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Additional stat categories?

Discuss new Rules for HeroQuest.

Re: Additional stat categories?

Postby mitchiemasha » January 7th, 2018, 6:45 pm

No... I like how HeroQuest only has limited stats. That's part of it's beauty. All of the extra things, like tests etc can be attributed by those stats. As Anderas points out, focus on improving Mind points first.

Sneak, Thiriokinesis (control beast), Healer, Berserker, Warewolf... all tie into Mind points in my game. I did use them for initiative for a while too but that got ditched.

For instance 'Sneak Skill: Each rolled Movement d6 must be lower than the Hero's mind to Sneak'. Roll too high and your too excited, too quick, theme it anyway you choose. The higher that hero's Mind the better he is at the chosen skill, more likely to achieve it. In character creation you don't want to give your Hero too much Mind as it will have very weak body, it's for the player to find a nice sweet spot. I didn't want to add extra rolls slowing down the game so the Mind test to use your skill are linked to the movement roll.
Last edited by mitchiemasha on January 7th, 2018, 6:49 pm, edited 1 time in total.


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Re: Additional stat categories?

Postby mitchiemasha » January 7th, 2018, 6:47 pm

We have 4... Body, Mind, Attack, Defence. 5 if including movement: Speed. Any more and I think it's too much, over kill!


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Re: Additional stat categories?

Postby Daedalus » February 21st, 2018, 7:54 pm

I see movement as a stat that can be broadened. If you modify dice for different Heroes as Gold Bearer has done (ie. roll 3, keep best 2), you have an adjustable stat. That in turn can be used for agility tests and the like. Movement already affects initiative when initiating combat. Set it against a monster's move and you can add in specials like escaping combat or turn-to-turn initiative. This water pit trap idea shows another use for the move stat.
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Re: Additional stat categories?

Postby mitchiemasha » February 22nd, 2018, 7:42 pm

Daedalus wrote:I see movement as a stat that can be broadened. If you modify dice for different Heroes as Gold Bearer has done (ie. roll 3, keep best 2).

A trait that can be selected in character creation Speed: Used d8's for movement (usually ELFS). Roll 3 keep 2 works well too. Both are on the print out. An artifact idea as well.


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Re: Additional stat categories?

Postby Daedalus » March 7th, 2018, 6:16 pm

That's right, you've also worked with movement variability. One movement-dice idea I've considered was to make some custom d6's. Slow ones would have some pips filled in ( :roll1: :roll1: :roll2: :roll3: :roll4: :roll5: ) while fast ones would have some pips added ( :roll2: :roll3: :roll4: :roll5: :roll6: :roll6: ). Or something like that. The idea was a slow set and fast set each had their own color associated with wearing different armors.
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Re: Additional stat categories?

Postby mitchiemasha » March 7th, 2018, 11:52 pm

Daedalus wrote: One movement-dice idea I've considered was to make some custom d6's. Slow ones would have some pips filled in ( :roll1: :roll1: :roll2: :roll3: :roll4: :roll5: ) while fast ones would have some pips added ( :roll2: :roll3: :roll4: :roll5: :roll6: :roll6: ). Or something like that.


Similar to Thunder Road. This has a black road bonus d6, 2 1's, 2 2's, 1 3, 1 4. This would be the slow dice but It has actual numbers instead of pips.


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Re: Additional stat categories?

Postby torilen » March 8th, 2018, 10:22 am

For my Questing Heroes...and possibly for HQ in the future with my son...I've added a Spirit score, but that
is the only additional stat I use. Spirit Points are used to determine healing and clerical/priestly spell casting,
and druidic spell casting. Sometimes it used to to determine how powerful a spell can be, and sometimes it
is used to determine how much of a spell can be known/how many times a spell can be used/etc.


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