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Josh's leveling system

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Josh's leveling system

Postby burglekutt » June 10th, 2020, 9:02 pm

There are four types of Tokens: Combat, Search, Movement & Furniture.

These tokens cost between $35- $50, and are bought between quests.
Only one Token may be used per room at first, but later hero's can pay $500 to upgrade to TWO Tokens per room/corridor & later for $1,000 to THREE tokens per room.

I figure players should not exceed more than 4 TOKENS usable per room/corridor from any one category, so that there not to OP. But if the heros are fighting crap loads of badguys, maybe it could be bumped up to EIGHT per room, idk.

COMBAT TOKENS-(Color Red)- One Token gives you a +1CD to a single Attack or a +1CD to a single Defense roll. They could also help you to do something extraordinary like assisting an adjacent hero with an Attack or Defense roll by giving him the +1CD to his Attack or Defend role as long as you are adjacent. Or a special move of some sort.

SEARCH TOKENS-(color Green), With one Token you may hear the speech/noise pattern of ONE of the lowest powered enemies in that next room without opening the door. ie, place one Goblin\skeleton in the room.
You can never "hear" inanimate things such as traps, secret doors, treasure or furniture.

Two Tokens will describe ONE of the NEXT lowest powered races in that room (Orc/Zombie). on n on with 3 & 4 Tokens. Yes a hero might know which types of races are in the room but not how many of each.

A Search Token can also reveal where a single Trap or Secret Door is once the Hero enters, but must still waste a turn disarming it.

MOVE TOKENS-(blue) Adds +4 to movement per Token or MAM.

Move Tokens might also allow you to push passed a single enemy as long as you have enough Tokens to reach an empty square. Possibly allow you to move diagonally or through/over furniture during your movement?

FURNITURE TOKENS-(yellow) These are meant more for hilarity and would be to long of a post to go over here but they involve the moving, tipping & throwing of furniture:)


Remember that even if a player had 50 damn Tokens, the cap of just four allowed per room should keep it not to OP I think.

I haven't tested any of this by the way:)
Last edited by burglekutt on September 21st, 2021, 6:13 pm, edited 8 times in total.
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Re: Josh's leveling system

Postby burglekutt » June 10th, 2020, 9:16 pm

Even if there was no cap on how many Tokens you could use per room, a player that has eight COMBAT TOKENS could easily burn those up on the first two rooms if he uses them for every Attack & Defense roll.

This also gives heros a secondary type class.
The Wizard specializes in Move Tokens so that he can MAM, which I think would be more valuable to him than a single +1 to his already weak attack or weak defense.
The Elf in Search Tokens.
The Dwarf in Furniture Tokens. Etc etc
Last edited by burglekutt on June 12th, 2020, 3:20 am, edited 2 times in total.
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Re: Josh's leveling system

Postby Stig » June 11th, 2020, 3:15 am

A lovely idea again in that it doesnt require maths or keeping track of stuff.

Given how much text each token has needed for an explanation, might a card be better?

When used, the card can be turned face down, or "drained" as is described in Heroquest Revised Edition.

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Re: Josh's leveling system

Postby Anderas » June 11th, 2020, 4:55 am

Many "tokens" can be sold called "potions" :-)

How do you give your heroes XP?
Do you give a set number of XP per quest, to be divided among the heroes?

Because, that's what I am thinking about currently. Likely one system I will not follow through to the end, but thinking is allowed, aint it? :mrgreen:


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Re: Josh's leveling system

Postby Stig » June 11th, 2020, 5:11 am

Anderas wrote:Many "tokens" can be sold called "potions" :-)

How do you give your heroes XP?
Do you give a set number of XP per quest, to be divided among the heroes?

Because, that's what I am thinking about currently. Likely one system I will not follow through to the end, but thinking is allowed, aint it? :mrgreen:


To answer your questions, here's some WIP I've got at the moment.

The Heroes get one XP each for

Completing a Quest
Killing a named monster
Recovering an artifact

When they have a number of XP as listed below, they can visit the Training Grounds if the settlement has one:

Training Grounds.png


And then make a roll on their skill table for their level, found on the back of their character card. For example your favourite the Dwarf:

Dwarf Back.png


There are cards for the associated skills too. That way, the Heroes level up in a different way each time, keeping the game fresh but still character-appropriate.
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Re: Josh's leveling system

Postby Anderas » June 11th, 2020, 8:53 am

You're making an app for this?


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Re: Josh's leveling system

Postby Stig » June 11th, 2020, 9:15 am

Anderas wrote:You're making an app for this?


Me? No, just a ton of cards. If I mentioned an app somewhere it must be a typo - apologies.


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Re: Josh's leveling system

Postby Anderas » June 11th, 2020, 9:20 am

Your "Training grounds" look suspiciously like an App :D


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Re: Josh's leveling system

Postby Stig » June 11th, 2020, 9:55 am

Haha no it's just an image I made in GIMP. It's going to be a Hex that'll I'll get made in thegamecrafter.


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Re: Josh's leveling system

Postby burglekutt » June 12th, 2020, 3:23 am

Given how much text each token has needed for an explanation, might a card be better?

When used, the card can be turned face down, or "drained" as is described in Heroquest Revised Edition.

I never got to play the revised addition sadly. I do not like how many Tokens im giving the player though & wish I could cut it down somehow.

Deffinently a single card for each category telling them what they can do with a Token will be necessary.

How do you give your heroes XP?
Do you give a set number of XP per quest, to be divided among the heroes?
I invented this to avoid having to use XP because I always hatted the math, charts & bonuses to keep track of for a game this simple. I especially hate permanent boosts.
I definitely don't want the Players to have to many permanent Tokens that they get every game, so maybe they only get one per 3rd quest acomplished? The majority of Tokens I want them to pay for.

Players should not be able to use two Tokens per room for a while though, maybe not till the 8th or 10th quest. So I wanted to make that expensive.

A Token might only cost $35 because it's similar to throwing a dagger along with swinging your sword. I'm not sure what id pay for a +1 to a single attack. $40, $50? Idk

The leveling in this system is identified by how many Tokens you can use per room. At 1st level= 1Token per room. 4th level is 4Tokens per room.

Maybe down the line if this system works I could allow 5 or 6 Tokens per room. Sounds scary but this would tempt players to buy lots of Tokens till they're broke lol. Then it won't matter how many Tokens they can use per room lol.
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