Daedalus wrote:HeroQuest relies on 2 red dice to create random Hero movement. Is it worth the trouble?
The Good:
Adds tension in a pursuit
Tends to separate Heroes so that monsters stand a better chance against early arrivals
Boosts the drama as a Hero randomly rushes to another's aid
A broad range of movement is possible with a simple rule
The Bad:
Rolling low and not getting into the action isn't any fun
Mandatory rolling of dice adds to game length
Heroes that stick together spend extra turns doing so, again adding to game length
Red dice are often visually lost on the game board, requiring search time
Another way for young players to knock down the furniture and figures, or roll 'sloppy dice' off the table
Same move mechanic as Monopoly
Could the game be improved by removing the dice mechanic for Hero movement and replacing it with a static number, like mercenaries, sorcerers, and elven warriors have?
Great question and a long running debate as this is certainly one of the most common areas for house rule discussion.
Fixed Movement for Heroes instead of VariableThe standard HQ movement mechanism of 2 red dice for movement, i.e. variable Hero movement versus fixed movement for monsters, is an important mechanism as despite the name "movement" the mechanism incorporates an in-built initiative roll, your roll, compared to the monsters fixed value (and the distance between you - time to target) determines whether you get to attack first or whether the monster does. First attack is very important, for many monsters it may be their only attack, so initiative matters. The fixed monster "movement" values don't just reflect their out and out speed, like in a race, but their initiative. Goblins are very quick-witted so have a high score, making them much harder to get the jump on, Zombies are at the other end of the scale.
This isn't a track event, with all parties lined up on the starting line ready and waiting for the starter pistol, the monsters are not aware of the heroes presence, so with a good roll a hero might be able to burst through the door and attack a surprised monster, before it has had the chance to do anything but scrabble to its feet and draw a weapon, alternatively with a lower roll particularly against higher initiative monsters the hero may burst into the room, but be attacked by a monster first, perhaps it has a sixth sense or maybe it just reacted fast to the sound of the door being opened, or the sight of a hero rounding a corner.
So I agree with the OPs advantages, but I think this initiative aspect should be on that list, potentially the top of the list!
The other advantage, point 2 on the OPs list is around breaking the hero party up a little during normal movement, which gives choices, do they slow down and allow others to catch up, or do they move quicker and spread out making then more susceptible to surprise attacks. You get to the door well ahead of your group, do you do the sensible thing and wait for them, or do you open the door, hoping there is a fat Treasure chest guarded by a single Goblin!
So I think variable movement gives players more choices and a bad roll can force improvisation as the best laid plans go awry, all of which enhances the game in my opinion.
Disadvantages1) Mandatory rolling of dice adds to game length
Eliminating the movement roll would undoubtedly save time, but this is only an advantage if you think that each turn takes too long as standard (and if you do their are other ways to speed it up, such as eliminating the need to use character sheets, combining searches etc) and also be aware that the time that a player spends, rolling and doing other stuff on their turn, is time spent by other players figuring out their own options, so removing the roll will save time but not as much as you might expect. On balance for me the time saved by eliminating movement rolls isn't worth the cost of losing the advantages of variable movement.
2) Red dice are often visually lost on the game board, requiring search time + Another way for young players to knock down the furniture and figures, or roll 'sloppy dice' off the table
This is a disadvantage of dice rolls altogether rather than specifically for movement, unless we abandon dice altogether, I would suggest the use of a dice tray if that is a common issue in your sessions.
3) Rolling low and not getting into the action isn't any fun + Heroes that stick together spend extra turns doing so, again adding to game length
Rolling low and missing out may not be fun at that moment, but forcing the players to improvise ends up being more fun as they manage to adapt to bad rolls and still triumph (generally) and giving players the choice as to whether they move faster as individuals or slow down to maintain group cohesion, means more choice, more ways to vary player tactics, which for me can only be an advantage (again to encourage players not to waste turns, other suggestions are available such as EWP Decks and Wandering Monster rolls)
4) Same move mechanic as Monopoly
Appreciate this is probably a tongue in cheek comment but it being a common mechanism is actually a big advantage with younger players (and by younger I mean less experienced not necessarily in just years)
For me the big disadvantage that is missing from the list (and again perhaps should be top of the list) is
5) Turn after turn with all players just rolling movement dice and nothing else, becomes repetitive and dull.
