Kurgan wrote:As the various examples provided show, in classic heroquest what happens to a hero with ZERO mind points varies per pack.
Sort of, but I think you are ignoring the pattern. In SE HeroQuest it clearly states that reducing a Hero to zero Mind Points result in their elimination from the game. I see no reason to assume the same isn't the case in NA edition, at least the base game, although that is not explicitly stated (add that to the long list of rules that apply in HeroQuest but are not explicitly stated in the rulebook!)
• Game System / Gathering Storm = Zero Mind points = Dead
• Kellar's Keep = Zero Mind Points = Dead
• Return of the Witch Lord* = Zero Mind points = Dead
*There is one quest specific exception made for Bellthor's Gas Attack but that is clearly a plot mechanism to ensure Heroes are captured in time for the next Quest
• Against The Ogre Horde* = Zero Mind points = Dead
*there is one specific exception in that the Mind Blast spell renders you unconscious if you reach zero Mind Points but then there are no rules provided around how to handle unconscious characters
• Wizards of Morcar Against = Zero Mind points = Dead
Then as you correctly point out the later Quests from the NA edition introduce the Mind point zero = shock rule.
My question on this topic is always the same, why did they feel the need to introduce the shock rules, that is, what was wrong with the long standing Zero Mind points = Dead rule?
I don't think they introduced these rule changes on a whim, they were implemented to fix a problem, a problem that existed right from the first edition of HeroQuest but because Mind points were never really utilised fully until these later Quests the problem hadn't really become apparent.
In terms of standard physical combat the Wizard was always the weakest hero, by design, the minimum stats in this regard and so had to be protected and shielded by his companions with only 1AD, 2DD, 4BP he would struggle to survive many encounters with even the 2 or 3AD basic monsters that are prevalent in these earlier quests although later depending on your edition, he could be boosted to the heady heights of 2AD, 4DD, 4BP as Quest difficulty and monster strength ramped up but still always the minimum weakest in terms of physical combat.
However if we turn to 'mental' or magic combat, the Barbarian has the equivalent stats of 2AD, 2DD and only 2BP (as Mind points are used as the equivalent to Attack, Defend and Body points) so effectively the Barbarian has only 50% of the minimum stats needed to survive the odd attack by 2AD or 3AD strength creatures, but the kind of monsters that perform mind attacks tend to have much higher MP / AD, at least double the 2/3AD attackers that the Wizard faces, so effectively our Barbarian is 4x weaker than the minimum starting stats of the Wizard. And the Dwarf won't fare much better with 3AD,3DD and 3BP equivalent.
So once you get to these later quests, that actually and finally utilise Mind points then the issue is revealed, they don't work, one Mind Attack from some of these Sorcerers will instantly kill your Barbarian or Dwarf and possibly even the Elf stone dead.
To resolve this problem the NA team created the Shock rules, and whilst I get the need to do something, in my own house rules I have decided upon a different solution to this problem.
Replace the Mind point attribute with the Mind Dice attribute. Mind Dice are used when attacking or defending against Mind or Magic attacks the same as Mind Points, but any damage suffered as a result of a Mind attack is deducted from your Body point total rather than your Mind point total.
This removes any need to lose, restore or track Mind points as they are a stat just like Attack Dice or Defend Dice, resolves the fundamental weakness in the Barbarian (and the other Heroes), resolves all discrepancies in the rules around current Mind points versus starting Mind points, resolves any need to worry about handling the complexities of shock rules or unconscious heroes, but still leaves our Barbarian (and to a lesser extent Dwarf) vulnerable to Mind attacks, as he is likely to be defending against 5-6AD with 2DD and 8BP against those attacks, but 5-6DD and 8BP against physical attacks that are most likely in the 3-5AD range