not armour, and the robe being the same as Alamon's. It has the Sorasil sigil on the back as well.

Well, I disagree... If you check the end cutscene you can see he is not wearing exactly just a robe, he also wears shoulder plates and his legs appear enlarged and coloured in grey as if they were protected with plates made of same metal as the shoulder protections... moreover, the end credits text say "... (Alamon) has transformed into a knight in shining armour. You notice the crest on his breastplate, the crest of Sorasil...." however, as I previously mentioned, it could be considered just a regular non magical armour or just an ornamental one since it is not identified as a relevant item across the videogame storyline and I does not look like the Armour of Darkness the heroes find in the last level. Then, I agree ignoring such armour from rules point of view for the moment, but Alamon has one at the end, sure, maybe he had it hidden somewhere inside a chest in his headquarters... the only knight item he did not lose... another idea I like is considering the armour as the fourth Sorasil artifact, owned by Venthrax in the last quest so heroes gain it once the dark elf is defeated. The videogame does not say anything about such armour but I think that idea fits well with the end cutscene.

LoS_Alamon_to_Sorasil_change.png

RealCato wrote:3. The Cloaks of Warding are not given back to Sorasil. The cloaks are said to have belonged to Sorasil's knights in the Prologue to Quest 6:
Deep within these haunted halls lie the Shielding Cloaks of Sorasil's Knights.

I agree about not giving a cloak to Alamon at the end, althought he seems to wear one (see picture above) but it looks different to the one gained by heroes, so Ok. However I understand that Alamon becomes the boss of the Sorasil Knights so he is one of them and he could wear one if he wanted but ok, the Warding Cloaks intention in the videogame is not giving one to him so I agree.

RealCato wrote:Now as to the abilities of the Sorasil Artifacts there are 3 options:
1. We could make them very powerful (like Elven Bow of Vindication) to help the players combat the difficulty of the Quest Pack, But, the players won't like to have to give back the artifacts to Sorasil at the end of the quest pack.
2. We could make them useless in the players hands. A bit boring, but the players won't mind giving back the artifacts to Sorasil at the end of the quest pack.
3. Power as regular artifacts. It would allow for a scenario where the players get to keep the artifacts after the end of the Quest pack, and give more flexibility as to outfitting some of the new characters (the Paladin seems the most obvious choice, but the paleastra may have some magic powers for a Mystic or a Cleric).

I like the first point, why not? The last levels of the videogame I guess may be really difficult for the heroes, having the help of some powerful items I think is sufficiently justified since they will give back to Alamon at the end of the questpack without unbalancing any other questpack played later. Moreover they gain those items one by one, they do not take all of them at the same time. Powerful items don't need to be super-unbalancing items, to be powerful items I think Paravane Shield and Albios Helm would be just like regular shield and helmet items but with two combat dice in defence for example. Palaestra Scepter weapon definition could be more worked... if you think that is not too powerful, some special ability to be used once per quest could be also included in each item. But this is something I would not think until defining the quest maps and see how difficult they are. These items I think are a good tool to balance the difficulty of last quests. Another ability we can add is that these armour items could be also used by spellcasters in contrast to regular armours... after all, Alamon is suposed to be a Wizard converted to Knight...

RealCato wrote:As to the cloaks:
While it is not specified in the End Credits which artifacts are given back to Sorasil, I would like to think the players are rewarded the title 'Knight of Sorasil' at the end of the Quest Pack and they can keep the cloaks.

The videogame does not say that but I think it is a good idea, I agree. After all, the heroes have saved Rhia from darkness... I think they have done much more than the Knights theyselves... :-) so minimum they merit the title of Knight of course.

RealCato wrote:In the videogame the cloaks are said to make you invisible to Giants, but I have tested this and they do not seem to have that power.