This is certainly an issue, but the fact that it is far more of an issue in certain Quests (Prince Magnus's Gold) and less so in others suggests to me that this is an issue with Quest design not with the movement mechanism.
If you assume that 3+ turns with nothing apart from movement as an available option as the tipping point then that averages at 21 squares, so this situation is likely to occur in the following scenarios:
+ Passageways 21 squares + with no traps, monsters and similar
+ Back-tracking or retracing your steps due to a dead end path of 21+ squares, a missed secret door (with the objective behind it) or returning to the exit having completed the objective
So to rectify this issue I would suggest applying some "rules of thumb" to Quest Map design (and I currently "polishing" the Game System Quest Book so will identify and amend where necessary)
+ Identify passageways 21+ squares with no traps, monsters and similar and either shorten them or add monsters and/or traps
+ Identify dead end paths 21+ squares and either shorten them or join them back into other paths so that they are no longer a dead-end
+ Don't place objective rooms behind secret doors (keep secret doors for short cuts and bonus rooms) unless the secret door is placed very early in the dungeon where back-tracking is limited or where it will always be found*
+ Having completed an objective provide a shorter or different route back to the exit (one-way secret door in the objective room, falling block, drop-gate, portcullis, collapsing ceiling or similar mechanism to cut off the original route), or just end the quest at this point (if possible)
So on balance I am definitely in favour of keeping variable movement over fixed movementMovement, Initiative and ArmourI see a number of people have suggested a third option, roll one red die and add a hero specific modifier, which is effectively a variant of the standard roll 2 red die where one of the die results is essentially fixed in value.
All the same comments that apply above between Fixed and Variable movement rolls still apply but this option is very interesting as it effectively draws out the initiative aspect of the movement roll leading to some advantages
1) Allows greater differentiation between heroes
2) Eradicates extreme rolls whilst keeping variability
3) opens up the possibility of handling armour penalties differently (the Plate losing one movement die is too extreme and results in Plate being rarely bought)
If for example, we draw inspiration from Warhammer Fantasy Battle, then standard members of our races would be ranked as follow.
• Elf: Move 5, Initiative 6
• Human: Move 4, Initiative 3
• Dwarf: Move 3, Initiative 2
So transforming that into HeroQuest
• Elf: Movement D6+5 Squares [MIN 6, MAX 11, AVG 8.5]
• Barbarian: Movement D6+4 Squares [MIN 5, MAX 10, AVG 7.5]
• Wizard: Movement D6+3 Squares [MIN 4, MAX 9, AVG 6.5]
• Dwarf: Movement D6+2 Squares [MIN 3, MAX 8, AVG 5.5]
These values keep the totals within the standard 2-12 range (the new range is 3-11), and the average are all distributed the same average of 7 as they were under the standard mechanism so we aren't breaking anything there. It also neatly means that it is possible, though less likely for the slowest to outpace/out react the fastest as the Dwarf MAX score is 8 and the Elf MIN score is 6.
As suggested by others you could then combine this with a "body" armour reduces initiative idea:
• Chainmail = +1 DD, -1 Move
• Plate = +2 DD, -2 Move
• Borin's Armour = +2 DD, No Movement Penalty
And for further distinction between the hero types and to avoid the Dwarf forever lagging behind, I would suggest that his build means that he ignores movement penalties for body armour
This approach seems to keep all the advantages of variable movement rolls, improves differentiation between Hero types, solves many of the issues around armour particularly plate.
And does it also suggest a default and potentially fixed turn sequence in initiative order, Elf, Barbarian, Wizard, Dwarf?
Afterthought 1: You would also need to change the wording on the Swift Wind spell and Potion of Speed so that instead of "rolling twice as many dice as usual the next time you move", they would allow you to "move double the number of squares the next time you move"
Afterthought 2: My only concern with implementing this otherwise great suggestion, is will the Dwarf end up trudging around the dungeon lagging behind the rest of the group and this may disincentive players picking this character?