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Dex/Str & Move adjustments

Discuss new Rules for HeroQuest.

Re: Dex/Str & Move adjustments

Postby mitchiemasha » April 18th, 2018, 9:31 am

To see the Barbarian...

We won't 'see' it anyways regardless to mods. However, if one want's to add that into a bit of RP, if the Barbarian beat the Gargoyle in combat, there's nothing stopping the player for wording that they smashed him over the head with the chair next to him. We often find 'not related to mechanics' things worded as happening in games we've played, even monopoly. Games like HeroQuest, Zombicide etc are great for this.

The weapons rack could give you

This is handled by the Quest notes. Design deeper Quests. The starter Quest are simple as it's for kids.

The easiest mods: Limit searches to 1 per room plus items of furniture.
Alchemist Bench: Roll for a potion.
Weapons Rack: Pick a card at random from the weapons deck.
Sorcerers Table: Use your action to Inscribe a spell scroll with a known spell.
Table: Find a Map featuring a trap or secret door. Again... Quest Notes.
Torture Rack: Torture a Monster for info on traps behind doors, secret doors.
This requires using a NET to catch 1. Standard combat 1Ad6 but they're caught not killed. Uses Drag, 1 less Md6.

In the Quest notes could be written "The Sorcerers Table is cursed" a lil trap to catch the Wizard out.
Black: lose 1 Mind | Skull: Fails | White: Success.
Only discovered after attempting to inscribe the scroll, after many Quests of doing it with no risk.

As the searches are limited to 1 plus each item of furniture, this covers the Quest notes specific for the room and/or the furniture. Search the room, is there a specific? No, pick a card. Is their furniture? Yes, that's an extra search. Does it have a specific? No, pick a card. Yes, do the condition.

The Fireplace and Tomb can be very creative tools for Quest design.

It's on my to do list to make a new screen with the Furniture standard specifics added to the pictures. UK screen that is.


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Re: Dex/Str & Move adjustments

Postby Daedalus » April 18th, 2018, 6:39 pm

Josh wrote:. . . This list was to add more options for the players due to failures that I found in the game. Not many will notice this but the furniture in this game is a player in the game that is barely used. I think it should be exciting for the hero's to find them.
Options:#1 The Weapons Rack could give you a rusted CLAYMORE 4Att(diagonal) Sword good for 2 swings before it breaks:)
#2 The Alchimest Bench allows the wizard to make a +1BP potion. Perhaps a single Molotov Cocktail any player can use for 3ATT.
#3 Bookcase gives you a weak powered scroll for a +1 ATT on a single swing. Etc,etc,etc.

The being able to move furniture around is an extension of all this to simply make the furniture more exciting to see &interact with, but honestly I've never done it & don't know if it's a good idea. Although to see the Barbarian flip a table over or bust the Gargoyle over the head with a chair would be hilarious.

I tried to use the origional Combat SKULL die for these actions(Str/Dex/Brawl) to make these things happen, but figure I'll sadly use a 1D6 instead so as not to confuse the players on what they need to roll.

Adding specials for furniture is usually handled in the Quest Notes, but I agree expanding its role is an opportunity for a more immersive environment. I've worked out a first draft for a furniture deck myself, but I haven't looked at it for quite a while.

If you're interested, I've posted about rolling a combat die to interact with furniture in the Walking over furniture topic way back when.
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Re: Dex/Str & Move adjustments

Postby mitchiemasha » April 19th, 2018, 12:39 pm

As for being on a table, or the chair, 2 can fit on the table so we see that as a larger area to attack or be attacked, 2 squares not 6. Opponent get's -1Cd6 in attack and defence.

Not many will notice this but the furniture in this game is a player

Everybody noticed, most design deeper quests and adding simple mechanics to them is often 1 of the first things to explore.

options for the players due to failures that I found in the game.

The problem is your use of referring to things as a 'failure', most won't like this. it's quite a harsh term towards a game we hold such high regard. It's supposed to be simple. If they'd created complex rules for things as standard, it would of failed. And, it would of limited our abilities to expand the game via the quest notes. Which is the best thing about HeroQuest.

Sliding the table across, to stop an endless spawn of RATS or block a door, could quite easily be handled like the unique Doors. Some fluff in the text mentioning the table is loose and the threat. A hero must roll lower than their current Body on 2d6. For it to be a generic do all the time, especially in the first quests, is pointless, it would serve no purpose in the design of that actual quest, slowing the game down. It's not D&D it's HeroQuest!


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Re: Dex/Str & Move adjustments

Postby burglekutt » April 26th, 2018, 12:42 am

mitchiemasha wrote:As for being on a table, or the chair, 2 can fit on the table so we see that as a larger area to attack or be attacked, 2 squares not 6. Opponent get's -1Cd6 in attack and defence.

I like this.

I'm not good at spelling &am forced to be very direct &quick with my sentences, do forgive this.
I'm obsessive as hell & this game has been one of the funnest mysteries to solve that I have ever come across.

Realized my system sucked & am editing the hell out of it, so my first post will look like crap till I fix it & present something better. Could take me awhile to figure out.
Last edited by burglekutt on May 21st, 2018, 5:03 am, edited 1 time in total.
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Re: Dex/Str & Move adjustments

Postby mitchiemasha » April 26th, 2018, 8:29 pm

I'll be over reading your use of the word, to me it's very strong and resonated deeply. It's quite hard to explain but now i can tell you're not using it to the extreme i feel it. Probably some hidden issues at play, lol!

It's Crazy!!!


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