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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Interjection Games wrote:4: d10 dice system with simple mathematics
Adding up tons of bonuses suck, so only one non-class, non-race bonus matters: the biggest one. Everything else goes into a "soak" pool. What is soak?
Let's say there's a +2, a +1, and a +1 on the field for bonuses to slashing. You get a +2 bonus to your slashing skill and 2 soak. The soak lets you ignore the first 2 in penalties to slashing, meaning debilitation is difficult if you invest in key skills. +1 bonuses are a huge deal in this game (and +2 is the highest item bonus, excepting some non-combat items), meaning you will find it nearly impossible to cover everything if you want the ridiculously awesome and flavorful items that give you expanded character options in the game.
The ability scores:
S - Strength
T - Toughness
R - Reasoning
O - Opportunity
N - Nimbleness
G - Gumption
Where's Charisma? Why, my good sir, being attractive is a skill.
Where's Attacks? You can take a penalty to an attack skill to get another roll, and can continue taking penalties so long as your bonus remains positive.
1 attack at +7
2 attacks at +4
3 attacks at +1
Interjection Games wrote:The only reason that point is being hammered home is because this forum didn't give me enough thread space to say Advanced HeroQuest.
Interjection Games wrote:If I may, can you direct me to other active bastions of Advanced HeroQuest and Warhammer Quest grognards? I'll need to know where you all are when it's time to start playtesting!
Interjection Games wrote:Here's something I came up with today. Please consider it in a vacuum.
Ranged weaponry - optimal and maximum range
When firing a ranged weapon, the target must be within the listed maximum range (duh). If it is also within optimal range, you roll an additional attack and drop the lowest roll. This is (hopefully) balanced because most ranged weapons will not use a character's strength, those ranged weapons that DO use strength have no dual-wielding analogues, and most ranged weapons have a finite capacity of ammunition, thus making it very hard to rapidfire. Weapons cannot be swapped out mid attack sequence. If you can dump your bonus to get four shots out, but your flintlock holds one shot, guess how many shots you're firing.
The scary part here is that standard bows run the risk of being OP under this system.
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