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A more interactive HQ

Discuss new Rules for HeroQuest.

Re: A more interactive HQ

Postby Sotiris » October 5th, 2014, 12:41 pm

Gold Bearer wrote:The barbarian is OP, it's not like giving a hero an extra attack where the target gets to defend again (which is great for killing lesser monsters but not so much for tougher ones, and lesser monsters are easy to kill anyway). I'd rule he can't use ranged weapons (but can still throw) and can't wear armour but can still use a shield and helmet. Those rules are well suited to him and make him more barbarian like anyway.

If i find him OP i'll restrict the crossbow use as you suggested
OR
i may add the following rule: the skill doesn't work when his Defense is higher than his Attack.
Gold Bearer wrote:Who's paying the mercinary?

The emperor.
Gold Bearer wrote:I'm not sure the rangers ability really makes sense..
..The cleric has nothing once his holy waters are gone..
..The armoury needs a bow..
..I liked your other bracers..

Let's try it as it is and we discuss it later if something's going wrong.
Gold Bearer wrote:Does the bards song of inpiration raise attack and defence dice?

The Bard begins every quest with 2 tokens. When spending 1 token he may sing (free of action) 1 of his 2 mass effect songs.
The song of ispiration adds 1 movement+1 attack die.
Gold Bearer wrote:What five animals can the druid turn into? This is just fluff but there's icons for a animals so it would be a nice touch. Spider, Scorpion, Snake, Wolf, Bear maybe.

The Druid begins every quest with 5 tokens. He may spend at any time (before his roll) any number of tokens to increase his stats for 1 turn only.
example: druid attacks a monster. He may spend even all of his tokens to roll a 6-dice attack if he likes. or he may use 1 token for the attack and after the attack, before his turn overs, he may spend another 1 token to increase his defense (applies to all defense rolls of this turn). He may run with 7 movement dice..
I don't care about the animals, the player may imagine anything he wishes that his hero is turning into. I care only about the mechanics.
Gold Bearer wrote:The wizards bolt hit skill isn't clear.

With this skill Wizard may throw daggers without rolling attack dice. Every thrown dagger is automatically 1 :skull: and the monster defends normally.
Gold Bearer wrote:I think the elven bracers should add one BP and one MP to make it and the amulet of the north different.

No, i prefer mine. I want to balance those 4 artifacts by giving to heroes a total of 2 BP & 2 MP. Every other upgrade is represented by other artifacts or potions.

Gold Bearer thanx for your interest, you may take more than 1 hero if we cannot make a full party.
Come on people join in!!
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Re: A more interactive HQ

Postby Gold Bearer » October 5th, 2014, 1:08 pm

What did you think about my suggestion for the ranger?

Well you should be able to sign up Tasoe and Patroclus, you know them in real life. Then we only need one more.

If only one of them (or someone else) plays and we have two heroes each can I use one of your heroes and one of mine (subject to approval of course) pretty please? :D :redheart:
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: A more interactive HQ

Postby The Road Warrior » October 5th, 2014, 4:32 pm

Sotiris wrote:Come on people join in!!


I'm in. It's been a while since I've played a hero in a PBP game. I'll let you know which Hero I want to be before we start.
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Re: A more interactive HQ

Postby Gold Bearer » October 5th, 2014, 5:52 pm

Actually I'll use the barbarian with my self imposed equipment restrictions. That way it won't be breaking any of your rules and I get to test my marauder character and use one of yours at the same time. :) The only difference is the diagonal rule but I can live with that.

Maybe JasonMCM would be interested, he's in all the others.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: A more interactive HQ

Postby JasonMCM » October 5th, 2014, 7:16 pm

I'm in and will play the Amazon.
Move, Diagonal attack, more move = super fun for whole family.

