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Patroclus wrote:1. Play only quest with pre-made maps and some story. (Just grinding is not fun. Players want to play a story and not to just clear dungeons)
2. Don’t use the “dungeon counters” (tokens for traps, etc, and stop rolling the dice for gaining tokens each round). (The role of GM is not to throw tokens... It’s more important to create good quests, and place everything for a reason)
Patroclus wrote:3. Remove the initiative (move the minis placed by GM, etc). (Very time consuming with no meaning)
Patroclus wrote:4. Remove sentries (monsters who can open doors). (You can create your own bosses and special events if you like. You don’t have to follow rules for that)
5. Stop using components to cast spells. (it’s too complicated to know your spells and to make your own)
Patroclus wrote:6. Use search for secret doors (and traps) like HQ. (Not only the one side of the wall)
7. Remove the death zones (it’s a restriction with no meaning)
8. Fumbles for range weapons is broken
Patroclus wrote:If you want to change more?
9. Don’t use running, escape
10. Recover all the arrows after every battle and don’t roll for each. (Roll only for the magical arrows)
And if you want a combat to be like HQ, remove the critical/fumble and fate points. But these will affect many items that AHQ has, and to be honest critical and fate points are very good rules. Don’t remove them.
Gunzhard wrote:By "initiative" are you referring to the part where we each roll for surprise, then monsters are placed and moved one free-square etc? That rule does seem clunky, do you think removing it would break some sort of game balance? How would you suggest monsters are placed instead? The same without the free move?
Gunzhard wrote:Patroclus wrote:6. Use search for secret doors (and traps) like HQ. (Not only the one side of the wall)
7. Remove the death zones (it’s a restriction with no meaning)
8. Fumbles for range weapons is broken
Could you elaborate #8? ...without the death zone how would combat or base-to-base etc work?
Malcadon wrote:I used to have the Heroes move at a flat rate - 8 squares - but I learned that movement rolls make a great place-holder for initiative. That is, are the Heroes fast enough to take tactical position, close-in on the enemies, to run quickly from them, etc. So I kept movement rolls.
Gunzhard wrote:... What about the timing of monster placement? Do you keep that the same, or do you wait until a hero has entered the room?
Gunzhard wrote:...If something simple could be changed to improve them what would that be?
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