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Some Redesign Notes on Combat, Damage, Healing, and Wounds

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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby RECIVS » August 27th, 2026, 1:11 pm

RECIVS wrote:In the end, as with any board game, AHQ is a mesh of what we understand as spirit and matter connected by a creator being with a certain intention, and my approach is about revealing the aspects of that “reality” through the powers of the mind, beyond mere observation and apprehension. Does this sound familiar? ;)

That sounds pretty much like a mystery, Pythagorean-like cult, I know. :mrgreen:
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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby Evil Frog Wizard » August 28th, 2026, 11:28 pm

RECIVS wrote:
RECIVS wrote:In the end, as with any board game, AHQ is a mesh of what we understand as spirit and matter connected by a creator being with a certain intention, and my approach is about revealing the aspects of that “reality” through the powers of the mind, beyond mere observation and apprehension. Does this sound familiar? ;)

That sounds pretty much like a mystery, Pythagorean-like cult, I know. :mrgreen:

For this, if looking for stuff outside of AHQ to better understand some of the intent. I highly recommend looking into OD&D (Referred to as LLB, or LLB D&D, which stands for Little Brown Books). As well as the game Chainmail. There is very, very clearly the DNA of both of these games into AHQ. I'm not sure how helpful it would be. But I definitely think if you could break past the archaic nature of these old systems, you would definitely find it interesting. It's actually the reason I find AHQ so fascinating despite never playing it.

Image

The combat system of AHQ has so much similarities to the 'man to man' combat system in chainmail (Seen above). In this combat system of chainmail (Chainmail has 3 separate combat systems) you roll 2d6 and attempt to roll the target number or higher to score a 'hit' with each hit doing one damage. As you level up, you gain multiple attacks equal to how many 'men' you represent.

And I see so much of this in AHQ's strength and toughness system.

And this is just one example. The entire procedure of play is almost 1 to 1 how original dungeons and dragons was played. I don't think people realize just how 'board gamey' original dungeons and dragons was. It was basically a board game + 'couldn't I do that?'.

Anyway, random food for thought.
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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby Evil Frog Wizard » August 28th, 2026, 11:49 pm

Level Title Fighting Capability Fantasy Table Tier
1 Veteran Man + 1 Normal Man
2 Warrior 2 Men Normal Man
3 Swordsman 3 Men Normal Man
4 Hero Hero (4 Men) Hero
5 Swashbuckler Hero + 1 (5 Men) Hero + 1
6 Myrmidon Hero + 1 (6 Men) Hero + 1
7 Champion Superhero - 1 (7 Men) Superhero - 1
8 Superhero Superhero (8 Men) Superhero
9 Lord Superhero + 1 (9 Men) Superhero + 1
10 Lord (10th) Superhero + 1 (10 Men) Superhero + 1


This is the chart for the 'fighting man' or fighter for chainmail+ d&d. You can start to see the similarities. Very clearly its been 'retooled'. But the DNA is there.

But the base is there, there also seems to be a concerted effort yo keep character beneath the 'super hero' tier (if you think of 2 wounds per man, the highest health you can have is equal to 6 men). Note that it's commonly observed that the 'game feel' changes weather you are a 'normal man', 'hero' or 'super hero'.

Edit: I misunderstood this. I was think 12 wound max. If I understand the system correctly, the max wounds you can have is 7.. so 3 1/2 men, which is actually below the rank of 'hero', so it's more acurate to say there is a concerted effort to keep player characters within the realm of 'normal men'.
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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby RECIVS » August 29th, 2026, 1:50 am

Evil Frog Wizard wrote:For this, if looking for stuff outside of AHQ to better understand some of the intent. I highly recommend looking into OD&D (Referred to as LLB, or LLB D&D, which stands for Little Brown Books). As well as the game Chainmail. There is very, very clearly the DNA of both of these games into AHQ. I'm not sure how helpful it would be. But I definitely think if you could break past the archaic nature of these old systems, you would definitely find it interesting. It's actually the reason I find AHQ so fascinating despite never playing it.

