by Bareheaded Warrior » March 16th, 2022, 8:00 am
And part 2
Equipment differences
Differences can be summarised into three categories
More weapons and armour restrictions, I am opposed to railroading specific Hero types by limiting their equipment choices any more than is necessary, so I will not be adopting this.
Costs have been altered, generally increased, I’m not opposed to this in principle but apart from some minor changes, some of which correspond to US version anyway this seems to be mostly tied to the increased attack dice
Increased attack dice, seems an odd step to remove the Battle Axe with 4 attack dice then increase some of the other to compensate, as mentioned before Gold/XP being used to buy equipment is the HQ advancement process, I would perhaps criticise the EU and US versions for needing more equipment particularly weapon variant to allow more advancement but the Japanese version seems to be going the opposite and wrong way in my opinion
However, I do agree that there is some room to tweak the prices in the EU/US version, the Helmet for example has the same benefits of the Shield but none of the disadvantages related to single/double handed weapons so that should really be more expensive maybe 200gc
Removing the Plate Armour movement restriction is something that we have all debated to death on the forum, but I was tempted before, and this may tempt me again
This has also reminded me of one of the many thoughts that I had around “advancement through equipment” in relation to the starting weapon of the Barbarian. I have long been uncomfortable with the Barbarian starting with a Broadsword and thus taking away a significant step on his advancement journey (in EU version it meant that he started with only one additional attack step-up to the Battle Axe). I like “advancement through equipment” in HQ but a combat-based Hero starting only one step from maxing out his attack struck me as poor.
US version brings in a longsword, a step in the right direction, which whilst better is not good enough for me. I have been considering reducing the Barbarian’s starting equipment to a shortsword but giving him a ‘natural’ attack boost, something to reflect his massive physique and aggressive fighting nature. I toyed with the idea of either allowing him to reroll any attack dice once per attack, but that brings in the reroll mechanism that does exist in HQ (although see Fate Points above, but even so you don’t want too many rerolls in play) or for a black shield rolled on an attack roll to count as a skull but again new mechanism, so I think I will just opt for him to get a simple bonus combat die when attacking across the board, but that makes him a "better" Hero than the Dwarf so some form of balance is needed - any ideas on this would be welcomed.
This, combined with a starting weapon of a shortsword, keeps his starting attack dice to three, above the other Heroes so he has his thematic advantage, but with my US&EU weapons he can still step up from shortsword to spear to broadsword to longsword to battle axe (with a side visit to hand axe)
Wandering Monster
No! Monsters, wandering or otherwise, do not appear attack then disappear
Spell differences
Swift Wind as Gust – gust effects are interesting – will think more on this ... is this already partially covered by the Escape Ring? [EDIT: having done my research the Escape Ring is not an official item but homebrewed, and neither the Escape spell or the Ring of Return work exactly like this spell. As some people, like me, have ported EU stuff into US and vice versa, changing this Swift Wind spell to the Gust effects prevents any duplication between the original spell and the Potion of Speed so I will probably adopt this, but perhaps without the name change]
Pass Through Rock – “but they may only move to areas that have already been explored” – this I agree with (controversial) due to the lack of ways to simply and smoothly handle the “reveal” rules in the US/EU version – but this is debated at length elsewhere on this forum
Fire Attack Spells
I thought with the EU/US (and US Chaos spells) this is an area that needed a little rework anyway, not so much because the existing EUv1/v2/US spells are broken, just a little inconsistent / bumpy and this has just stirred the pot a little more.
I am not a fan of the ‘deals x BP’ condition, in general, and in spells in particular. You do not roll to see if a spell is cast or not, which is fine, but then if you don’t roll to determine damage, either attack or to defend then it becomes a “put spell card down remove monster” operation.
If a spell targets the mind of the victim then a mind defend roll to block or reduce damage is appropriate, but fire (and lightning) attack spells aren’t in that category, they are a physical attack, so either they should fit into the roll x combat dice to attack, roll your defend dice to defend as per normal combat OR they should just have a roll x combat dice to attack with no defend approach
The latter is my preference – thematically fire (and lightning) is a physical but energy rather than matter affect and I’m not convinced that normal armour/defence would be wholly effective (wearing a metal helmet when being zapped with electricity / ball of flame states that you point at the target and they burst into flames, not sure that a shield would help) but also in terms of game play it allows you to somewhat counter the increasing effects of armoured Heroes as the game advances, you might get used to smugly rolling a fistful of defend dice against monster attacks, but at least magic may give Zargon a twist, so…
Ball of Flame / Fireball - rolls three attack dice, no defend, target loses 1BP for each skull rolled
Fire of Wrath / Flame of Rage – the unrestricted “anywhere on the board” targeting so roll two attack dice, no defend, target loses 1BP for each skull rolled
I like “Holy Flame” with the undead twist, but I am not sure that it is workable, to use MP as a defence then it needs to be a spell that attacks your mind and therefore it wouldn’t work on undead as they don’t have one. Alternatively, you can consider that they are summoned and controlled by a caster (Necromancer or Lich for example) so perhaps a spell could be used to weaken/break that control, so a form of mind spell, banishing them automatically without a mind save as they have no mind, but then that is already covered in the game with the EU rules with Holy Water.
If you want to use Mind points more/at all, and I do, then take a look at my house rules in my signature and some posts elsewhere on the forum, where certain mind attack / control spells use mind as a defence and some attack spells such as “Fire of Wrath”- have effects that are tied to your mind value – number of attack dice is based on ½ your mind value (rolling up)
Rewards:
