An alternative set of rules for HQ - Tactical HQ
Hi there,
probably many of you know that playing HQ can result in quite repetitive gameplay over time, e.g., with crossbows dominating the field and weak sorcery that makes playing the wizard as an only character not very much fun. These experiences were my main motivation behind making some improvements to the HQ ruleset, especially since the new official HQ reprint missed the chance to do a general overhaul of the rules.
Here I’d like to share with you my own set of HQ rules, which result in a quite different gameplay. The set of changed rules was playtested and also some calculus was used for balancing some things. Although one may pick individual changes as house rules for the original HQ, the entire set of rules is quite coherent and probably works best in this constellation. Here is the introductory abstract:
„These reworked HQ rules yield a more vigorous and more interesting course of combat, as the melee weapons and, especially, the sorcery of the heroes are strengthened. The various types of monsters gain more individual character traits: goblins are annoying, fimirs and mumies are due appropriate awe, and gargoyles are simply powerful. The difficulty level is somewhat enhanced, yet it should be appropriate for the adventures of the base game (including the new or the US version), Kellar's Keep, and Return of the Witch Lord. Heroes gather experience and improve their abilities over time. The slenderness and simplicity of the HQ rules are overall preserved. Additional optional rules may be used as preferred. THQ works both with the old and the new print of HQ. Have fun!“
All files now exist both in German and English versions, and additional stuff will likely appear in the future, depending on my spare time. So far, it is mostly in text form, as I am not very much skilled in editing graphics etc.
I am curious to read over time if and how you like this creation, in case somebody wants to try it out. I chose the name Tactical HQ because of how it eventually plays out on the board. That direction of development was not my original intention, it simply came out this way, and I actually found it quite interesting and appealing, thus my efforts to write everything down properly.
Now here is the link to THQ:
https://c.gmx.net/@682163002236999943/3 ... uOINT4NgSQ
Lastly, also thanks to Marcus for playtesting and useful comments.
probably many of you know that playing HQ can result in quite repetitive gameplay over time, e.g., with crossbows dominating the field and weak sorcery that makes playing the wizard as an only character not very much fun. These experiences were my main motivation behind making some improvements to the HQ ruleset, especially since the new official HQ reprint missed the chance to do a general overhaul of the rules.
Here I’d like to share with you my own set of HQ rules, which result in a quite different gameplay. The set of changed rules was playtested and also some calculus was used for balancing some things. Although one may pick individual changes as house rules for the original HQ, the entire set of rules is quite coherent and probably works best in this constellation. Here is the introductory abstract:
„These reworked HQ rules yield a more vigorous and more interesting course of combat, as the melee weapons and, especially, the sorcery of the heroes are strengthened. The various types of monsters gain more individual character traits: goblins are annoying, fimirs and mumies are due appropriate awe, and gargoyles are simply powerful. The difficulty level is somewhat enhanced, yet it should be appropriate for the adventures of the base game (including the new or the US version), Kellar's Keep, and Return of the Witch Lord. Heroes gather experience and improve their abilities over time. The slenderness and simplicity of the HQ rules are overall preserved. Additional optional rules may be used as preferred. THQ works both with the old and the new print of HQ. Have fun!“
All files now exist both in German and English versions, and additional stuff will likely appear in the future, depending on my spare time. So far, it is mostly in text form, as I am not very much skilled in editing graphics etc.
I am curious to read over time if and how you like this creation, in case somebody wants to try it out. I chose the name Tactical HQ because of how it eventually plays out on the board. That direction of development was not my original intention, it simply came out this way, and I actually found it quite interesting and appealing, thus my efforts to write everything down properly.
Now here is the link to THQ:
https://c.gmx.net/@682163002236999943/3 ... uOINT4NgSQ
Lastly, also thanks to Marcus for playtesting and useful comments.
for defence for all, but during play testing I found that this change alone, led to certain monsters, those with higher DD and BP, like Chaos/Dread Warriors and Gargoyles, becoming very difficult to put down and as they have the capability to deal significant damage, this becomes a problem. I resolved his problem by using the
both as a “special face” in a similar way that you have, I think AND as an extra
in standard close combat (I don’t like the term “melee” but that!) which helped balance out this problem as well as letting monsters in general dish out a little more damage when/if they got the chance.