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PATH OF THE WANDERING MONK discussion

Discuss Miscellaneous HeroQuest Merchandise not fitting into any of the above categories.

Re: PATH OF THE WANDERING MONK discussion

Postby HispaZargon » August 4th, 2023, 1:51 pm

We have had on Discord a key discussion about the Style mechanics. Once a style is exhausted we guess it should be exhausted the whole card (its two faces). It is not explicitly told in the rules card but we thought it was the actual intention of the designers. Otherwise it would take up to 6 turns to be able to active a Fire style by the monk, which seems too many, and the track of which style had been exhausted would be unpractical.


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Re: PATH OF THE WANDERING MONK discussion

Postby Nlinindoll » August 4th, 2023, 2:30 pm

Sonic Whammy wrote:I'm still curious why he gets 3 defend naturally when he uses no armor.


Scar tissue. Have you seen the male sculpts chest?

These are battle hardened warriors from the onset.
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Re: PATH OF THE WANDERING MONK discussion

Postby HispaZargon » August 4th, 2023, 2:36 pm

Well, maybe they have much agility, which justifies their extra defend die.


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Re: PATH OF THE WANDERING MONK discussion

Postby LucaRocks » August 4th, 2023, 2:56 pm

Yeah, you guys are right. I guess I just needed to examine them more.

I really want to test them out to see how they are but it seems to me at first glance that the damage deflective water ability might be used way more than the other one. Unless the player has a really good d6 roll that allows him to run away from trouble. The seearching one I don't see being used much of at all. I mean, the next guy can just search for something. And some people do 1 search for all 3 things. And the same goes for the trap jumping one. Just disarm the thing already! Can they jump over a trapped chest lol???

But overall it's a cool character. Very utilitarian and useful in multiple roles if needed. But I'm sorry, if you're not allowed to use armor, why not a defense booster ability or straight up healing? I still like my ideas of an ability that allows them to heal using mind points but can not reduce MP below 1. Something to help out on the defensive end!
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Re: PATH OF THE WANDERING MONK discussion

Postby Maalicia_Ironhoof » August 5th, 2023, 1:01 am

Im personally not too keen on the whole monk thing, i buy it anyway in support of the keeping things in print but does give me home-brew ideas for an "acolyte of sigmar" or some other minimalist style hero
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Re: PATH OF THE WANDERING MONK discussion

Postby emlit » August 5th, 2023, 9:39 am

Maalicia_Ironhoof wrote:Im personally not too keen on the whole monk thing, i buy it anyway inb support of the keeping things in print but does give me home-brew ideas for an "acolyte of sigmar" or some other minimalist style hero

I’m game for whatever maintains interest in the game. I don’t know if any of my playgroup will ever use the monk, but even if not, there’s a good story or two to tell using a new character and mini.
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Re: PATH OF THE WANDERING MONK discussion

Postby lestodante » August 5th, 2023, 5:50 pm

LucaRocks wrote:The searching one I don't see being used much of at all. I mean, the next guy can just search for something. And some people do 1 search for all 3 things. And the same goes for the trap jumping one. Just disarm the thing already! Can they jump over a trapped chest lol???


Jumping over a trapped treasure chest is nonsense. They are usually in a room, not blocking your way. You activate the trap only if you open it. The jumping technique should avoid the monk to fall into pit traps and (maybe) spear traps.
The searching technique, Talk to Stone, is useful if you use it in a room with monsters. I thik it may help all the party of heroes to avoid traps when they can't search because of monsters presence in a room.
I am afraid this character is a bit overpowered, this skill may nullify all traps in a quest as you can regain the card as soon as you start a turn with no visible monsters.
I already imagine the monk entering and exiting a room several times, just to start the new turn with no monsters in their LoS and recovering the used techniques. Tidal Surge tecknique will help a lot for this purpose.
The monk await his turn outside the room. At the start of his turn, he has no monsters in his LoS so he has full techniques recovered. Using Tidal Surge he may enter the room, attack an enemy and escape back behind the door. Repeat on every turn.


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Re: PATH OF THE WANDERING MONK discussion

Postby BroccoliRage » August 5th, 2023, 7:12 pm

$15-20 for two minis and a few cards is too much.

Shove it in the next expansion and tag $10 onto the price. It's what should've been done with the Rogue Heir and Mage of the Mirror and it was a great move with Rise of The Dread Moon and the Guardian Knight.

Plus, I can't speak for you guys, but am Oriental Adventures equivalent HQ expansion would be very welcome at my table. Bring it on.
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Re: PATH OF THE WANDERING MONK discussion

Postby BroccoliRage » August 5th, 2023, 7:16 pm

Maalicia_Ironhoof wrote:Im personally not too keen on the whole monk thing, i buy it anyway inb support of the keeping things in print but does give me home-brew ideas for an "acolyte of sigmar" or some other minimalist style hero


A Sigmarite zealot or flagellant would be a great addition.
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Re: PATH OF THE WANDERING MONK discussion

Postby LucaRocks » August 5th, 2023, 10:57 pm

lestodante wrote:
Jumping over a trapped treasure chest is non
The searching technique, Talk to Stone, is useful if you use it in a room with monsters. I thik it may help all the party of heroes to avoid traps when they can't search because of monsters presence in a room.
I am afraid this character is a bit overpowered, this skill may nullify all traps in a quest as you can regain the card as soon as you start a turn with no visible monsters.
I already imagine the monk entering and exiting a room several times, just to start the new turn with no monsters in their LoS and recovering the used techniques. Tidal Surge tecknique will help a lot for this purpose.
The monk await his turn outside the room. At the start of his turn, he has no monsters in his LoS so he has full techniques recovered. Using Tidal Surge he may enter the room, attack an enemy and escape back behind the door. Repeat on every turn.


Sorry, but I don't see anything on he Searching card saying you can do it when monsters are present. And it says you can only use one element ability per turn. So if they want to zip in and out of rooms, they'd only be using one ability. And they would have to do a high enough roll where they could move in, attach and still have spaces left to get to safety. Plus, I think some players will not recover an element in order to get to the fire abilities quicker.

I do not think the monks are overpowered (weird tangen but by there very nature aren't monks supposed to be men only?). But as I said before, their lack of healing will make them very difficult to keep alive in the tougher quests.
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