I would personally like to give the cloaks a power that has to do with invisibility, but balance them properly, such as:
1. The cloaks grant invisibility, but only to Golems/Giants. This makes sure that the players can play published materials after the quest pack as these don't contain giants. But would give them a use in homebrew quests with giants or golems. Since the cloaks can only be used on these types of Monsters, they can be made a bit stronger, i.e. giving the Monsters a chance to miss the heroes even on a successful Combat throw.
2. The cloaks grant invisibility, but can only be used to hide yourself or move. Much like the cloaks are used in Lord of the Rings: the cloaks mask the members of the fellowship, but not fully, as parts of the body that are not covered can be seen by the enemy. We could write that into the ability of the cloaks; can only be used while standing still or when not taking an action, and/or monsters can still see the heroes if they roll a Skull on a combat die, etc.

Another option could be allow the heroes who wear the cloak to become invisible once per quest following the same rules as the Invisibility protection spell from WoM expansion, but adding a note that will allow them to attack big creatures like giants/golems/ogres even if they are invisible,in contrast to the rest of monsters... it would be another approach.

RealCato wrote:I agree that it would be fun to create some unique artifact abilities and not let them all be useless items. It will however also depend on how many Artifacts we end up with in the Quest Pack. If there are a lot, we could demote some of the artifacts to Quest Items with no abilities, and vice versa.

Adding abilities to new artifacts found by heroes are I think the better way to balance the difficulty increment in quests. All HeroQuest official releases manage the difficulty by giving new items, potions, etc. to heroes, they never add experience gain improvements like the videogame, so I think we should go in the same direction as the rest of boargame releases and design the new artifacts to fit with the quests the heroes are going to face. We are lucky since there are many new artifacts in the videogame and more spells so I think it could be well done.
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Last edited by HispaZargon on January 2nd, 2022, 10:33 pm, edited 16 times in total.


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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » January 2nd, 2022, 2:57 pm

RealCato wrote:
Pancho wrote:4. Having improved classic Heroes might work well. It really depends on the stats for the other four new Heroes (Ranger etc). All 8 of them need to be balanced with each other so that players have a choice on who to play. I believe that there are 2 new fire spells in the Sorasil game, and one new spell for each of the other elemental decks. That will make the classic wizard and elf more interesting. Lots of different ways you could design that into your pack.

In Sorasil, every school has 5 spells, of which 2 come from the Base game. So 3 new spells for each spell school. The exception is Earth, which only got the 2 Base Game spells for some reason (I guess the developers had enough to go with).
The lack of Earth spells doesn't matter as the videogame has a hardcoded list of spells that each class can use, and it goes across spell schools. For instance, the Cleric can use the 'healing' and 'wall' spells from each school, but no damaging spells for instance.

So 9 new spells:
* 3 spells are brand new (Flame of Healing, Healing Wind, and Detect Traps). The first two are basically Potions of Healing, so not that interesting. The third is as useless in the videogame as it would be in the boardgame, and even if we would change the effect, it really should belong in the Spells of Detection instead.
* 6 spells are adaptations of Chaos spells which were published in the US game System or the EU only expansion Wizards of Morcar. You can argue about Demoralise, but it is basically the WoMs version of Fear but with a different name, as the Fear spell was already taken. Wall of Flame and Lightning Bolt will come out with the Wizard Quest Pack. Fear and Demoralise really shouldn't go into the Elemental Schools. That leaves Wall of Water/Ice and Rust, which are two Water spells. Rust is highly situational and I doubt a Wizard would take this over another spell that can be used on any Monster.

Concluding, I am currently of the opinion that we shouldn't introduce new Spells in Sorasil.
It has more than enough content as is, the new content is not exciting enough, and could even cause conflicts with the other team that is recreating the WQP.
IF one would want to include new spells we would need to work together with the WQP team, and I would say we create one new spell per spell school, including the WoM spell schools (otherwise they get too far behind and that is a loss as well).

The Sorasil task force can read my full write up in the Google Drive:
https://docs.google.com/spreadsheets/d/19GXHh0yNtp8GpTrDDGX9s6PvG0MfsEr9/edit?usp=sharing&ouid=110744163298948191626&rtpof=true&sd=true

P.S. One other note:
In the videogame you "learn" spells by finding or buying the corresponding "Spell of ..." item. I find this concept interesting to expand the number of spells a spellcaster can bring into the Quest, or to allow for some particularly useful spells to be available to more than one spellcaster. This is an avenue to maybe explore with the new spell classes (Cleric, Paladin, Mystic).
However, while interesting to see if we can translate this concept to the boardgame, I still sincerely doubt we will agree to do so, as together with the upgrades from the Wizard Quest Pack it may make spellcasters too powerful.

