• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

The Wizard Clearing House of House Rules

Discuss new Rules for HeroQuest.

Re: The Wizard Clearing House of House Rules

Postby Big Bene » January 7th, 2015, 5:52 am

Cynthialee wrote:Issue the Wizard three random potions before the start of every dungeon.

Daedalus wrote:Adding artifacts is the micro-expansion prefered way to house-rule exceptions that are easily referenced

cynthialee wrote:I like the shelf life idea

Artifact:
Tome of Potions
This ancient tome contains the receipes and the necessary magical and alchemical instructions to create every potion included in the HQ rules. The wizard must collect ingredients as he goes about his day, and the potions he can make depend on which incredients he could find. As the potions are made on the go, they lack some stabilizing processes that could only be done in a laboratory. Therefore, thay won't last for longer than one quest.
If he posesses the Tome of Potions at the beginning of a quest, let the wizard take one potion of his choice and draw two more random potions. Keep these potions separated from the ones you find or purchase the normal way. Unused potions of this type are discarded at the end of the quest.
Can only be used by the wizard.
Have a look ;)


Rewards:
Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Encountered a menacing Chaos Warlock!
User avatar
Big Bene

Halberdier
Halberdier
 
Posts: 1401
Images: 11
Joined: September 30th, 2010, 5:23 am
Location: Siebeldingen / Germany
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: The Wizard Clearing House of House Rules

Postby Infje » January 7th, 2015, 11:57 am

I'm sorry if this has been posted before but I haven't read through all 10 pages yet. I wanted to add that my group has been experimenting with a simple but thus far effective system for the Wizard. He can keep his spells. Directly after casting one he rolls 1 die and the outcome determines how many turns he can't use that spell. We've only played once like this and I think that certain spells that are too powerful must be excluded, but it makes it more fun to play as Wizard.


Rewards:
Created a Hot Topic.
Infje

Gargoyle
Gargoyle
 
Posts: 146
Joined: January 31st, 2012, 4:38 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: The Wizard Clearing House of House Rules

Postby Darkforce44 » January 14th, 2015, 4:06 pm

The equipment and artifacts in Hero Quest do a GREAT job of making the Barbarian, Dwarf, and Elf better at combat but they do a terrible job of making the Wizard better at magic.

The Wizard needs more artifacts besides the Spell Ring. The Wizard's Spellbook idea is on the right track. The staff with infinite fireballs is too. A crossbow is better than infinite Fire of Wrath or Ball of Flame anyways so this is not overpowering.

I've read through this whole thread and I see lots of convoluted ways to give the wizard more spells without actually giving him more spells. (re-rolls to keep spells, etc). Why not just give the Wizard more spells?

One house rule we always used was each additional mind point equaled another spell group. A Wizard with a Talisman of Lore could cast 4 spell groups of spells. So 4mp = 1 group, 5mp = 2 groups, 6mp = 3 groups, 7mp = 4 groups, etc.
Darkforce44

Goblin
Goblin
 
Posts: 13
Joined: April 3rd, 2013, 10:29 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon

Re: The Wizard Clearing House of House Rules

Postby slev » January 15th, 2015, 10:17 am

There's actually two different fixes needed.

1. Especially in the early game (starting wizard), the spells are very "all or nothing", which can make the wizard quite boring.
2. In the late game (experienced wizard), there's not much done to allow the wizard to upgrade.

Both problems require different solutions. Giving extra Spell Groups, infinate casts of a specific spell, etc, are good ways of fixing problem 2, but don't do much to fix problem 1.


Rewards:
Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
slev

Scout
Scout
 
Posts: 1069
Images: 6
Joined: August 26th, 2014, 7:55 am
Location: Manchester
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: The Wizard Clearing House of House Rules

Postby cornixt » January 15th, 2015, 10:54 am

"Low-power but infinite casting" spells are one way to handle 1. The wizard doesn't feel like he is wasting a spell that could come in more useful later. Many of the regular spells are a bit crappy and hardly get used anyway.

For 2, I've toyed with a few ideas that are a little more than "more spells":
*greater range - casting around corners or into adjacent rooms.
*Bonuses for being adjacent to the spell target.
*access to a sword - far too many wizard models have him wielding a huge sword (bloody Gandalf influence!)


Rewards:
Destroyed a Zombie!
User avatar
cornixt

Ogre
Ogre
 
Posts: 813
Joined: November 4th, 2014, 12:56 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: The Wizard Clearing House of House Rules

Postby slev » January 15th, 2015, 11:58 am

Inspired by the Japanese system, I did have the idea of a number of items: one per original spell, all Wizard Only, Maybe have one per Spell Group (weakest Spell) that the Elf can use too!

