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Kurgan wrote:Sorry I didn't see your post until now...
Kurgan wrote:So essentially everyone becomes a magician (I kind of thought I had read that back in the day in the manual) just the classic magic characters are better able to use it. Getting to throw more magic around seems somewhat OP but losing MP could be disastrous... what happens to a hero who goes to 0 MP in this game? Because in the core game you either die, go unconscious (your fellows better win the quest!) or in shock (BQP/EQP... it doesn't say you can be restored, but most of us presume anything that restores mind points could bring you out of "shock" state rather than having to wait until the next quest to be "normal" again).
Kurgan wrote:If you have to find/buy scrolls to even use magic, that might explain the poor player who had a cleric that had "no spells."
Do you start with anything by default? Because without it, that would make the Wizard pretty weak at the start (even if you're never supposed to be playing a quest solo anyway, so he can still hide behind the stronger characters). And your party is still four...
lestodante wrote:I remember I downloaded two instruction books for the videogame and both of them were mentioning only one or two Earth Spells.
Was that an incomplete list for the Earth Spells? Maybe both of the booklet I downloaded were from the same person and missing some pages? Or did you add more spells to complete the set?
Kurgan wrote:Looking Here it seems there's only one with Rock Skin both protecting and healing you. Guess the CD32 version is in error, as it otherwise reads just like the Amiga (computer) version which has 2. Interesting.
No pass through rock this time...
Kurgan wrote:It takes some getting used to, but the idea of buying magic is like putting gold prices on Artifacts... which there was a famous thread on here not too long ago discussing that very subject. The idea that high mind points are still needed to get the magic consistently well I guess still makes the spell castor types special and also severely weakens the utility of the Spells (in the board game, Spell Scrolls are equally powerful no matter who uses them, their only weakness being they don't recharge from quest to quest).
The problem for me in the HeroQuest (the first one) pc game was that if the hero who searched and found the Artifact was not the one you wanted to have it, you were stuck, because he couldn't give it to anyone else (you'd have to repeat the quest to get it again). But they made up for it by making it so anyone (even the Wizard) could use any Artifact (but let's say the Barbarian or Dwarf found the Wand of Recall, oops, it's useless to them). But you'd have to know ahead of time before you searched, which hero needed to do it to get it. Now in HeroQuest II if you can just buy the special power/object you want, that makes it a little easier (though why not allow heroes to trade gear freely?).
I take it once you buy a spell in LOS, it becomes a permanent ability, rather than is treated as an object you'd have to buy again and again (but could theoretically be traded as Artifacts can, in a board game version of it)?
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