Yes, I mostly agree. I would just wait and adopt for this questpack the same spells improvements from WQP once they are defined for such questpack. I would only add new spells for the new characters Cleric, Mystic,... if they would be needed.

About the spells that heroes find during videogame's levels I think they would be a good opportunity to replace some of them by more spell scrolls if we think would be needed in order to balance the quests difficulty. If not, the ones we think are not needed from the videogame, could be ignored and that's all. Of course Cleric, Paladin and Mystic would have their space but I think would be easier to make some special spell deck for them like Hasbro did for the Warlock, Bard or Druid in the remake... even the remake's Commander of Guardian Knights have the Knight Skills deck, that would be another option for the Paladin, I like that approach for him and such concept would fit well with the remake. Of course some rules could be additionally included for them to allow using the magic element decks too. But I would not mix those new heroes abilities with the general questpack, by means of adding so new mechanics to the boardgame like the spell-learning system used by the videogame, in my opinion going that way will follow a quite different concept than already existing questpacks.


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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » January 2nd, 2022, 8:01 pm

About Treasure cards topic...
RealCato wrote:Treasure cards Quest #1
So far I have created prototypes for the Treasure cards for Quest 1.

Sorry but I don't understand why are necessary new Treasure cards for this questpack. Maybe a few new of them for exclusive features from the videogame we would like to include like other official expansions do, ok, but do we really need new gold Treasure cards per each quest once the basic game deck already includes several of them? I am not saying they are not needed, I only want to understand why.

RealCato wrote:I have tried to take into account as much as possible the suggestions done in this thread.
The healing classes (Paladin, Cleric) are new to HQ, but do not get much love in the Amiga game, so I'm trying to create some special artifacts for them. The first being the 'Ring of Wonders', the effect of which cannot be determined from the game file (unless someone can help me rip the assets from the ROM). 'Wonders' seem to be mostly related to religion, so I figured it could enhance healing magic. Suggestions are greatly appreciated on the item stats!

The idea of helping the new heroes by means of new specific artifacts I think makes sense, but at the same time I think we cannot assume the party will include some of the new heroes, which means that there should not be any new artifact that could only be used by any one of the new heroes. I think all of them would be able to be used also by one of the classic heroes. If not, if a party consists solely of classic heroes, finding such exclusive artifacts will not have any effect which would be so disappointed for players and the overall gaming experience. Other thing would be the Armoury and/or Alchemist's Shop... there of course we could include new items only for the Cleric, Paladin, etc. which they may be bought with gold. I think the right way for the new heroes would be introduce them in a similar way as Hasbro has done in the remake with the new heroes... For example, they take the Warlock based in the Wizard rules for weapons use point of view but at the same time the Warlock has her own stats, her own spells and her own weapon which she is the only one allowed to use, the wand. So, I think something similar we could do with the new LoS heroes, we could make acceptable balanced exclusive characters and at the same time as much compatible as possible with the rest of the official released stuff.

RealCato wrote:Exported files are shared here (not final versions):
https://drive.google.com/drive/folders/ ... sp=sharing

The Artwork is mostly taken from older expansions, such as Elf Quest Pack, or YeoldeInn gallery (reusing the great work of Goblin-King a.o.).
Where Ye Olde Inn artwork didn't do, I just took a screenshot of the Amiga game as placeholder.
I will work with the Sorasil task force to see if we can source Art for these cards.

Also, the Amiga game reuses art for all non-unique items, such as gauntlets, helmets, scrolls etc.). We may want to change that as well.

About the artwork... my first comment is why are we using the EU format? I mean, are we going to consider EU rules or NA rules as basis? I thought we were going to use the second ones but I see the format you are using is the EU one so now I am confused. Nevertheless, I think there are many conceptual things to be defined first until making the art but of course it is just an opinion...


