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WIP Quest Difficulty Modulator

Discuss new Rules for HeroQuest.

Re: WIP Quest Difficulty Modulator

Postby Teldurn » March 12th, 2014, 3:31 pm

chaoticprime wrote:Doesn't everyone?

Not without dipping into prestige classes.
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Re: WIP Quest Difficulty Modulator

Postby chaoticprime » March 22nd, 2014, 7:22 pm

Haha.

In the Instruction Booklet, under "What Makes Hero Quest Unique" heading, one of the bullets describes "One Quest may take an hour or two to play, with each subsequent Quest increasing in difficulty." Using my above system, you can tally up the quantifiers and produce an aggregate score that should fairly represent how difficult each Quest actually should be, based on depletion of available resources and the number of rooms required to be reached in order to finish the quest (not counting the return trip).

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I think that The Trial is the hardest Quest in the base game. The above almost argues that point. I suspected that such could have been the results of the first few Quests weren't affected by the Evil Wizard player failing to prevent constant Hero power gain. This seems to indicate that its just a kill slog rife with penalty fights for choosing a wrong door.


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Re: WIP Quest Difficulty Modulator

Postby Daedalus » March 24th, 2014, 7:09 pm

Teldurn wrote:
chaoticprime wrote:algorithmist.

You cast spells by reciting equations.

After filling up on high-carb lunches, I had a monotone Calc professor who cast sleep spells upon the back row where I sat.
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