These items would mimic the abilities of the original spell, and further give a bonus to casting the original spell.

Example:
Ruby of the Hearth
You may use this when casting a spell, instead of a Spell card. One figure in line of sight is attacked with two white combat dice. Any white shields rolled count as skulls. The target may not defend.
If you cast the Spell “Fireball” while you have this item, you may roll an extra white combat die.


Rewards:
Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
slev

Scout
Scout
 
Posts: 1069
Images: 6
Joined: August 26th, 2014, 7:55 am
Location: Manchester
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: The Wizard Clearing House of House Rules

Postby cynthialee » January 15th, 2015, 12:03 pm

cornixt wrote:"Low-power but infinite casting" spells are one way to handle 1. The wizard doesn't feel like he is wasting a spell that could come in more useful later. Many of the regular spells are a bit crappy and hardly get used anyway.

For 2, I've toyed with a few ideas that are a little more than "more spells":
*greater range - casting around corners or into adjacent rooms.
*Bonuses for being adjacent to the spell target.
*access to a sword - far too many wizard models have him wielding a huge sword (bloody Gandalf influence!)

The entire idea a Wizard can't have a sword is a Gygax and Arneson idea that was weak when the first D&D came out and is weak now.
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~


Rewards:
Created a Hot Topic.
cynthialee

Swordsman
Swordsman
 
Posts: 1848
Images: 4
Joined: September 27th, 2011, 10:56 am
Location: the forests of Washington State
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: The Wizard Clearing House of House Rules

Postby slev » January 15th, 2015, 12:48 pm

cynthialee wrote:
cornixt wrote:"Low-power but infinite casting" spells are one way to handle 1. The wizard doesn't feel like he is wasting a spell that could come in more useful later. Many of the regular spells are a bit crappy and hardly get used anyway.

For 2, I've toyed with a few ideas that are a little more than "more spells":
*greater range - casting around corners or into adjacent rooms.
*Bonuses for being adjacent to the spell target.
*access to a sword - far too many wizard models have him wielding a huge sword (bloody Gandalf influence!)

The entire idea a Wizard can't have a sword is a Gygax and Arneson idea that was weak when the first D&D came out and is weak now.


I can get behind the idea os the Wiazrd not being as good with the sword, or not being able to use some of the heavier quipment due to low strength, etc.

Lamentably, this is hard to model in HQ. My solution is new equipment items that act like the sword, but are more expensive, such as a "rapier" instead of a shortsword. Cots smore, no limits on who can use it. Everyone else will, of course, plumb for teh cheaper option.


Rewards:
Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
slev

Scout
Scout
 
Posts: 1069
Images: 6
Joined: August 26th, 2014, 7:55 am
Location: Manchester
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: The Wizard Clearing House of House Rules

Postby cynthialee » January 15th, 2015, 1:18 pm

Long swords are not really that heavy and there are plenty of smaller women who dominate with them in SCA fighting.
If a short and generally un-athletic girl like my ex "R" can be a terror with a long sword, I imagine that the wizard who spends his life next to the other heroes should know a trick or two about how to swing a sword.
Now I could see penalizing the Wizard in some way. Loss of a dice after he swings the sword as many times as his Body points... Only hits with Black Shields.. That would be rather brutal though... Loss of a movement 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~


Rewards:
Created a Hot Topic.
cynthialee

Swordsman
Swordsman
 
Posts: 1848
Images: 4
Joined: September 27th, 2011, 10:56 am
Location: the forests of Washington State
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: The Wizard Clearing House of House Rules

Postby slev » January 15th, 2015, 1:32 pm

cynthialee wrote:Long swords are not really that heavy and there are plenty of smaller women who dominate with them in SCA fighting.
If a short and generally un-athletic girl like my ex "R" can be a terror with a long sword, I imagine that the wizard who spends his life next to the other heroes should know a trick or two about how to swing a sword.
Now I could see penalizing the Wizard in some way. Loss of a dice after he swings the sword as many times as his Body points... Only hits with Black Shields.. That would be rather brutal though... Loss of a movement point..


Exactly. In an RPG, strength, speed, height, etc would each be an incrimental bonus, skill is the main thing, and the Wizard would be putting stats into other things in the main, hence being at a skill disadvantage. As I say, the problem is how to model that efficiently in HeroQuest, where abilities to use weapons are yes or no.


Rewards:
Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
slev

Scout
Scout
 
Posts: 1069
Images: 6
Joined: August 26th, 2014, 7:55 am
Location: Manchester
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

PreviousNext

Return to Rules

Who is online

Users browsing this forum: No registered users and 1 guest