I thought I’d take some time to introduce my “advanced” game options…
n.b. I couldn’t get the BBCode to work for resizing the images, so there’s links instead. Sorry!The purpose of HQR was to combine, sanitise, & clean-up the various rule sets into a single, balanced, unified system, where everything is clear. The project largely succeeded. There were still a few balance problems between the Heroes (especially the Wizard), and a lack of real impetus to avoid death. So, I came up with some more “involved” changes, and bolted them on as an “advanced” play mode. Advanced as it's less suitable for the younger "late junior school" crowd the game was targeted at, and more of a "lower secondary school" level of difficulty.
To grant said impetus to avoid death, I created a Hero Advancement system, based on learning “Skills”, that grant extra abilities to the Heroes. Since Skills are lost on character death, while the equipment might be salvaged, the XP will be lost!
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Skill%20-%20Footwork%202.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Skill%20-%20Lesser%20Alchemy.jpgSkills also, however, grant the EWP points to spend on “Dungeon Cards”, upgrades for the Monsters, balancing the advances out.
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Dungeon%20-%20Blessings%20of%20Magic.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Dungeon%20-%20Goblin%20Scouts.jpgTo help balance out the Heroes, I added more Armoury items (using the German dice), and Placed expanded limits on who can use what. I also added the “Enchanter’s Emporium”, that sells more items. The Wizard can use all but two of these, the Barbarian can use only a couple of them.
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Armoury%20-%20Advanced%20-%20Halberd.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Armoury%20-%20Advanced%20-%20Rapier.jpgI also created an advanced Spell system, based on Anderas’ system, based on my notes & suggestions. This means the Wizard’s magic has less raw power, but he almost always has some available.
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Spell%20-%20Fire%20-%20Ball%20of%20Flame.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Spell%20-%20Darkness%20-%20Arrows%20of%20the%20Night.jpgAs all of this can lead to the players taking their time around the dungeon, I also included an EWP deck of “Event” cards, which the EWP can use to layeth ye olde smack down, hence giving the game a clock.
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Event%20-%2025%20-%20Horrific%20Illusion.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Event%20-%2033-34%20-%20Over-Exertion1.jpgOn top of this, I changed the Heroes’ starting states. A basic Hero is technically about the same power level as before, but more specialised, and they become batter when they become Champions.
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Card%20-%20Elf%20Front.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Card%20-%20Elf%20Back.jpgI then created the “Arcane” Spell groups, to give magic users more options as their number of Spell Groups might increase through Skills. As each is based on a pair of the magical “elements”, the each have a different feel. They are generally more specific than the basic groups, and harder to cast, meaning they are only suitable for a more advanced Hero.
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Spell%20-%20Underworld%20-%20Cave%20In.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Spell%20-%20Unity%20-%20Encouragement.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Spell%20-%20Time%20-%20Phase%20Out.jpgFinally, specific extra Spell Groups for the Dwarf and Wizard have been added.
http://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Spell%20-%20Rune%20-%20Back.jpghttp://i192.photobucket.com/albums/z169/slev01/HeroQuest/Hero%20Spell%20-%20Cantrip%20-%20Back%20.jpgI’m also now looking at the potion options from the “negative body points” thread...
We’re playtesting the advanced game later this month, with the HQR version of the main set scenarios. Hopefully, this will go well.