The combat system of AHQ has so much similarities to the 'man to man' combat system in chainmail (Seen above). In this combat system of chainmail (Chainmail has 3 separate combat systems) you roll 2d6 and attempt to roll the target number or higher to score a 'hit' with each hit doing one damage. As you level up, you gain multiple attacks equal to how many 'men' you represent.

And I see so much of this in AHQ's strength and toughness system.

I'm curious how those systems dealt with bottlenecks. It's always been a problem and never supposed to be the norm in this genre, as far as I understand.


Evil Frog Wizard wrote:I don't think people realize just how 'board gamey' original dungeons and dragons was. It was basically a board game + 'couldn't I do that?'.

I know! In fact, that's important context for our purposes here, and it's why I tried to explain it in a post above. As mentioned, AHQ belongs to that tradition, with all that implies.


Evil Frog Wizard wrote:Anyway, random food for thought.

Thank you! I appreciate it.


Evil Frog Wizard wrote:But the base is there, there also seems to be a concerted effort yo keep character beneath the 'super hero' tier (if you think of 2 wounds per man, the highest health you can have is equal to 6 men). Note that it's commonly observed that the 'game feel' changes weather you are a 'normal man', 'hero' or 'super hero'.

Edit: I misunderstood this. I was think 12 wound max. If I understand the system correctly, the max wounds you can have is 7.. so 3 1/2 men, which is actually below the rank of 'hero', so it's more acurate to say there is a concerted effort to keep player characters within the realm of 'normal men'.

And it takes luck, time, and effort to have 7 wounds to begin with. Even with that, in-combat healing remains almost impossible in room encounters if doorways are not exploited. See what I wrote above:

RECIVS wrote:I understand that the supposed sense of realism intended for AHQ is more about the adventurers being “as fragile as in real life” in relation to the weapons and armor used in the game, but we have shown how such an approach restricts the gameplay options to the point of making combat repetitive and creating more problems than it solves, unfortunately.
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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby Evil Frog Wizard » August 29th, 2026, 3:20 am

RECIVS wrote:
Evil Frog Wizard wrote:For this, if looking for stuff outside of AHQ to better understand some of the intent. I highly recommend looking into OD&D (Referred to as LLB, or LLB D&D, which stands for Little Brown Books). As well as the game Chainmail. There is very, very clearly the DNA of both of these games into AHQ. I'm not sure how helpful it would be. But I definitely think if you could break past the archaic nature of these old systems, you would definitely find it interesting. It's actually the reason I find AHQ so fascinating despite never playing it.

The combat system of AHQ has so much similarities to the 'man to man' combat system in chainmail (Seen above). In this combat system of chainmail (Chainmail has 3 separate combat systems) you roll 2d6 and attempt to roll the target number or higher to score a 'hit' with each hit doing one damage. As you level up, you gain multiple attacks equal to how many 'men' you represent.

And I see so much of this in AHQ's strength and toughness system.

I'm curious how those systems dealt with bottlenecks. It's always been a problem and never supposed to be the norm in this genre, as far as I understand.

The short answer, as best as I understand it, is they weren't a problem because of the added 'couldn't I do that?' inherent to the game. I could break it down point by point. But there would be a lot and it's kinda off subject. To sum it up, 'couldn't I do that?' also has the corresponding effect of 'couldn't they do that?'. Couldn't they shoot you with arrows? Couldn't they call for reinforcements? Couldn't they just slam the door and brace it so you can't get to them or their treasure? Doors were also considered heavy, by the way. They weighed about 100lbs and would slam shut if not held open.


As for something more practical. I came up with something that might suit your needs, but because of my lack of actual experience I can't attest to weather it's a good idea or not. Assuming the tactics table is being used, consider the following:

Hand to Hand Weapons Only Hand to Hand + Ranged Weapons
  • 1 Reinforcements
  • 2-6 Move and Attack
  • 7-12 Attack and Move
  • 1 Reinforcements
  • 2-5 Ranged Attack
  • 6-9 Move and Attack
  • 10-12 Attack and Move


Added Rule: If Most Heroes are not in the same room as monsters, roll the d12 twice and take lower result.

