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The Wizard Clearing House of House Rules

Discuss new Rules for HeroQuest.

Re: The Wizard Clearing House of House Rules

Postby cynthialee » January 15th, 2015, 1:56 pm

Weapon proficiency points?
Barbarian has all weapon skills at beginning of game thus never need learn a new weapon.
Dwarf may start with 6 weapon skills.
Elf may start with 4 weapon skills.
Wizard starts with 2 and may not choose a heavy weapon at character creation.

Each 10th quest completed and the hero gains a new weapon skill point.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The Wizard Clearing House of House Rules

Postby slev » January 15th, 2015, 2:19 pm

For that to work, you'd need a lot of underlying rules or changes.
Easiest way would be to class all weapons/armour as belonging to one or more goups, the skill gains access to that group.
There should be four weapon groups (one of which each of the three non-barbarians can't ever learn), and four Armour (one of which each of the three non-barbarians can't ever learn).
You could even have a fifth group of wizard speciality weapons, and a sixth group of lesser magical weapons the barbarian can't learn!
I'd start with:
Barbarian: 3 weapon, 3 armour
Dwarf: 2 weapon, 2 armour
Elf: 2 weapon, 1 armour
Wizard: 1 weapon, 1 armour


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Re: The Wizard Clearing House of House Rules

Postby cynthialee » January 15th, 2015, 2:53 pm

I do not know about armor slots....You just put it on and it offers some amount of static defense.

Now a really skilled warrior would know when to turn just so or how to brace in armor for best effects, especially in a hard plate armor.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: The Wizard Clearing House of House Rules

Postby slev » January 15th, 2015, 3:11 pm

cynthialee wrote:I do not know about armor slots....You just put it on and it offers some amount of static defense.

Now a really skilled warrior would know when to turn just so or how to brace in armor for best effects, especially in a hard plate armor.


Coveres both weight and skill.
Groups could be:
Loght Armour = Chainmail/Borin's Armour
Heavy Armour = Platemail
Sefences of Strength = Helmet/Shield
Defences of Dexterity = Bracers/Cloak

Then, if there are new itels added, they fall into one of those four catagoies.


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Re: The Wizard Clearing House of House Rules

Postby slev » January 17th, 2015, 9:40 pm

Based on recent discussions, I came up with a LOT of ideas. The basic thrust of this is that the Wizard is promised stuff to spend money on in later expansions, which never really happened. I figured that by adding a range of appropriate equipment, it should fix the Wizard without needing to muck about with the game rules.

Please note that the costs I assigned are based on my revised armoury, your numbers may be different. I also have stuff linked to the two extra Spell Groups from the WQP I built for HQR, and the WoM sells.

No flavour text yet as this is all just a rough first draft.


Part the first: starting equipment.
The wizard starts with these three items, they all act like very minor Spells!

Broach of Mending
Cast Action: Any one target figure in Line of Sight may recover up to one lost Body Point.
Wizard Only.
75GC

Broach of Determination
Cast Action: Any one target figure in Line of Sight may recover up to one lost Mind Point.
Wizard Only.
50GC

Burning Ring
Cast Action: 1 die ranged attack, damage on white shields.
Cast Action, spend 1 MP: 2 die ranged attack, damage on white shields.
Wizard Only.
50GC



Part the second: The Books
Major upgrades which may be purchased. Some of these may be used 9to less utility) by others (mostly the Elf).

Aegiomancer’s Grimoire
Once per Quest, when you would be forced to discard a Protection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Aeromancer’s Grimoire
Once per Quest, when you would be forced to discard an Air Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Geomancer’s Grimoire
Once per Quest, when you would be forced to discard an Earth Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Hydromancer’s Grimoire
Once per Quest, when you would be forced to discard a Water Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Kefalomancer’s Grimoire
Once per Quest, when you would be forced to discard a Control Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500GC

Pyromancer’s Grimoire
Once per Quest, when you would be forced to discard a Fire Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Sciomancer’s Grimoire
Once per Quest, when you would be forced to discard a Darkness Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Thelomancer’s Grimoire
Once per Quest, when you would be forced to discard a Detection Spell, you may use this item instead. You may only use the ability of one copy of this card per Quest.
500 GC

Tome of Focus

At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, you may choose to lose a Mind Point instead.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
500 GC

Tome of Haste
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group requires a Cast Action to be used, you may choose to lose a Mind Point instead.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
750 GC

