by Bareheaded Warrior » December 15th, 2013, 6:41 am
HeroQuest House Rules - the list so far and better formatted as promised!
Assume US rules as base.
For use in quests with a Narrator (GM/DM) only
1. Searching
1.1 Scrap searching for treasure in a pit trap.
1.2 Remove ability to search for traps, these will be tripped by movement either direct movement or virtual movement during a search, depending on a roll you would either trigger the trap and suffer the consequences, trigger and dodge the consequences, or spot before triggering and get the chance to disarm or avoid.
1.3 Combined search for Treasure / Secret Doors - Also the logic for searching a passageway/corridor or a chamber/room in general assumes movement yet you can search the whole area for treasure then on your next turn trip over a trap the second you take a step. Replace the search for treasure/secret doors with a single search action that covers the whole area, but may reserve an 'examine' action for specific objects / features in the area such as a well or statue. This search will trigger any traps if present
1.4 Search in the Presence of Monsters - A Hero may search even though he can see a monster IF that monster has no way to attack that Hero until the beginning of that Hero's next turn - agreed provided the monster has no way of attacking the Hero anywhere in the area being searched
1.5 Time taken to search – difference between one hero searching a room and four heroes, time penalties, event cards (including wandering monsters) – not just for searching but any time wasting?
2. Movement
2.1 Scrap rolling 2D6 for movement and make this a fixed amount, either 12 or 6 (not affected by armour or stature as I imagine movement within a poorly lit and rough cut peril laden dungeon to be at a cautious rate (although penalties to evading traps or ranged attacks will take such things into account)
3. Retrieving Items from Pack
3.1 Retrieving an item from your pack is a whole turn action, like searching, but may include free actions such as quaffing a potion (i.e. it takes a full turn to retrieve the potion and quaff it) as should exchanging items between players
4. Close Combat
4.1 Adjacent - Scrap the orthogonal, diagonal rules around close combat and allow attacks to be against all adjacent targets, ranged weapons by extension may only be used on opponents in non-adjacent squares
4.2 Pushback, fallback - EITHER - When you successfully hit an opponent in combat but they are saved by their armour/defences, they are considered stunned and MUST fall back into a square behind them (either directly or diagonally behind - their choice) and you MAY press the attack by following into the vacated square and attacking again. If no suitable squares are empty then they are considered 'off-balance' and you may immediately attack again with a +2 bonus. If you kill an opponent in combat, you MAY also follow up as above.
OR - When you successfully hit an opponent in combat but they are saved by their armour/defences, you can choose to push them back (either directly or diagonally behind - their choice) and you MAY press the attack by following into the vacated square and attacking again. If no suitable squares are empty then they are considered 'off-balance' and you may immediately attack again with a +2 bonus. If you kill an opponent in combat, you MAY also follow up as above.
Note: A chasm isn't an immovable object! does strength play a part?
I wrote the above before my response to the last post, so this piece is out of date before even being posted!
4.3 WARNING Please sit down before reading this. Replace the combat dice with a contest, each combatant rolls 2D6 applies any modifiers based on skills, abilities, weapons, highest score has hit opponent, draw means strongest hits or if equal roll again. This would mean in a single roll (or possibly two if drawn) you would determine who had hit who! Next step use a test, 2D6 roll add mods for damage versus a fixed armour value (for example mail might have a value of 7) if greater than or equal to armour value they are wounded – the greater the excess the greater the hit points lost, otherwise only stunned. This test / contest pricipal can be rolled out to all other actions.
4.4 Multiple opponents in combat will need to be considered, I favour one-to-one rules but with the additional attack dice or bonus for the excess combatants. Front (-0), side (-1), rear (-2). Assumes that characters can turn to face an opponent, but if two opponents are positioned on opposite sides, any facing will give either one to the front (-0) and one to the rear (-2) or both to the sides (-1x2).
5. Ranged Combat
5.1 In cover – Ranged attacks would have to take into account whether LOS to the target may be partially obscured by furniture and similar features, unless you are adjacent to it (would include shields!)
5.2 Ranged Contests - Make ranged combat into a contest attempt to hit versus cover, size, speed*, unless target is inanimate or unawares. Need to clarify terminology around speed in the sense of dodging traps and evading ranged attacks (reactions?) and agility regarding climbing or leaping over chasms.
6. Advancement
6.1. Advancement / development but based on the principle of improving on what you do. For example killing an opponent in close combat adds a point towards purchasing close combat related skills or abilities, picking a locked door adds a point towards a lock picking skill, casting a spell, hitting a range target, perhaps even dodging a trap, disarming a trap (but perhaps not purely physical, simple actions like leaping a chasm or smashing down a door)
7. Opening doors
7.1 Monsters opening doors - A monster may open a closed door if the area behind that door has been explored by the heroes. That monster can thus try to stab the heroes' backs when they are trying to block a door...again like it and this opens up the possibility of Heroes securing their exits, barring doors and so on.
7.2 Dealing with locked, barred, bolted and jammed doors - Tests when dealing with doors, for example forcing a barred or locked door is a test if successful you get the door open swiftly and surprise the occupants i.e. storm the room, if you fail then you get the door open but take long enough that the occupants are ready for you and get the first move (same applies to picking locks and other methods of entry)
8. Death house rules
8.1 Need to review dead/unconscious character rules to ensure potions can be quaffed to save your life!, what actions can you take in what state, what happens when you hit zero body or mind points, negative body or mind points, poison and toxins, knocked unconscious
9. Order of Play
9.1 Apply Time Pressure - Could use an egg timer - 3 minutes – in certain quests or situations. Also an idea from those books, name escapes me, but potions and spell effects last in real time
9.2 Two phase turns
Phase 1: Declaration of intent, includes movement
Phase 2: Outcome, includes combat
Example (the player numbers are simply the order in which they spoke up);
Declaration of Intent
Player 1 - I'm going to move to the chest and loot it (moves character to chest)
Player 2 - Damn I was going to do that, fine I'll move to the door on the far side of the room and attempt to open it (moves character to door)
Player 3 - I'll follow you to the door and provide some back up (moves character to door)
Player 4 - I'm going to check out that statue before we go anywhere else (moves character to statue)
Outcome
The Narrator then determines the outcome of the various actions, the chest looting, examining the statue and revealing what lies behind the door.
10. Carrying Limits
10.1 Worn
One piece of head gear (helmet, circlet, crown and so on)
One amulet or talisman worn around neck
One piece of body armour (unless otherwise stated such as plate over mail)
Two rings (can you wear rings and gauntlets)
Two bracelets or pair of bracers
One pair gauntlets (can you wear rings and gauntlets)
One belt, girdle or sash around waist
One pair of boots
10.2 Carried
Items will need to be categorised into Heavy, Medium, Light - although this will need to take size into account as well as weight);
Two heavy item slots, using baldrics or similar straps to sling over the shoulders - can be used for heavy or medium items
Two medium item slots, generally attached to a belt, sash or girdle at waist level and hanging down the outsides of the legs - can be used for medium items only
Unlimited light items, can be held in pockets, belt or baldric pouches, stuffed in boots, backpack and so on.
Rewards:
