Make a small donation to Ye Olde Inn!
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.
Make a small donation to Ye Olde Inn!
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.
Stabsam wrote:i also aim to design my own quest for AHQ.
Stabsam wrote:The stats for the standard skaven in AHQ seem a bit off (bit too high) and i did some research into AHQ Reforged, which has balanced stats.
Stabsam wrote:Anyway hopefully this forum becomes a little bit more active!
Stabsam wrote:Now the regular statline for a normal skaven is WS6 BS 5 S 5 T 7 SP 10 Br 6 INT 6 W 3 and PV 1. I kinda agree with the statline besides the toughness of 7. Most characters will have a strength of 4-6 in the beginning, which gives the heroes a chance of less than 50% to wound the rather weak starting enemy.
While playing i found that the weaker characters had trouble wounding normal skaven.
Stabsam wrote:Also thinking about the game itself, which is meant to be a grindy rpg like game- it doesn't really make sense for that i can high roll in character creation and have almost maxed out values. It wud leave me unsatisfied when i cudnt really improve my characters a lot in some areas.So therefore i think it wud make sense to have some of the values lowered, so:
1) the starting enemies are not too tough to kill since a long dungeon will eventually tear you down anyway
2) lowering both heroes and enemies stats will not make the game a lot easier - that isnt my intention
3) lowering the heroes stats, so more progress can be made
4) applying stats for certain enemies as its design is intended (i.e. skaven are supposed to be agile, they come in masses but with low morale and they are more fragile; higher toughness and wounds for the elite skaven)
Stabsam wrote:And 1 more thing that isnt directly connected to stats. That is healing. I had a fighter mage elf as Paladin and the EAHQ rules do not demand materials to cast healing. So i could basically heal all the time, or just wait for the next turn to heal up with no penalty outside of battle phase.
I personally would like my EAHQ be also partially resource management- when is it time to leave the dungeon and buy stuff... I never had to do that. I left the dungeon because i wanted to buy better items and level up, which is a part of the resource game but shudnt be everything.
It isnt clear to me how to exactly change that but i would rather reintegrate material cost for spells than having unlimited spells. The obvious changes wud be:
1) being able to buy materials at the shop
2) being able to find materials in dungeons
3) some sort of crafting system/ reward bounty system that lets you decide on what chart to roll (i.e. weapon chart or ??? chart or material based chart); so players can actively decide a direction, though you still might not get the material that you needed and instead getting an undesired material...
I really like games where i can control resources to a part so that my return to the shop/ village is delayed- like an depleting HP bar.
Stabsam wrote:I am well aware that monster stats dont scale like heroes do with experience. But i dont think this is a problem because i could just add stronger monsters in the course of the game. But your thoughts just help me to realize the importance of knowing after what time frame the heroes will level up and when it is appropriate to introduce stronger monsters.
Stabsam wrote:i think generally the same way as Slev thinks concerning stats higher of 10+
Stabsam wrote:1 very important argument of slev, why he would change the stats, was to create the necessary variety for the big amount of enemies without coming up with too many extra rules to represent their characteristics (WS12 of a Bloodthirster, T12 of a Great Unclean One...).
Stabsam wrote:i was waiting for slev to finish his latest update and it seems to take longer than expected.
Stabsam wrote:So the party has to make decision, which shud not be clear nonbrainers rather unfamous maybe even disgusting choices. I want them to argue and detest the partyleader for his initial decisions until the leader will either be silenced in one way or another (should be funny to watch) or respected in retrospect.
Stabsam wrote:(i.e. there will be a a rumour about a "haunted" forest and they will need to traverse it. the main layout will be a longish corridor like a path in a forest... Now each time they go from entrance A to exit B they will land at A again. Starting from scratch; i am not sure if those corridors will vary a little. But the solution will be to exit from A, which will lead to C. I wanna build some dumb but strong motivation for them to always move forward and I kinda wanna mask that as good as possible so they get really frustrated and will be like "whaaat the F" once they realize what is going on! And in order to do that i need the right enemy balance- so it will be rather late that they think about retreating and therefore going the right way.)
Return to Advanced HeroQuest Room
Users browsing this forum: No registered users and 4 guests