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Potions, Traps and Throwing Weapons

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Potions, Traps and Throwing Weapons

Postby drathe » August 27th, 2010, 10:57 am

I like the idea of the ranges searches for secret doors and traps. This would indeed slow things down a bit if they were needing to search continuously to avoid damage. To offset this, I would just make Potions of Healing more plentiful. Then the Heroes would be more willing to get caught in traps.

For the ranges however, I would make them more Character based. A Dwarf can search the whole room for either. An Elf could have a range of 5-6 squares due to keen eyesight. The Barbarian and Wizard 2-3 squares.

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Re: Potions, Traps and Throwing Weapons

Postby Rath of Un » December 17th, 2010, 7:52 pm

Whenever I play a game we stick with the rules as written.

Each Search is separate, Traps, Treasure, and Hidden doors are all their own action.
This allows for the hidden doors to be over-looked. When I am the game master, I tend to stay away from hidden doors for the first few quests. This tends to get the group a little complacent about them. Which gives me more opportunities for wandering monsters.

As for the thrown weapons, the dagger is the most common thrown weapon used. It only cost like 25 gold, and so long as the character has line of sight they can hit the monster. I figure at 25 Gold a pop it is worth throwing and loose with a hit or miss. It is nice when you can take down a Chaos Warrior with five daggers before they get close enough for melee combat. (great for the wizard) Seeing as Daggers are about the only thing that Wizards can use at the armory.. What else is he going to spend his gold on Other than a staff? 125 Gold is not a bad deal to take down a Chaos Warrior that could kill the wizard in one turn of combat.


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Re: Potions, Traps and Throwing Weapons

Postby el_flesh » December 19th, 2010, 10:54 pm

Since the wizard gets a staff with +1 magical dmg early on; this magic dmg could be considered an autoskull if you like - making him have a bit more value as a fighter.
The magic autohit can be the last one to be defended, too; or else you could consider it unblockable.

It's your choice if you want to make it remove a mind point or a body point; also, since it's magic damage it works the same as the spirit sword. You might even make it damage a gargoyle that isn't yet animated.

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Re: Potions, Traps and Throwing Weapons

Postby Rath of Un » December 20th, 2010, 11:59 am

Not a bad idea.

However I am not a big fan of setting the wizard up to be more a fighter, I look at him as a support character class. With the staff it allows him to attack diagonal, which is a plus. But with the wizards ability to cast spells that other character to benefit from is his greatest ability. Right Now I am playing in a post by comment game as the wizard, and what is making the character fun to play is knowing when to fight, and when to help out the other characters. Early on in the game I lost my dagger because I threw it at a goblin (lucky for me I killed it). Later other character found a dagger and passed it along to me. After throwing the Dagger I was down to just the melee attack (still one Die) but having the dagger gave me that one shot to hit something from distance.

I think I'll be getting more daggers as the game progress's, after I get the staff...


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Re: Potions, Traps and Throwing Weapons

Postby Pugahla_272 » February 9th, 2011, 12:44 pm

i think the idea of throwing weapons and getting them back is good. But I also think that you can only pick it up when you reach that spot, I think that is what u were sayin with the up side down tile. I think that when you pick it up you cannot carry on moving but u can do your action.
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Re: Potions, Traps and Throwing Weapons

Postby HeroQuestFrance » February 9th, 2011, 1:26 pm

I like the idea of the ranges searches for secret doors and traps.


I use the D&D Hasbro/Parker special dices for that.
Check the presentation of those dices into the D&D Hasbro/parker topic.


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Re: Potions, Traps and Throwing Weapons

Postby Pugahla_272 » March 1st, 2011, 12:12 pm

Yes throwing a weapon i don't think you should lose it, cuz 1 of the goblins swords broke we just use that to mark the square it landed on.

Potions- How me and my group play is that hero's can only drink potions on their own turns unless it sez otherwise like the potion of Resilience.
Traps- How me and my group play is that searching for traps you search for Pits, Traps and Secret Doors. You have to be in the room to search.
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Re: Potions, Traps and Throwing Weapons

Postby Ethica » March 1st, 2011, 12:25 pm

I agree with you pugahla. It says you can drink a potion at anytime on the card, but surely a character wouldn't be able to drink one after they'd failed to block an attack that killed them.

I don't see any difference in the way the potion of resilience is worded?

Having said that it makes the wizard especially vulnerale to getting killed.

I have a compromise though-
If all heroes are killed in a quest, they don't need to go right back to the start, they only go back to the start of that quest, as they were when they started it. Like in a computer game.


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Re: Potions, Traps and Throwing Weapons

Postby darthjason » March 1st, 2011, 2:40 pm

Potions --> i let the heroes drink a potion in responce to hitting 0 bp, but if that hero doesn't have one, he's SOL. i do let heroes exchange potions on their turn as a free action within reasonable tossing distance.
Trapps --> if the hero is standing in front of an open door and declears that he want so search the room beyond the door for traps i will allow this regardless of wether or not there are monsters in the room. if they do this, it halts movement and they cannot attack. if they search the room beyond the door, it does not include the room or hall they are currently in.
Throwing --> i do not let heroes retrive throwen weapons, if they want unlimited ammo they can invest in a crosbow
Searches --> i never alow combined searches; must be taken as a separate action on a seperate turn or done my a difrent hero
Also --> Although i've never marked a trap as undetectable unless otherwise stated for a particular quest, as zargon (or Morcor) you can do basicaly whatever you want. i try to keep the game balanced in being both fun and challenging. if it's not challenging, it not fun. but if its too hard its not fun either. you don't make things too easy for the heroes but you also dont want to piss 'em off so bad they never want to play again. Unfortunatly, sence this game is long out of print and there are no plans to ever change that, there is no Offical page run by MB where we look up rules clerifications or comonly asked questions. so you'll just have to experement with your own house rules until you find what you like.
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Re: Potions, Traps and Throwing Weapons

Postby Ryno » March 1st, 2011, 5:15 pm

I am all about having my heroes advance per my modified imperial academy (thanks Phoenix!), so I let my heroes drink potions WHEN they die. This way I can beat on them more with less guilt!
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