Rethinking Hero Death: alternate rules for defeat and dying
(Hear me out, because this houserule is changing one of the most basic elements of the game.)
One of the biggest issues I’ve faced across multiple groups has been when a hero gets killed early and that hero’s player has nothing to do for the rest of the quest. After trying a few variations (respawning at the starting point, bringing in a different hero, sharing control of one of the remaining heroes), I’ve started using what feels like a good, simple solution:
Heroes don’t die at 0 Body Points.
Instead, a hero that reaches 0 Body Points OR 0 Mind Points goes into shock. While in shock, the hero rolls only 1 red die to move, 1 combat die when attacking, and 2 combat dice when defending.
While in shock, if a hero takes damage that would reduce their Body Points or Mind Points below zero, the hero is instead knocked prone. A prone hero:
-can be moved through by monsters
-does not block line of sight
-rolls 1 less combat die when attacking or defending (minimum of 1)
-rolls 1 less movement die on his next turn (minimum of 1), then automatically stands up.
If every hero on the board is in shock at the start of Zargon’s turn, the quest ends. Heroes who reached the exit and escaped receive their rewards; heroes who are still on the board and in shock are defeated. A defeated hero misses out on their share of the quest reward, and suffers a further penalty (I make defeated heroes lose half their gold and one possession of their choice, but you could also rule that any defeated heroes are killed outright, losing all their stuff).
I’ve found this change makes the heroes work together more, make more strategic decisions about when to run for the exit, and be less reluctant to take on dangerous foes – plus, it keeps all five players around the table until the end of the quest.
If you try using this rule in your game, or if you're using another house rule for heroic deaths, let me know how it plays for your group!
-FW
One of the biggest issues I’ve faced across multiple groups has been when a hero gets killed early and that hero’s player has nothing to do for the rest of the quest. After trying a few variations (respawning at the starting point, bringing in a different hero, sharing control of one of the remaining heroes), I’ve started using what feels like a good, simple solution:
Heroes don’t die at 0 Body Points.
Instead, a hero that reaches 0 Body Points OR 0 Mind Points goes into shock. While in shock, the hero rolls only 1 red die to move, 1 combat die when attacking, and 2 combat dice when defending.
While in shock, if a hero takes damage that would reduce their Body Points or Mind Points below zero, the hero is instead knocked prone. A prone hero:
-can be moved through by monsters
-does not block line of sight
-rolls 1 less combat die when attacking or defending (minimum of 1)
-rolls 1 less movement die on his next turn (minimum of 1), then automatically stands up.
If every hero on the board is in shock at the start of Zargon’s turn, the quest ends. Heroes who reached the exit and escaped receive their rewards; heroes who are still on the board and in shock are defeated. A defeated hero misses out on their share of the quest reward, and suffers a further penalty (I make defeated heroes lose half their gold and one possession of their choice, but you could also rule that any defeated heroes are killed outright, losing all their stuff).
I’ve found this change makes the heroes work together more, make more strategic decisions about when to run for the exit, and be less reluctant to take on dangerous foes – plus, it keeps all five players around the table until the end of the quest.
If you try using this rule in your game, or if you're using another house rule for heroic deaths, let me know how it plays for your group!
-FW