Tome of Wisdom
At the start of the Quest, assign one Spell Group to this Card. Whenever a Card from this Spell Group would be discarded, place it beneath this card instead.
Cast Action, Drain this Card: Add all cards kept beneath this one to your hand of cards.
You may never assign more than one Tome to any Spell Group. You may only use the ability of one copy of this card per Quest.
Wizard Only.
1000 GC

Wizard’s Grimoire
When selecting Spells at the start of a Quest, and you select Wizardry Spells, you may keep two extra Spells from this Spell Group.
When selecting Spells at the start of a Quest, and you do not select Wizardry Spells, you also take the Wizardry Spell Group, but may only keep one Spell, even after other modifiers.
You may only use the ability of one copy of this card per Quest.
Wizard Only.
300 GC


Part the Third: Focuses
These give the Hero a perma-cast of a Spell, and an upgrade if they have that Spell card. This upgrade is important as it means that the spell is still useful, even if they have something similar permanently available. The elf can use a few of these (typically the weakest for each spell group), since it's a magic thing.

I am concerned that the Heal Body/Water of Healing analogues are too similar. Same with Chains of Darkness/Tempest.

Adamantine Ward
Cast Action: Select one target figure in Line of Sight and roll a four White Dice. The target may recover a number of lost Mind Points up to the number of skulls rolled.
If you use the Card “Mental Fortitude” while you possess this Card, the target recovers all lost MP.
Wizard Only.
300GC

Ætheric Lodestone
Cast action: may immediately draw two Treasure Cards.
If you use the Card “Treasure Horde” while you possess this Card, you may ignore the effects of any Hazard cards when resolving it.
Wizard Only.
200GC

Crystal of Life
Cast Action: Select one target figure in Line of Sight and roll a number of White Dice equal to half (round down) your current Mind Points. The target may recover a number of lost Body Points up to the number of skulls rolled.
You may use the Card “Water of Healing” outside your own turn, without a Cast Action, but it must target you.
Wizard Only.
800GC

Crystal of Scrying
Cast Action: Target any one room on the board which has at least one closed door leading into it. All pieces in the room are placed as if it had just been explored, although no figures within it may act until the room is entered normally.
If you use the Card “Clairvoyance” while you possess this Card, if the first room you examine is empty or solid rock, you may try again.
Wizard or Elf Only.
150 GC

Duplicitous Lamp
Cast Action, spend 1 mine point: Open any one Door in Line of Sight.
Cast Action: Melee attack against any one figure, anywhere on the game board, four white dice.
If you use the Card “Genie” to make an attack while you possess this Card, roll two extra White when resolving it.
If you use the Card “Genie” to Open a Door while you possess this Card, you do not need to discard it.
Wizard Only.
1000 GC

Dreaming Sand
Cast Action: Target figure may not take any Actions or and rolls no dice in Defence. At the start of their turn, they roll a number of red dice equal to their current MP. If they roll any 5+, the effect ends.
If you use the Card “Sleep” while you possess this Card, the target requires at least two 6's to wake up.
Wizard Only.
600 GC

Earthing Rod
Cast Action: Target figure in Line of Sight must discard one random card with the “Memory” Keyword.
Cast Action: Target ongoing effect from a spell card automatically ends.
If you use the Card “Dispel” while you possess this Card, and you use it to disarm a magical trap, it returns to your hand at the end of your turn.
If you use the Card “Dispel” while you possess this Card, and you use it to force the discard of a card, the target must discard two cards. For each card they cannot discard, they lose one MP.
Wizard or Elf Only.
350

Feather of Flight
Cast Action: You gain may make an extra move this turn.
Cast action: One figure in Line of Sight may make an extra move during their next turn.
If you use the Card “Swift Wind” while you possess this Card, instead of its normal effects, you may teleport to any unoccupied, revealed, space on the game board.
Wizard or Elf Only.
100GC

Flame Ruby
Cast Action: Ranged attack with two dice, count black shields as skulls. Target may not defend.
If you use the Card “Ball of Flame” while you possess this Card, cause extra damage equal to the skulls rolled on two white dice when resolving it.
Wizard Only.
750GC

Flint of Anger
Cast Action: Any one figure anywhere on the board is attacked as a ranged attack with one white die, counting black shields as skulls black. Target may not defend.
If you use the Card “Fire of Wrath” while you possess this Card, an extra point of damage is caused.
Wizard or Elf Only.
700 GC

Granite Talisman
Cast Action: One figure in Line of Sight gains an extra white die in defence from now on. This effect ends if the target loses any BP.
If you use the Card “Rock Skin” while you possess this Card, the target adds two extra dice.
Wizard Only.
400 GC