Notes on the Heroes (As always, take or leave as you see fit.)
Barbarian: Possibly no plate armor would be my only suggestion.
Mercenary: I would recommend renaming this hero Royal Soldier or just Soldier. Also giving him 150 gc worth of free gear (Shield) may make him OP in the early game.
Scout: Giving him the extra auto searching if moving at 1 die seems odd. Why does he have 2 skills? I would advise removing this from the hero.
Amazon: I would take away the option of plate armor.
Ranger: First hero I don't like. I have 2 suggestions of skill replacement.
  • You may add 1 combat die to all range and thrown attacks (Like barbarian but for ranged)
  • When the ranger is moving, if he moves into a space adjacent to a trap or secret door you must tell him that a trap or secret door is nearby (Adjusted the scout's discarded ability)
Cleric: Step 1 Rename War Priest or something like that. Step 2 have them play with the Prayer "spells" as follows
  • Turn Undead: Deal 2 damage to each skeleton, zombie, and mummy in the same room or corridor as the caster. Each monster dealt damage this way may roll 2 combat dice and reduce the damage by 1 for each White Shield rolled.
  • Restore: Target hero gets 4 BP back
  • Blessing: Target hero can reroll all black shields they roll when attacking or defending. They must take the results of the second roll. This spell lasts until there is a black shield showing after all rerolls have happened.
Thief: Sounds good, may come off as a little weak...
Bard: I like, how long do songs last?
Druid: I would give them a set of 3 animal transformation "spells" Instead of mind or body points I gave them WP (wound points) and when the druid in the form takes either mind or body points of damage equal to or greater than the number listed he changes back. He can also change back at will. The animals are as follows and you can pick the names for them
  • Small Flying Animal: Move 12, Attack 1, Defense 2, WP1 Special: May move without triggering traps and through enemies.
  • Fast attacking Animal: Move 8, Attack: 2/2, Defense: 3, WP 2 Special: Has 2 attacks each round each for 2 combat dice, if against the same target each attack is resolved separately
  • Strong attack, but slower animalMove: 5, Attack: 4, Defense:4, WP 4 Special: Cannot move through other heroes and other heroes cannot move through the druids space while transformed.
Wizard: Don't get the bolt hit at all, please elaborate, maybe with an example. :)
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Interactive HeroQuest
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Re: A more interactive HQ

Postby Gold Bearer » October 6th, 2014, 4:14 am

Notes on Jason's notes on the heroes (take it, I'm not giving you a choice).

JasonMCM wrote:Barbarian: Possibly no plate armor would be my only suggestion.
Yup, and chainmail, and crossbow.

JasonMCM wrote:Mercenary: I would recommend renaming this hero Royal Soldier or just Soldier. Also giving him 150 gc worth of free gear (Shield) may make him OP in the early game.
Mercinary sounds cooler, but I accociate it with hired followers.

JasonMCM wrote:Scout: Giving him the extra auto searching if moving at 1 die seems odd. Why does he have 2 skills? I would advise removing this from the hero.
Not all skills are created equal, I think he needs the extra skill.

JasonMCM wrote:Ranger: First hero I don't like. I have 2 suggestions of skill replacement.
  • You may add 1 combat die to all range and thrown attacks (Like barbarian but for ranged)
  • When the ranger is moving, if he moves into a space adjacent to a trap or secret door you must tell him that a trap or secret door is nearby (Adjusted the scout's discarded ability)
Agreed. Needs a consistant skill that makes sense.

JasonMCM wrote:Cleric: Step 1 Rename War Priest or something like that. Step 2 have them play with the Prayer "spells" as follows
  • Turn Undead: Deal 2 damage to each skeleton, zombie, and mummy in the same room or corridor as the caster. Each monster dealt damage this way may roll 2 combat dice and reduce the damage by 1 for each White Shield rolled.
  • Restore: Target hero gets 4 BP back
  • Blessing: Target hero can reroll all black shields they roll when attacking or defending. They must take the results of the second roll. This spell lasts until there is a black shield showing after all rerolls have happened.
Agreed. I like that he can use holy water to heal, I'm doing something similar, but he needs more than starting with a bunch of them.

JasonMCM wrote:Thief: Sounds good, may come off as a little weak...
Very weak to start with. I think he should start with a short sword. Maybe he should also be able to keep both treasure cards if he wants.

JasonMCM wrote:Bard: I like, how long do songs last?
I think it must be one round.

JasonMCM wrote:Druid: I would give them a set of 3 animal transformation "spells" Instead of mind or body points I gave them WP (wound points) and when the druid in the form takes either mind or body points of damage equal to or greater than the number listed he changes back. He can also change back at will. The animals are as follows and you can pick the names for them
  • Small Flying Animal: Move 12, Attack 1, Defense 2, WP1 Special: May move without triggering traps and through enemies.
  • Fast attacking Animal: Move 8, Attack: 2/2, Defense: 3, WP 2 Special: Has 2 attacks each round each for 2 combat dice, if against the same target each attack is resolved separately
  • Strong attack, but slower animalMove: 5, Attack: 4, Defense:4, WP 4 Special: Cannot move through other heroes and other heroes cannot move through the druids space while transformed.
I think he needs to stay as an animal for a while as well. Fast attacking animal = Wolf. Strong attack, but slower animal = Bear. And there should be something venomous like a snake or scorpion. Maybe a scorpion and the snake can be a constrictor. Maybe a spider that throws webs as well. Wolf, Bear and at least one other.

JasonMCM wrote:Wizard: Don't get the bolt hit at all, please elaborate, maybe with an example. :)
Sotiris wrote:
Gold Bearer wrote:The wizards bolt hit skill isn't clear.
With this skill Wizard may throw daggers without rolling attack dice. Every thrown dagger is automatically 1 :skull: and the monster defends normally.
;)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: A more interactive HQ

Postby Sotiris » October 6th, 2014, 7:24 am

The Road Warrior wrote:I'm in. It's been a while since I've played a hero in a PBP game. I'll let you know which Hero I want to be before we start.

