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How to Get the Most Variety Out of the Basic HQ dice

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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby knightkrawler » May 22nd, 2015, 3:54 pm

whitebeard wrote:Like I said, and KK illustrated, there will always be ambiguities in the rules as written. The best written card can be overridden or modified by many others and the effect is not always 100% clear. The best you can hope to do is play consistently.


I'm actually trying to write my stuff liguistically sound. It reads awkward in places, I'll be the first to admit that.
But clausing, a glossary, and a guide on cross-referencing and overruling help.
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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby whitebeard » May 22nd, 2015, 7:35 pm

knightkrawler wrote:I'm actually trying to write my stuff liguistically sound. It reads awkward in places, I'll be the first to admit that.
But clausing, a glossary, and a guide on cross-referencing and overruling help.


Yeah, it can certainly be done within your own materials. The original HQ rules are pretty tight. It is the random home brew expansions that really cause trouble. And who doesn't want those? I just try not to worry about it and accept it as part of an expanded game. When your system is ready, I'd really like to see it!
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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby knightkrawler » May 23rd, 2015, 1:16 am

whitebeard wrote:When your system is ready, I'd really like to see it!


You and me both, dude, you and me both.
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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby Goblin-King » May 23rd, 2015, 3:48 am

whitebeard wrote:Like I said, and KK illustrated, there will always be ambiguities in the rules as written. The best written card can be overridden or modified by many others and the effect is not always 100% clear. The best you can hope to do is play consistently.

I don't agree with this. I believe you can use language to formulate rules in a way that aren't ambiguous. If you simply go for rules exactly as written...
Of course if the game creator just writes random rules left and right and don't consider how they will work together, then problems can arise.

But now that I think about it, I often experience when players are confused about rules, it's often because they expect a rule to work in a certain way, which it just happens to don't.


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Image


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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby knightkrawler » May 23rd, 2015, 9:05 am

|_P
Your own art?
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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby Goblin-King » May 23rd, 2015, 9:28 am

Nah, just random google image


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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby whitebeard » May 23rd, 2015, 11:08 am

Goblin-King wrote:I don't agree with this. I believe you can use language to formulate rules in a way that aren't ambiguous. If you simply go for rules exactly as written...
Of course if the game creator just writes random rules left and right and don't consider how they will work together, then problems arise.


It is possible with a small controlled set. For anything larger you need "rules for how you make rules". Remember that quest text overrides card text, overrides rule text... But the problem becomes "N-P complete" such that every new card needs to consider every other card's text and all possible combinations thereof. Which is unmanagable when adding a new spell or item to even a modest group of cards. Unless you add very specific rules to the authoring of the cards. Which will restrict creativity such as the ideas in the original post. If you think you can think of everything, you are wrong. But it can certainly be accomplished within your own deck, with lots of play testing.
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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby cynthialee » May 23rd, 2015, 1:24 pm

In every game there will always be that unique situation that is seriously over powered. But the nice thing with HQ is that cards are typically surrendered to the deck after use. Potions that are drank are returned to the deck, spells cast, returned to the deck.
Stacking a potion with a spell and a specific magic item is part and parcel of gaming. You hold out for just the right situation and unload with maximum fury.
The cards are spent and the hero can't do it again until maybe next quest. If the players are smart and are able to one-shot the endboss due to superior playing then rock on!
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: How to Get the Most Variety Out of the Basic HQ dice

Postby Anderas » May 24th, 2015, 1:30 am

Goblin-King wrote:Mace of Madness: Roll 3 dice in an attack. You must roll black shields instead of skulls, but each shield count as 5 skulls.
or
Sword of Lightning: Roll 2 dice in an attack. If any black shields are rolled, all skulls are ignored and each black shield counts as 3 skulls.


I am just reviewing this thread for really good ideas.

Mace of Madness - you get in average 0,5 black shields. These count as 5 skulls, resulting in an average of 2,5 skulls as result. However, 5 skulls at a time is quite armor piercing, so the Mace of Madness is better than it's average suggest. I would call it Warhammer; you know, this thing with a thorn on one side :)

The Sword of Lightning is even better - it is reliable AND piercing. I like these two weapons most; even if the rules are a bit complicated!


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Re: How to Get the Most Variety Out of the Basic HQ dice

Postby Goblin-King » May 24th, 2015, 2:46 am

Glad you like them. But be aware that the laws of thermodynamics dictates that the 3 black shields aka 15 skulls will only trigger while fighting goblins.


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