Heroic Laurel
Cast Action: One figure in Line of Sight rolls an extra white to all Attack Rolls now on. This effect ends if the target loses any BP.
If you use the Card “Courage” while you possess this Card, the target adds two extra dice.
Wizard Only.
150 GC

Hexagramic Amulet
Cast Action: Both the caster and one target figure in Line of Sight roll white equal to their current MP and counts the skulls rolled. The figure with the highest roll inflicts MP damage on the other equal to the difference between the rolls.
If you use the Card “Drain Mind” while you possess this Card, the counts black shields as skulls.
Wizard or Elf Only.
350 GC

Hood of Smoke
Cast Action: Until the start of their next turn, the caster cannot be the target of any Cast and/or Attack actions.
If you use the Card “Invisibility” while you possess this Card, the Spell target may chose retain the card as an ongoing effect when it would normally end. It will then be discarded immediately they use any Cast or Attack Actions.
Wizard or Elf Only.
125 GC

Horn of Cloud
Cast Action: One target within figure in Line of Sight may, during their next Movement Action, treat enemy figures as friends.
If you use the Card “Veil of Mist” while you possess this Card, the target adds an extra white die until the end of your next turn.
Wizard or Elf Only.
225 GC

Iron Web
Spell Magic Bound Darkness Philosophic Trinket
Cast Action: One figure in Line of Sight may not make Attack Actions during their next Activation.
If you use the Card “Chains of Darkness” while you possess this Card, the target misses their entire Activation.
Wizard or Elf Only.
750 GC

Lead Compass
Cast Action: Target figure in Line of Sight must miss their next Activation.
If you use the Card “Tempest” while you possess this Card, all figures in one target room or corridor may be affected.
Wizard Only.
1000

Maker’s Trowel
Cast Action: Remove a Wall of Stone marker from within Line of Sight on the game board and place it on this card.
Cast Action: Remove a Wall of Stone marker from this card and place it on the game board within Line of Sight.
Cast Action, spend one mind point: Place a Wall of Stone marker within Line of Sight on the game board. You may only do this is there is not a Wall of Stone marker on the Game Board or this Card.
Wizard or Elf Only.
200

Mask of Deceit
Cast Action: Select one target figure in Line of Sight, who rolls White Dice equal to their MP. If the target roll any friendly shields, this spell has no effect. If not, you may control this figure as a Man-at-Arms in until the end of your turn.
If you use the Card “Control Fiend” while you possess this Card, the target must roll at least two sixes to end its effects.
Wizard Only.
450GC

Phial of Shadows
Cast Action: Remove a Cloak of Darkness tile from within Line of Sight on the game board and place it on this card.
Cast Action: Remove a Cloak of Darkness tile from this card and place it on the game board within Line of Sight.
Cast Action, MP, MP: Place a Cloak of Darkness Tile within Line of Sight on the game board. You may only do this is there is not a Cloak of Darkness Tile on the Game Board or this Card.
Wizard Only.
600 GC

Root of Health
Cast Action: Select one target figure in Line of Sight and roll a number of White Dice equal to half (round down) your current Mind Points. The target may recover a number of lost Body Points up to the number of skulls rolled.
If you use the Card “Heal Body” while you possess this Card, the target may recover an additional two Body Points when resolving it.
Wizard Only
750 GC

Thorn of Sorrow
Cast Action: Ranged Attack two white dice. Target defends with white dice equal to their current MP.
If you use the Card “Arrows of the Night” while you possess this Card, roll two additional white dice when resolving its effects.
Wizard Only.
650 GC

World Key
Cast Action: One figure in Line of Sight may pass through one wall during their next Move Action.
If you use the Card “Pass Through Rock” while you possess this Card, the target will further not set off any traps as a result of their moving, and may pass through furniture.
Wizard or Elf Only.
600GC


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Re: The Wizard Clearing House of House Rules

Postby Anderas » January 18th, 2015, 3:23 am

Copy. Hard Disk. Paste.

Thanks, i think there are some ideas that could be reused.

Basically you make the spells better over time; whereas the price is so high that it takes a long time of upgradin.


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Re: The Wizard Clearing House of House Rules

Postby slev » January 18th, 2015, 6:31 am

Anderas wrote:Copy. Hard Disk. Paste.

Thanks, i think there are some ideas that could be reused.

Basically you make the spells better over time; whereas the price is so high that it takes a long time of upgradin.


Glad you approve :D . I think the idea is sound, just not 100% on the numbers.

