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Equipment Redefined

Discuss new Rules for HeroQuest.

Re: Equipment Redefined

Postby mainat » March 20th, 2013, 5:26 pm

I could see the argument for ranged being 50. It would keep it at the same cost as the long sword which is in line with the "original" armory.

Also had the opportunity the other night to see how my updates to the thrown ability would play out. It worked very well, pleased with the results. Had players throw their weapons probably 5 times that evening, with positive results. The only change I might make is for the hero to Search for Treasure to retrieve it. I ran into the situation where a Wizard would throw a dagger and the hero's would "pass it back" on their subsequent turns w/o the wizard ever moving and then having it available again to throw.

Glaive Pole Arm (300 gold)
3 Attack Dice
Two Handed
Reach


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Re: Equipment Redefined

Postby Daedalus » March 20th, 2013, 10:57 pm

How can a boomerang operate in the confines of a small room, much less a corridor? Stick with the Dagger and the retrieving rule--remember multiples can be bought, as well. If you want a more cost-effective pea-shooter, I'd instead suggest including the sling which already has precedent in the WD Skaven adventure.
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Re: Equipment Redefined

Postby mainat » March 21st, 2013, 11:25 am

Daedalus wrote:How can a boomerang operate in the confines of a small room, much less a corridor?

It's a magical boomerang? :o Nah, you're probably right. A sling makes better since.

Daedalus wrote:Stick with the Dagger and the retrieving rule--remember multiples can be bought, as well.

Which retrieving rule are you referring too? With my updated armory purchasing multiple dagger isn't practical for the purposes of throwing. Would argue the same for the "original" armory too for that matter.


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Re: Equipment Redefined

Postby Sjeng » March 21st, 2013, 2:46 pm

just whipped this one up with the newfound plethora of Gary Chalk art

equipment-card-shortbow-sje.jpg


based on my chart so far (boomerang can become a sling if preferred):

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Re: Equipment Redefined

Postby Daedalus » March 21st, 2013, 3:41 pm

mainat wrote:
Daedalus wrote:Stick with the Dagger and the retrieving rule--remember multiples can be bought, as well.

Which retrieving rule are you referring too?

I should have been more clear. I meant your own rule mentioned earlier:
    mainat wrote:I agree, the thrown attribute was pretty useless before as you were literally throwing away money. I can honestly say I never played with anyone who threw their dagger (let alone the more expensive spear or axe). And that's why I updated the Thrown definition to once you throw the dagger (in this case), you can go and retrieve it so not to permanently lose it. This makes it much more versatile and much more likely to be used on a regular basis.
I also was thinking you should include your suggested change, as well:
    mainat wrote:Also had the opportunity the other night to see how my updates to the thrown ability would play out. It worked very well, pleased with the results. Had players throw their weapons probably 5 times that evening, with positive results. The only change I might make is for the hero to Search for Treasure to retrieve it. I ran into the situation where a Wizard would throw a dagger and the hero's would "pass it back" on their subsequent turns w/o the wizard ever moving and then having it available again to throw.

mainat wrote:
With my updated armory purchasing multiple dagger isn't practical for the purposes of throwing. Would argue the same for the "original" armory too for that matter.

I also wasn't remembering your dagger cost, which is quite high and makes multiple purchases less desirable. I mentioned extra dagger purchases because it allows continued attacks until a search for treasure can be made. I happen to have included similar rules for retrievable daggers in my own game, but I price one at 50 gold coins. The other difference is I allow for a chance for a dagger to be lost or broken by rolling a black shield. As they can be retrieved an average of 5 times, 6 throws for 50 gold coins ain't bad, in my opinion. I agree 25 gold coins for throwing a dagger once is pretty steep, at least until much greater Quest rewards are available in the later expansions.

By the way, I came at 50 gold coins by estimating it's worth a bit differently than you. Templar's estimation methods were also insightful. You can check this thread if you're interested in his take on weapon costs and abilities.
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Re: Equipment Redefined

Postby mainat » March 21st, 2013, 5:24 pm

Awesome chart and weapons (a cane...nice)! You know maybe I'll change the spear on my chart to not be two handed like yours. There was a conversation in the thread Daedalus linked that makes very good points about spears and shields being used in conjunction.

Did you intend to give your shortsword reach? Looks like you are using a slightly different formula for your "costs new". Could you post that? It interests me what value other's place on weapon abilities.

Great Short Bow card, might have to borrow that if it's cool.


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Re: Equipment Redefined

Postby mainat » March 21st, 2013, 7:07 pm

Was looking through Gary Chalk's art when I came across an illustration of a whip!!!

Whip
1 Attack Dice (100)
Dual Wield (50)
Reach (25)

Not too many weapons that are able to be both dual wield and reach!


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Re: Equipment Redefined

Postby AerynB » March 22nd, 2013, 12:37 am

drathe wrote:Only issue I have now is with the dagger becoming even more useless than it was before. Very few people purchase themas throwing weapons at 25 gold, now at 175 they're sure to never buy one. Just save another 75 for the shortsword if they want dual-wield.

The rest is great and the formula works well with everything else.

Maybe "throwing" weapons should be -25 gold or -50 gold to account for them getting used up. Though, I've also tried to come up with ways for thrown weapons to be picked up again.


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Re: Equipment Redefined

Postby Sjeng » March 22nd, 2013, 2:07 am

mainat wrote:Awesome chart and weapons (a cane...nice)! You know maybe I'll change the spear on my chart to not be two handed like yours. There was a conversation in the thread Daedalus linked that makes very good points about spears and shields being used in conjunction.

Did you intend to give your shortsword reach? Looks like you are using a slightly different formula for your "costs new". Could you post that? It interests me what value other's place on weapon abilities.

Great Short Bow card, might have to borrow that if it's cool.

Oops, shortsword was "reach" in 2nd edition EU cards, but not in 1st ed. That's why I added the Gladius. I'll delete the reach from the shortsword.

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Re: Equipment Redefined

Postby Sjeng » March 25th, 2013, 12:58 pm

I'm thinking about upping the costs of the attack/defense dice. Make it non-linear.

For example:
1 die = 75g
2 dice = 175g
3 dice = 300g
4 dice = 500g
5 dice = 800g

Makes the stronger weapons more expensive. In my current table, the prices are too close to eachother.
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