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Re: Legacy of Sorasil quest pack?

Postby Pancho » January 3rd, 2022, 4:23 am

RealCato,
The Earth spell that is missing from this game is Pass through Rock. Most certainly the only reason they left it out is the limitations of video games back then, trying to move through walls on the map would have led to so many errors it just wasn’t feasible to include it.
But our board game version absolutely should have Pass through added to the Earth Spell deck. So that gives us 5 spells for each elemental deck.


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Re: Legacy of Sorasil quest pack?

Postby Anderas » January 3rd, 2022, 5:56 am

Hispanizargon, don't worry about the format.

Once the wording on the cards is perfect, I will output both US and EU format, and if I have finished the template until then, also the Hasbro format.


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Re: Legacy of Sorasil quest pack?

Postby RealCato » January 3rd, 2022, 6:57 am

Pancho wrote:RealCato,
The Earth spell that is missing from this game is Pass through Rock. Most certainly the only reason they left it out is the limitations of video games back then, trying to move through walls on the map would have led to so many errors it just wasn’t feasible to include it.
But our board game version absolutely should have Pass through added to the Earth Spell deck. So that gives us 5 spells for each elemental deck.

What are #4 and #5 then?
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Re: Legacy of Sorasil quest pack?

Postby RealCato » January 3rd, 2022, 7:06 am

HispaZargon wrote:
RealCato wrote:Now as to the abilities of the Sorasil Artifacts there are 3 options:
1. We could make them very powerful (like Elven Bow of Vindication) to help the players combat the difficulty of the Quest Pack, But, the players won't like to have to give back the artifacts to Sorasil at the end of the quest pack.
2. We could make them useless in the players hands. A bit boring, but the players won't mind giving back the artifacts to Sorasil at the end of the quest pack.
3. Power as regular artifacts. It would allow for a scenario where the players get to keep the artifacts after the end of the Quest pack, and give more flexibility as to outfitting some of the new characters (the Paladin seems the most obvious choice, but the paleastra may have some magic powers for a Mystic or a Cleric).

I like the first point, why not? The last levels of the videogame I guess may be really difficult for the heroes, having the help of some powerful items I think is sufficiently justified since they will give back to Alamon at the end of the questpack without unbalancing any other questpack played later. Moreover they gain those items one by one, they do not take all of them at the same time. Powerful items don't need to be super-unbalancing items, to be powerful items I think Paravane Shield and Albios Helm would be just like regular shield and helmet items but with two combat dice in defence for example. Palaestra Scepter weapon definition could be more worked... if you think that is not too powerful, some special ability to be used once per quest could be also included in each item. But this is something I would not think until defining the quest maps and see how difficult they are. These items I think are a good tool to balance the difficulty of last quests. Another ability we can add is that these armour items could be also used by spellcasters in contrast to regular armours... after all, Alamon is suposed to be a Wizard converted to Knight...

OK let's revisit after playtesting. These items, as well as other Artifacts can be used to make the Heroes more powerful if the Quest pack turns out to be too difficult.
I would just want to make clear the players know they only have this armour only temporarily if we make them give back these items to Sorasil at end of quest pack.

HispaZargon wrote:
RealCato wrote:In the videogame the cloaks are said to make you invisible to Giants, but I have tested this and they do not seem to have that power.

I would personally like to give the cloaks a power that has to do with invisibility, but balance them properly, such as:
1. The cloaks grant invisibility, but only to Golems/Giants. This makes sure that the players can play published materials after the quest pack as these don't contain giants. But would give them a use in homebrew quests with giants or golems. Since the cloaks can only be used on these types of Monsters, they can be made a bit stronger, i.e. giving the Monsters a chance to miss the heroes even on a successful Combat throw.
2. The cloaks grant invisibility, but can only be used to hide yourself or move. Much like the cloaks are used in Lord of the Rings: the cloaks mask the members of the fellowship, but not fully, as parts of the body that are not covered can be seen by the enemy. We could write that into the ability of the cloaks; can only be used while standing still or when not taking an action, and/or monsters can still see the heroes if they roll a Skull on a combat die, etc.