The prices should be adjusted based on the armoury you're using. In mine a Crossbow, for example, costs a cool 1000GC, so these are not as expensive as they may seem!

Of course, if anyone has home-brewed spell groups, they can create a matching set of foci for the same effect.

I'm wondering if people want to spin off a thread and message there ideas with me?


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Re: The Wizard Clearing House of House Rules

Postby gootchute » January 21st, 2015, 12:25 am

slev wrote:For that to work, you'd need a lot of underlying rules or changes.
Easiest way would be to class all weapons/armour as belonging to one or more goups, the skill gains access to that group.
There should be four weapon groups (one of which each of the three non-barbarians can't ever learn), and four Armour (one of which each of the three non-barbarians can't ever learn).
You could even have a fifth group of wizard speciality weapons, and a sixth group of lesser magical weapons the barbarian can't learn!
I'd start with:
Barbarian: 3 weapon, 3 armour
Dwarf: 2 weapon, 2 armour
Elf: 2 weapon, 1 armour
Wizard: 1 weapon, 1 armour


Good point, let's make it even more universal! Instead of lists we can make a set of rules limiting heroes to weapons based on their body points. This is similar to previous suggestions for spell-caster card sets based on mind points. This method would allow all additional home-brew heroes and items to plug-and-play without updating the list. Here is my take on the idea (off the top of my head)

Weapon requirements - In order to wield a weapon, a hero must have at least DOUBLE the total number of Difficulty Factors of a weapon. Based on previous revelations about UK arti(e)fact rules, these magic items would naturally be usable by anyone!

Difficulty Factors: Each attack die, diagonal, thrown, ranged, each beneficial special rule.
Negative Factors(reduce factor count by 1): Two handed, each penalizing special rule.

Translating this for the base game:
Dagger = 2
Shortsword = 2
Broadsword = 3
Longsword = 4
Battle Axe = 3
Crossbow = 3

This puts the longsword out of reach for all but the Barbarian (think of it as a claymore) , but the shortsword is within the wizard's ability to use. An artifact that increases BP by 1 might be especially useful for the Dwarf.

Popular additional weapons:
Shortbow = 2 (2 dice, ranged, - two handed)
Sling = 1 (1 die, ranged, - two handed)
Staff = 2 (one die, diagonal)
Longbow = 3 (3 dice, ranged, - two handed)
Spear = 3 (2 dice, diagonal)
Flail = 3 (2 dice, special rule about ignoring shields)
Halbard = 3 (3 dice, diagonal, - two handed)
•==(Broadsword>


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Re: The Wizard Clearing House of House Rules

Postby slev » January 23rd, 2015, 10:10 am

Put up a thread for the Wizard Equipment over here: viewtopic.php?f=38&t=2781
If people are up for giving me feedback, that would be ossum.


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Re: The Wizard Clearing House of House Rules

Postby Lemmeron » February 9th, 2015, 7:41 am

Hi guys.

I Am new to the forums but I figured here was as good as any place to start posting.

I have been playing hero quest through with my wife and 2 young daughters. They are really enjoying hero quest. And have just finished the first quest book. None of them have ever played a game like this before.

The beauty of hero quest is its relative simplicity. The weakness is as discussed Mage being left behind in power. But also all other characters being too powerful by the end of book 1 and having nothing left to buy with all their gold !

I have been hard at work rebalancing the characters and equipment for longevity of our family gaming. I will post more on this later.

But for this thread. A quick fix for wizard is to allow him to use any of the heavier weapons other characters can use. But rolling 1 less combat die. So essentially a battle axe is an upgrade at a heafty gold cost for a 3 die attack instead of 4 due to his lack of weapon expertise. The same can be done for borin's armour and perhaps the spirit blade. 1 die less. I don't allow the use of other types of armour as I feel defensively they are in an ok place with 4 dice plus stone skin or with borin's armor (4-1) plus bracers(+1) Plus cloak (+1) over the armour for 5 dice.

Orcs bane is a small weapon so I don't apply a penalty.

Another quick fix is I allow the wizard to cast a buff or healing spells without loosing the ability to attack on the same turn. Thus a wizard who walks into a room can either cast courage on himself or stoneskin or healing and then attack a monster. This gives him a little more survivability without much rule complication.

The longer fix I am working on and play testing now involves a progression in weapons for wizard that also upgrades his number of spells he can cast as well as offers an increase in attack power.


I have bought the multicoloured dice and am using them as part of the rebalance to the game and this adds a lot more flavour to each character.

Anyway hi all and there is my 2cents on this topic.

I will start a new thread after play testing all the modifications


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