D-8 Hero Quest System
Hey all.
Me and my Uncle have been working on a homebrew for Heroquest. (Just finalizing the rulebook. Will add a link to it here by editing this post).
It turns Hero-Quest into a D-8 system. Rather than always being 1/6, 2/6 or 3/6 odds, we felt the D8 allowed more variety in monster stats (lots of dice but low chance of success for something well armored/strong but clumsy, or a few dice with a decent chance of success for more nimble or weak monsters- and everything between).
We're also modifying the heroes. They can spend mind points for minor abilities (rerolls on defense, attack, or even disarming traps depending on class).
The Wizard has got the biggest overhaul- with each of the 3 spells per elemental class being divided up into (being able to be cast) once per turn, once per combat, and once per quest. He can spend mind points to allow him to cast one of the latter two again. This prevents him from casting all his spells and then only doing the odd 2 dice diagonal attack from then on in early quests (needing to get artifacts in later levels for more spells later on).
In addition we've tweaks some of the maps from the single-board quests into the modular board system, adding some more monsters (as well as AI on who they target), and changing up ranged monsters (if there are no hand-to-hand fighters in a room- they try to run to the entrance and call for back-up).
We're also experimenting with range on ranged weapons- but it only really applies to long corridors- and modifying how equipment works a little.
Is this something that would pique your interest?
Me and my Uncle have been working on a homebrew for Heroquest. (Just finalizing the rulebook. Will add a link to it here by editing this post).
It turns Hero-Quest into a D-8 system. Rather than always being 1/6, 2/6 or 3/6 odds, we felt the D8 allowed more variety in monster stats (lots of dice but low chance of success for something well armored/strong but clumsy, or a few dice with a decent chance of success for more nimble or weak monsters- and everything between).
We're also modifying the heroes. They can spend mind points for minor abilities (rerolls on defense, attack, or even disarming traps depending on class).
The Wizard has got the biggest overhaul- with each of the 3 spells per elemental class being divided up into (being able to be cast) once per turn, once per combat, and once per quest. He can spend mind points to allow him to cast one of the latter two again. This prevents him from casting all his spells and then only doing the odd 2 dice diagonal attack from then on in early quests (needing to get artifacts in later levels for more spells later on).
In addition we've tweaks some of the maps from the single-board quests into the modular board system, adding some more monsters (as well as AI on who they target), and changing up ranged monsters (if there are no hand-to-hand fighters in a room- they try to run to the entrance and call for back-up).
We're also experimenting with range on ranged weapons- but it only really applies to long corridors- and modifying how equipment works a little.
Is this something that would pique your interest?