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Corpse Counters

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Re: Corpse Counters

Postby chaoticprime » September 8th, 2014, 2:31 pm

Schmidt wrote:
Thantos wrote:
And a long dead Knight.

Will he take up 2 squares? Ba-dap-chi


That might be a stretch.


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Re: Corpse Counters

Postby knightkrawler » September 8th, 2014, 2:54 pm

chaoticprime wrote:
Schmidt wrote:
Thantos wrote:
And a long dead Knight.

Will he take up 2 squares? Ba-dap-chi


That might be a stretch.


Make it a Dead Halfling Knight, then.
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Re: Corpse Counters

Postby Thantos » September 9th, 2014, 3:29 am

knightkrawler wrote:
chaoticprime wrote:
Schmidt wrote:
Thantos wrote:
And a long dead Knight.

Will he take up 2 squares? Ba-dap-chi


That might be a stretch.


Make it a Dead Halfling Knight, then.


I went to great lengths to draw out an, expanded back, story for him. :D
A long time ago, after a protracted fight he was captured at large by orcs, stretched on one of these, longed for death. Was killed.
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And thats how he became a long dead knight!
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Re: Corpse Counters

Postby knightkrawler » September 9th, 2014, 3:55 am

So, does that mean he's gonna stretch over 2x3 squares?
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Re: Corpse Counters

Postby Big Bene » September 9th, 2014, 8:36 am

chaoticprime wrote:Also, Heroquest desperately needs a scoring system like Dark World and Space Crusade. Point values could be painted on the bottoms, and players could scalp-hunt.

I agree. Well, not that HQ really desperately needs them, but I really like this concept in Dark World, and if I ever would make my own dungeon crawler, I would include it. For everybody who doesn't know it - in Dark World, players have a sort of 3-dimensional charcter sheet, including a "graveyard", a bowl in which they collect the minis of the monsters their heroes slay. This would fit well in the physical, board-gamish character of Heroquest, too. Much more atmospheric than just writing the kills down, if you go for a experience system. Only drawback is that the DM cannot re-use the minis, so a quest can never contain more monsters than you actually have minis. The minis can still have different point values, maybe written on the bottom of their bases (as Chaotic Prime said, and as is done in Dark World).

Then again, there are the corpse counters. I like the idea of "casulaity minis", they give some great opportunities for interesting figures (and I' looking forward to see what Zealot Minitures will come up with), but in a real gaming situation, I would prefer counters, because other minis can step on them. A corpse (at least of a humanoid creature) is certainly not enough of an obstacle to completely block a corridor. Standing on the same square should be allowed. This also makes for simpler looting rules - a character would have to stand on the same square as the corpse in order to loot it, as opposed to an "adjactant" square, which always give room for interpretation.
Have a look ;)


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Re: Corpse Counters

Postby knightkrawler » September 9th, 2014, 9:22 am

Big Bene wrote:A corpse (at least of a humanoid creature) is certainly not enough of an obstacle to completely block a corridor. Standing on the same square should be allowed. This also makes for simpler looting rules - a character would have to stand on the same square as the corpse in order to loot it, as opposed to an "adjactant" square, which always give room for interpretation.


I agree with this. That's why I'm nitpicking.
I'll also somehow include monster point values as an optional rule in my ruleset.
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Re: Corpse Counters

Postby chaoticprime » September 9th, 2014, 9:34 am

Corpses should block squares, because tables do. I know for a fact that I can fight from the top of a table, especially a bigass HQ table. That said, the game board was not designed with the kind of space required to be able to simply fill up random squares every few minutes. I love the idea of the board being covered by corpses, though. Shows effort.

Also, I brought up the desperate need for a scoring system because my players pretty much told me that if they didn't get something to show for playing the game, we can't play it instead of D&D.


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Re: Corpse Counters

Postby Big Bene » September 9th, 2014, 5:58 pm

chaoticprime wrote:Corpses should block squares, because tables do. I know for a fact that I can fight from the top of a table, especially a bigass HQ table.
I disagree. A (again, humanoid) corpse is distictly smaller than a table, especially a bigass HQ table. Point is not if a character can fight from the top of something (this is a completely other subject - it would add realism, but then again, HQ is not a simulation but a boardgame), but if a character can move over or around something without efford. You can step over a corpse without slowing down, wich is not the case with a table, unless you are into parkour. Standing on the same square is of course not meaning standing on the corpse but over it, or so closely beside it that you fit on the same square, just as a mini can pass a square containing another mini as long as the player of that mini allows it.
In a realistic environtment, a corridor that is blocked by a corpse cannot be wider than two feet, and certainly not wide enough for a swordfight.
chaoticprime wrote:Also, I brought up the desperate need for a scoring system because my players pretty much told me that if they didn't get something to show for playing the game, we can't play it instead of D&D.
Well, they have a point here, I think. As long as it is simple and fits into the overall HQ style, I'm all for introducing a storing system, and to use the actual minis for this seem both simple and stylish to me.
Have a look ;)


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Re: Corpse Counters

Postby mukami » September 9th, 2014, 7:03 pm

chaoticprime wrote:Corpses should block squares, because tables do. I know for a fact that I can fight from the top of a table, especially a bigass HQ table. That said, the game board was not designed with the kind of space required to be able to simply fill up random squares every few minutes. I love the idea of the board being covered by corpses, though. Shows effort.

Also, I brought up the desperate need for a scoring system because my players pretty much told me that if they didn't get something to show for playing the game, we can't play it instead of D&D.

A little off topic here, but what if you used a system similar to action points. Players gain points for every point of damage they do to monsters up to their total BP, 1 point per disabled traps, and a number of points per completed quest. Players can then spend those points for various effects.

Examples:
5 points: Re-roll a single combat or defense die
10 points: Roll 1 defense die against a trap
20 points: Negate a hit against the player
50 points: Avoid death, skip D3 turns and start back with 1 BP

I could make up full chart, but that was a few examples.


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Re: Corpse Counters

Postby Redav » September 9th, 2014, 8:01 pm

chaoticprime wrote:Also, Heroquest desperately needs a scoring system like Dark World and Space Crusade. Point values could be painted on the bottoms, and players could scalp-hunt.

I'm not familiar with the DW / SC scoring but I'd imagine that it could be something that you could use with character advancement (I've not looked into this either because I'm trying to keep my HQ experience relatively simple). I have however been keeping track of who kills what. It's broken down to monsters and specials. It's just something nerdy to compare groups with who kills what.
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