This turns it the choice of 'camping the door' into a risk vs reward choice versus completely removing the tactic all together (again, you could just use double doors). Sure, you can camp the door, buuuuuutttt now you have increased chance of them shooting arrows, getting reinforcements, Or shuffling out so you can't just accumulate hits on one unit.

Maybe something like this will help some.
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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby RECIVS » August 29th, 2026, 9:55 am

Evil Frog Wizard wrote:The short answer, as best as I understand it, is they weren't a problem because of the added 'couldn't I do that?' inherent to the game. I could break it down point by point. But there would be a lot and it's kinda off subject. To sum it up, 'couldn't I do that?' also has the corresponding effect of 'couldn't they do that?'. Couldn't they shoot you with arrows? Couldn't they call for reinforcements? Couldn't they just slam the door and brace it so you can't get to them or their treasure? Doors were also considered heavy, by the way. They weighed about 100lbs and would slam shut if not held open.

And the same holds true in AHQ—and also in more modern combat-oriented dungeon crawlers for that matter; you add options to fix combat bottlenecks, not to structure your games around them. I mean, players back then didn't start their sessions saying, "boy, we hope we get more combat bottlenecks this time!" did they? It was more like, "how do we prevent combat bottlenecks from happening too often this time?"

Modern players don't seem too fond of combat bottlenecks in dungeon crawlers either; I posted some links above where people treat it as an obvious, game-breaking problem. It's an obvious problem to me too, not an ideal feature that comes to mind when one thinks of a game of this type. For example, if you were to design a tactical dungeon crawler (like AHQ) for commercial purposes, would you make doorway fighting the rule or the exception? The answer is obvious by mere definition alone, isn't it?

By the way, AHQ is a dumbed-down version of D&D, and people nowadays don't seem to realize that when they say AHQ is "complicated." It's somewhat more advanced than HQ for sure, as it's supposed to be, but what serious dungeon crawler isn't, after all? Anyway, AHQ was pretty much a kids game to old-school dungeon delvers when it came out.


Evil Frog Wizard wrote:As for something more practical. I came up with something that might suit your needs, but because of my lack of actual experience I can't attest to weather it's a good idea or not. Assuming the tactics table is being used, consider the following:

Hand to Hand Weapons Only Hand to Hand + Ranged Weapons
  • 1 Reinforcements
  • 2-6 Move and Attack
  • 7-12 Attack and Move
  • 1 Reinforcements
  • 2-5 Ranged Attack
  • 6-9 Move and Attack
  • 10-12 Attack and Move


Added Rule: If Most Heroes are not in the same room as monsters, roll the d12 twice and take lower result.

This turns it the choice of 'camping the door' into a risk vs reward choice versus completely removing the tactic all together (again, you could just use double doors). Sure, you can camp the door, buuuuuutttt now you have increased chance of them shooting arrows, getting reinforcements, Or shuffling out so you can't just accumulate hits on one unit.

Maybe something like this will help some.

Thank you. I have my own system that I've been using for more than a decade with good results; I believe I posted a link above. As I said, this is more about provoking a paradigm shift than making people play AHQ in a certain way. It’s more about visualizing the whole context as objectively as possible to determine whether “realism” and (misplaced) nostalgia do AHQ any favor or justice, considering its essence, the tradition it belongs to, the intent behind it, and its potential as a sandbox game, for the reasons already posted; that's what this is mainly about.

As I've said in other threads, it's not about what we like or prefer in a dungeon crawler; it's not about whether we are okay with the vanilla version of AHQ either. That has nothing to do with the subject of this thread, actually, for the simple reason that merely stating our preferences here will take us nowhere! Preferences can be blind or uninformed, and they can change on a whim; that's not the reality I'm trying to reveal here. This is about AHQ, not about us! It's about analyzing a general approach to fixing it in accordance with its true nature, not specific game mechanics. As with everything, assessing the nature of AHQ is the first logical step toward fixing it.

As I also mentioned above, please let me know if I'm falling victim to confirmation bias myself.
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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby RECIVS » August 30th, 2026, 11:45 pm

In the end, AHQ isn't D&D; it's something between that and HQ, wargamey and solo-friendly, in a board game format, which was quite a novelty back in 1989 and gives it its unique essence and feel. As with many board games, unfortunately, it had to be rushed to market for some reason and ended up falling short, as discussed in other threads. It was ahead of its time, though, with lots of potential.

