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= one hit
= one hit & pushback
= cancels one hit



Daedalus wrote:What of the spear and shield found in the Game System Quests? (Or for that matter, other equipment found in the expansions.) If those cards are already purchased, do you just record the equipment anyway, or is the searching Hero denied his reward since no more copies of that card are available? I'd think the former, but this would erode the individuality aspect of Heroes created with specific loadouts.




Bareheaded Warrior wrote:And Daedalus in answer to your question, neither option. If a quest note state that the heroes find a Spear but they have purchased the Spear so the card is no longer available I'd just direct them to draw a treasure card, as if there was no quest note (I don't give out equipment in my own quests partly to avoid this exact situation and partly because it denies player choice - we didn't buy a Spear because we didn't want one, now we found a Spear, we still don't want it, and I would have preferred some gold to put towards a broadsword)
= one hit
= one hit & pushback
= cancels one hit





Bareheaded Warrior wrote:Bareheaded Warrior wrote:And Daedalus in answer to your question, neither option. If a quest note state that the heroes find a Spear but they have purchased the Spear so the card is no longer available I'd just direct them to draw a treasure card, as if there was no quest note (I don't give out equipment in my own quests partly to avoid this exact situation and partly because it denies player choice - we didn't buy a Spear because we didn't want one, now we found a Spear, we still don't want it, and I would have preferred some gold to put towards a broadsword)
Kurgan, as I said above, if a Quest Note states "if a Hero searches for treasure then he will find <specific equipment card>. That player may take <specific equipment card> from the Equipment cards/pack/deck." If the <specific equipment card> is no longer in the Equipment pack/deck then the player cannot take it from the Equipment pack/deck, so in this instance, fulfilling the instruction in the Quest Note isn't possible/valid so the EWP directs the player to draw a Treasure Card instead, as if there wasn't a quest note. Simple, no stealing from other players or PVP required.


Bareheaded Warrior wrote:Gold Yield for the Gathering Storm (Game System) campaign
In terms of the "gold yield" for the Gathering Storm campaign, I've done these same calculations a few times with different variables and broadly you are correct in that depending on the exact circumstances, cards drawn, hero deaths and rule versions a party of adventurers are likely to have pretty much cleaned out the equipment deck by the end of that campaign. However my conclusion here is almost the opposite of yours, I don't see that as a problem that needs fixing with rust spells or a similar mechanism, I see that as being intentional, highly unlikely to be a coincidence, so I suspect the intention was that the Equipment Cards provided with the base game were supposed to be sufficient to cover the Quests provided and that future expansions were going to come with additional Equipment Cards however by the time it came to these expansions other factors, like possibly production costs, removed the option of including additional cards (which is also why these expansions introduced additional monster types that didn't have monster cards and so on). My solution here is to homebrew additional Equipment Cards for KK and RotWL (and beyond) so that the party can continue to advance.
Starting Weapons & Equipment Cards
In terms of starting weapons, I have tweaked some of the equipment a little, including the shortsword so that it gives 2AD without any diagonal ability (and reduced the cost to 100gc), so that covers both the starting weapon for the Barbarian, Dwarf, Elf (included in their character card, if you want to consider it that way) and the single physical equipment card provided, that can be purchased as an "upgrade" by the Wizard. The Wizard starts with a 1AD adjacent only weapon, which you could consider him to be unarmed but I prefer thinking of him being armed with a Dagger (only a complete idiot would venture into a dungeon unarmed!), but bear in mind that the throwable Dagger is a NA invention, I wouldn't consider the Wizard to be proficient with throwing weapons as the "theme" of the Wizard is that his expertise and training is around magic and not mundane combat.
Chaos Spells
Whilst "chaos spells" were introduced from the start in the NA edition, do consider that the classic edition, when considered as a whole has 48 spells (strictly speaking 47 distinct spells as Lightning Bolt appears twice) the vast majority of which can be used by various "Monster" spellcasters which are the equivalent of the "Chaos Spells" just without that label, so as we are now free to view the classic edition as a whole (no new official expansions for last few decades and none planned!), I have backported many of these spells for use in earlier campaigns, so for example at my table The Witch Lord is his second appearance in the Gathering Storm campaign and his appearance in Return of the Witch Lord campaign has access to all six Necromantic spells, Grak from Legacy of the Orc Warlord is now an Orc Shaman and has access to three of the Orc Shaman spells and so on.
Character Sheet
This is an interesting one, and as you say we'll probably never know for sure but there are two strange features for me here.
The first one is that the character sheet (finalised in March '89, so early relative to the other parts of the game, and the same one is used for 1st and 2nd edition, until the Adventure Design Kit) only covers five elements Name, Character, Mind, Body, Tasks Completed which suggests to me that these were the only elements in the remit given to the designers of the character sheet and that the rules telling you to write other things of your character sheet like equipment summaries and gold card values were later additions to the rules and the character sheet wasn't revised. Fair enough, these things happen.
The second is that these presumably later changes to the rules telling you to write other things of your character sheet like equipment summaries and gold card values are entirely unnecessary. There is no need to write equipment summaries on your character sheet (in the space that isn't provided) as you have them on the equipment card in front of you, neither is there any need to write the value of gold treasure cards onto your character sheet (in the space that isn't provided) before discarding them (or returning them to the deck) because in neither version is there any need to discard/return these cards to the deck, so you could just keep them in front of you.
I feel that this kind of discrepancy may have been caused by the two conflicting influences between MB on the one hand with their board game experience (track things through physical cards, counters etc) and GW on the other hand with their RPG experience (write stuff on your character sheet) and my personal preference for HeroQuest at least is more towards the former.
At my table we track Body points through counters* issued at the start of the game which can be lost (and restored), equipment using the cards, gold treasure using the cards etc, so there is no need to write anything on your character sheet during play at all. The character sheet is used only "Between Quests" as a permanent record of your character and their "journey", quests completed, and on the reverse any wealth remaining after rewards minus purchases, and I used to jot down any cards like equipment or quest treasure that the character had at the end of the dungeon, ready for me to reissue at the start of the next one (although I now just use A6 pouches to store the character board, sheet, cards, counters etc in for each character)
*I don't track Mind points as I have reworked that system entirely (which is cool, but isn't relevant here)
And Daedalus in answer to your question, neither option. If a quest note state that the heroes find a Spear but they have purchased the Spear so the card is no longer available I'd just direct them to draw a treasure card, as if there was no quest note (I don't give out equipment in my own quests partly to avoid this exact situation and partly because it denies player choice - we didn't buy a Spear because we didn't want one, now we found a Spear, we still don't want it, and I would have preferred some gold to put towards a broadsword)



dragon5145 wrote:surprise at how quickly the armory would be emptied, when cards limit supply.
= one hit
= one hit & pushback
= cancels one hit



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