Are your monsters able to walk across traps without setting them off? I've always wondered how they know where a trap is and how NOT to set it off.
Tiered armory sounds interesting...I also had thought about random shops...so not all euqipment is available after each quest but the merchant has random items for sale at a random price, e.g. [basic price] + or - x gold.
My initial question how difficult or how good and balanced the US version is should be my answer where to start. I'm not sure if I should play HQ out of the box or if I should add my additional features that I've made up over some time. My main goal is to expand the original game, to add some depth but without becoming too complex (as in Descent).
My ideas:
1) US version of HQ
2) Maybe combat cards...but something better such as...
...3) Skills. Every 2 or 3 quests a hero is allowed to learn 1 new skill. The skills are class-related. The skills can be used once each quest.
Problem: should a hero be allowed to use his skills at any time or are the effects randomly triggered? I don't want the heroes not to use their skills until the boss monster and then slaughter it with ease because of the skills. The skills should be used throught the quest.
3) Runes. You can find runes and take them to the enchanter. He is able to enchant your weapon. Each rune only exists once in the game. You can only use 1 enchanted weapon and 1 enchanted armor/shield/helmet.
Short swords are no longer useless because you can buy them and have them enchanted. The effect of a rune is random so you roll a D12...you can even get bad effects.
Some runes are always active (e.g. + automatic hit against undead creatures) while others are randomly activated. If a hero has an enchanted weapon or armor he always rolls 1 red die together with the
dice.
This system is similar to Diablo in which there is a x% change for additional damage, fire damage or something like that.
Basically, the runes are an advantage for the heroes. The monsters get skills as compensation, too. During a fight they also roll the red die. If a 6 is rolled (or a 5 or 6, depending on the monster) the monster skill is used. Goblins are allowed to move, attack, move for example (they flee after the attack), Zombies are able to come back from the dead (if the Zombie is killed but rolls a 6 it is allowed to come back to "life" in its next turn)...Fimirs are able to attack with their tails in addition to their weapons etc.
In order to implement my additions to the game both the basic game and the new features must be balanced...and this is the problem.