AND the
as an extra skull, was part of a set of changes (including the "snake eyes" wandering monster rule and multiple BP for monsters listed below) attempting to fix the issue identified right back in the early days of HQ, that if the players co-operated the game was too easy. 1BP =
2BP =
3BP =
(and most named monsters)One of the things that I really like about HQ, is that many games have simple rules and the emergent play is simple (Snap!), others have complex rules and the emergent play is complex (great if that is what you like), but for me HQ falls neatly into the "Goldilocks zone" of relatively simple rules producing a relatively complex play. However issues emerge, not through a problem with the game itself, but when these mechanisms are so subtly woven into the game that some players miss them entirely and start to introduce house rules to fill in the gaps in the game, where no gap exists. For example, introducing an advancement system because HQ doesn't have one (even though it does), or removing the movement dice rolls and then introducing initiative rules even though the characters roll for movement combined with monsters fixed movement provides an initiative system.
Onan, I get your point about the asymmetrical combat system (in the broadest sense) that HQ covers by using two different mechanisms the asymmetrical BPs and the asymmetrical shields, but I feel that the end result makes the game too easy, assuming players co-operate, so removing one of those mechanism entirely, and rebalancing the other, is my way of retaining the essential asymmetrical combat system, but just reducing the asymmetry a little.
I'm not sure that I would describe the body point imbalance as being "hidden", after all if they had wanted to hide it, they could have left the comment in the rulebook that says "all the monsters have only 1 Body point, they are killed by any roll of a skull that is not cancelled by rolling a black shield" and removed any mention of Body points from the monster cards altogether, but they didn't.
I also agree with you that the initiative system that HQ uses is a great one, whilst the characters don't always have the initiative (and working together is irrelevant) it tends to be in their favour far more often than not.
Where I'm not sure that we agree (and this might just be because I use the classic edition rules and you may have been referring to editions in general, including the remake) is when you say that the HQ advancement system breaks the combat system. The changes made to the advancement system in the remake, partly the increased opportunity for treasure searches, but more importantly the removal of the "cards limit supply" mechanism results in the all members of party, excluding the Wizard, being equipped with a battle axe, plate armour, helmet, shield and crossbow, so 4CD in H2H attacks, 3CD in missile attacks and 5/6CD in defence. I agree that this does "break" the combat system, but the advancement system itself, without the changes introduced in the remake, works absolutely fine with the combat system.
Onan wrote:This is because of HeroQuest's binomial distribution combat system. Let's call a result of 2 or more skulls a "critical hit", short crit. The 1 body point + black shield defense rules make it very unlikely for a monster to survive a crit, no matter its defense stats. In DnD like D20 systems the crit chances don't increase automatically with the hero's combat strength. In HeroQuest they do: 1 attack die has 0% chance of a crit, 2 AD have 25%, 3 AD have 50%, 4 AD even 69%.
This piece I'm not following and it may just be me. A critical hit is generally a roll that produces extra damage or kills a monster outright, I assume in this context you are referring to the latter (as HQ doesn't have critical hits that produce extra damage) and assuming 1BP per monster that happens only when the attacker rolls more skulls that the defender has defend dice. If I roll two skulls against a Goblin who only has 1 defend dice, then he is killed irrespective to the outcome of his roll, a "critical hit"? So in HQ "critical hits" if you wish to use that term, are based on two factors, the number of attack dice used (i.e. the maximum number of skulls) versus the number of defend dice used. So the character using the Battle Axe, has 0% chance of a critical hit against a Chaos Warrior or Gargoyle, but increasing odds as you go down the DD scale, so why choose 2 or more skulls as a "critical hit"?

= one hit