In more concrete terms, I guess the evolution I'm proposing for AHQ largely follows the organic development D&D has had over the years, from AD&D 1st Edition's character fragility to V5e's character survivability—something in between, with the tactical focus of the latter but keeping it simple and deadly, without “realism” wasting the game system's potential in any way either.

I was reading online that, back in the AD&D days, it was fairly common to increase character survival rates to balance realism and playability, so I believe these modifications fit within AHQ's scope, tradition, and intended sandbox capabilities.

Anyway, my solution in a nutshell:

*Give each adventurer 3-4 additional starting wounds.

*Doors can be single or double, decided randomly.

*Damage rolls of 10+ always wound unless the target's unmodified T score is 12, or if its modified one is 14+. In these cases, the attacker needs to roll 11+ to deal damage. It all comes down to balancing survival rates, right?

*Fix combat bottlenecks. What I do: if the Heroes are surprised, they're moved into the room a number of squares equal to the difference in scores and can move one additional square; the monsters are then placed as in WHQ and act first. If the monsters are surprised, these are placed two squares away from the doorway, and the Heroes can decide whether to enter. I see that's practically what the artwork depicts, by the way. Ultimately, it's all about obtaining the most variety of possibilities with the least complications.

*Implement flanking modifiers. What I do: a model is considered flanked if it has two or more enemy death zones focused on itself at the same time in hand-to-hand combat. Flanked models suffer a penalty of -1 WS when attacked by a third enemy, and -2 when attacked by a fourth or more. A flanked model attacked from behind suffers an additional penalty of -1 WS.

*Monsters can push adventurers off doorways, which makes the exploit no longer viable. In fact, it's now advisable to enter rooms when the monsters are surprised.

*Death zones restrict enemy actions only when focused. This makes magic and mundane in-combat healing possible in a balanced way, as it now requires more planning and luck. This also makes the death zone (and flanking) mechanics shine in room encounters while making positioning and initiative more relevant.

*Moving out of a focused death zone requires passing a Speed test. Escaping encounters becomes harder as a result.

*Add herbs or whatever to heal a couple of wounds in combat at a lower price than potions and spells, observing the restrictions mentioned above, of course.

*Adventurers are allowed to take healing potions when in a focused death zone by passing a Speed test. Healing potions remain expensive items, though not as much as FPs, which become less necessary for survival overall but still very helpful. Keep in mind that healing spells require passing an Intelligence test.

*Use my bestiary and its monster matrices, which are self-scalable, save time, and allow for more varied and unpredictable results. You can adjust it to your liking in any case.

*As for character development, which is too bland in vanilla AHQ, the idea is that combat becomes even more varied as the adventurers complete quests and gain new abilities, feats, and skills in exchange for FPs and GCs, which at the same time keeps at bay the other game-breaking issue of Heroes accumulating too many FPs. This may require adjusting the treasure tables to allow for extra GCs, though.

That’s pretty much it; note how all these tweaks are intended to work together, complementing and balancing each other out.

By making doorway fighting the exception in AHQ as detailed above, the game may become even more lethal, the sense of dread heavier, and the adventurers remain fairly fragile, but room encounters and combat in general play out differently every time while offering more tactical depth and variety—keeping the complexity level appropriately low throughout.
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Re: Some Redesign Notes on Combat, Damage, Healing, and Woun

Postby RECIVS » Yesterday, 5:33 pm

By the way, I realized I had never summarized my whole approach like that in a single post, ever. What I propose is not really that complex or complicated after all, is it?

As mentioned in this and other threads, it's not about turning AHQ into a “different game” but rather about taking advantage of its already existing mechanics and possibilities to do its spirit more justice than in the vanilla version.

In my opinion, nostalgia can be such a hell of a drug that it can make us stick to whatever mechanics were included in AHQ simply because of that, regardless of their results or what the game is actually about. I’ve been there myself—that’s the paradigm I’m trying to shift here rationally, beyond our emotions and biases. Please bear with me.
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