Another option could be allow the heroes who wear the cloak to become invisible once per quest following the same rules as the Invisibility protection spell from WoM expansion, but adding a note that will allow them to attack big creatures like giants/golems/ogres even if they are invisible,in contrast to the rest of monsters... it would be another approach.

Nice idea, let's give the players the Cloaks and fine-tune a nice Invisibility type of ability.
RealCato

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Re: Legacy of Sorasil quest pack?

Postby RealCato » January 3rd, 2022, 7:33 am

HispaZargon wrote:About Treasure cards topic...
RealCato wrote:Treasure cards Quest #1
So far I have created prototypes for the Treasure cards for Quest 1.

Sorry but I don't understand why are necessary new Treasure cards for this questpack. Maybe a few new of them for exclusive features from the videogame we would like to include like other official expansions do, ok, but do we really need new gold Treasure cards per each quest once the basic game deck already includes several of them? I am not saying they are not needed, I only want to understand why.

A new treasure deck could help balance the game by giving players more Gold to purchase potions with; most of the Gold treasure cards in Sorasil are of higher value than the standard treasure deck. Another small potential benefit of doing this is that we could get more of the flair text of the videogame into the boardgame, for that nostalgia effect.
The clear downside is adding 25 more cards to an already card-heavy expansion, and we probably don't have space for this.

Another idea:
In the videagame the highest gold amounts have a more elaborated text, also relating to the specific location where it is found (e.g. "you open the Sarcophagus and on the body of X you find a gem worth Y"), making them very suitable for writing into the Questbook.

Still, the classic Treasure deck has low gold values and finding 10 Gold may feel a bit lackluster if the power level of Sorasil turns out to be rather high.

HispaZargon wrote:
RealCato wrote:I have tried to take into account as much as possible the suggestions done in this thread.
The healing classes (Paladin, Cleric) are new to HQ, but do not get much love in the Amiga game, so I'm trying to create some special artifacts for them. The first being the 'Ring of Wonders', the effect of which cannot be determined from the game file (unless someone can help me rip the assets from the ROM). 'Wonders' seem to be mostly related to religion, so I figured it could enhance healing magic. Suggestions are greatly appreciated on the item stats!

The idea of helping the new heroes by means of new specific artifacts I think makes sense, but at the same time I think we cannot assume the party will include some of the new heroes, which means that there should not be any new artifact that could only be used by any one of the new heroes. I think all of them would be able to be used also by one of the classic heroes. If not, if a party consists solely of classic heroes, finding such exclusive artifacts will not have any effect which would be so disappointed for players and the overall gaming experience. Other thing would be the Armoury and/or Alchemist's Shop... there of course we could include new items only for the Cleric, Paladin, etc. which they may be bought with gold. I think the right way for the new heroes would be introduce them in a similar way as Hasbro has done in the remake with the new heroes... For example, they take the Warlock based in the Wizard rules for weapons use point of view but at the same time the Warlock has her own stats, her own spells and her own weapon which she is the only one allowed to use, the wand. So, I think something similar we could do with the new LoS heroes, we could make acceptable balanced exclusive characters and at the same time as much compatible as possible with the rest of the official released stuff.

I have HQ2021, missing only the Knight expansion, but have yet to check out the new classes.
I guess since HQ2021 is a remake, and not an expansion, the topic of class-specific items or potions did not come up.

It may still not be a problem. For instance, the Ring of Wonders could simply be restricted to spellcasters (thus usable by the Wizard, Warlock etc) and give a bonus to Healing spells (Making the benefit higher for Clerics and Paladins, if the party has such characters).

HispaZargon wrote:About the artwork... my first comment is why are we using the EU format? I mean, are we going to consider EU rules or NA rules as basis? I thought we were going to use the second ones but I see the format you are using is the EU one so now I am confused. Nevertheless, I think there are many conceptual things to be defined first until making the art but of course it is just an opinion...

We are very much in prototype stage, and it's just so that I make my own cards in EU format using the NA rules.
As Anderas mentioned, output can be done in any format. A topic for later.
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