Welcome RW, so glad to see you here! |_P

Gold Bearer wrote:JasonMCM wrote:Bard: I like, how long do songs last?

Inspiration lasts for 1 round.
Sleeping lasts until the monster awakes with :roll5: or :roll6: .

Gold Bearer wrote:
JasonMCM wrote:Barbarian: Possibly no plate armor would be my only suggestion.
Yup, and chainmail, and crossbow.

Do anything you wish. I suggested in my previous post that if you find him OP, activate his skill only when his Attack>Defense.

Gold Bearer wrote:
JasonMCM wrote:Thief: Sounds good, may come off as a little weak...Very weak to start with.
I think he should start with a short sword. Maybe he should also be able to keep both treasure cards if he wants.

Ofc he's weak but have you seen the 43 treasure cards?

JasonMCM wrote:Scout: Giving him the extra auto searching if moving at 1 die seems odd. Why does he have 2 skills? I would advise removing this from the hero.
All players+GM have +1 skill than the normal setup. The scout may roll his movement dice and move with 1 (i have to clarify this on the card).


Now about the Cleric, Druid, Bard and Ranger.
Sorry, i don't want to use extra spell cards. Their skills are repeatable (and stackable) and represented by tokens.
I forgot to tell you that a hero may regain a token with a Potion of Magical Aptitude if he wishes.
Image
Also the Ranger has a simple thematic skill which enables him to make range attacks of 1-4 dice. Why to change this?

Until now the hero party consists of:
Gold Bearer - Barbarian
The Road Warrior - :?:
JasonMCM - Amazon

You decide if you need a 4th hero or we start with "The Maze" quest.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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Re: A more interactive HQ

Postby Gold Bearer » October 6th, 2014, 9:03 am

Sotiris wrote:
Gold Bearer wrote:
JasonMCM wrote:Barbarian: Possibly no plate armor would be my only suggestion.
Yup, and chainmail, and crossbow.
Do anything you wish. I suggested in my previous post that if you find him OP, activate his skill only when his Attack>Defense.
I'll just limit his equipment then to not being able to use armour or the crossbow if that's okay. Does that mean I get to use his skill diagonally or would you rather I didn't?

Sotiris wrote:Also the Ranger has a simple thematic skill which enables him to make range attacks of 1-4 dice. Why to change this?
It just seems a bit strange that he only gets a certain limited number of uses for his skill.

Sotiris wrote:You decide if you need a 4th hero or we start with "The Maze" quest.
Could we share the use of one of my custom characters as a kind of npc and when we get a fourth player that character will bow out? Also if they survive the quest and we don't have another player they could get replaced with another one of my characters so I get to see them in action. I'd like to use my very potent but very squishy storm mage. Then I get to see Talisman spells and combined spells.

Storm Mage
Race: Elven (High Elf). Class: Storm Mage. Equipment: Dagger.
Attack = 1* Defence = 1 Movement = 8 Body Points = 3 Mind Points = 7
Special Rules
  • You are a level five Magician and have Earth, Air, Fire and Water spells, Destruction, one random Talisman spell and one random Elf spell.
  • You are able to cast Combined spells.
  • Your natural Magical Aura gives you a basic defence of one combat dice.
  • Being a high level Magician, you are limited on the equipment you can use and are only able to use items that the Wizard is able to use.

"My name be Urg. Peoples call me Arg the dense, coz I so tough."
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:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: A more interactive HQ

Postby Sotiris » October 6th, 2014, 10:14 am

Gold Bearer wrote:Does that mean I get to use his skill diagonally or would you rather I didn't?

No, only melee attacks as it's written.
Gold Bearer wrote:..can I use one of your heroes and one of mine (subject to approval of course) pretty please?

Why don't you design your own quests to test your heroes? I'll be the first person who'll say yes and play it.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


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Re: A more interactive HQ

Postby Gold Bearer » October 6th, 2014, 10:18 am

Oh hang on, we're doing the maze, not the trial. Not that character then, there's no point. That one needs to be tested on a tougher quest. If you're okay with this idea Sotiris maybe we could use this one.

Shadow Warrior
Race: Elven (High Elf). Class: Shadow Warrior (Shadow Elf). Equipment: Short Sword, Dagger.
Attack = 2* Defence = 2 Movement = 10 Body Points = 6 Mind Points = 4
Special Rules
  • You are a level one Magician and choose one hero spell set from Wizards Of Morcar.
  • You are able to use a one handed melee weapon in each hand if at least one of them is any type of sword and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.
  • You are unable to use two handed melee weapons or wear Heavy Armour.
  • Wearing chainmail slows you to two movement dice (you use the highest two of three dice as standard).

I'm using the Forest Warrior in the other game so it seems only fair to give the high elf equivalent a run out.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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