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Kurgan wrote:To me it's simple... if you want the spells to be weaker, and the same instead as Potions (as they were in the 1st EU edition) you can play it that way. To me the wording strongly implies instead that they were evolving the usage of these spells instead towards something greater, where the effects lasted longer than a single use. This makes them much more powerful of course.
But each regional version has its own strengths, weaknesses and quirks. I was shocked to learn that Avalon Bill (and presumably the rest of the design team this year) viewed Courage as expiring after a single attack (and presumably was even weaker than a Potion of Strength because it can also be cancelled if there are no monsters within LOS, even before it was used??). But he also admitted that you can play how you want to.
Kurgan wrote:Don't get me wrong, I like some things in other editions that I incorporate into my NA/Remake edition games. For instance searching corridors for treasure (I think the art of the "old boot" which no longer exists on the new board was a clue they intended it from the beginning) was allowed in 1st edition, and prohibited in all other editions, but I allow it (one such search for each section of corridor). Very few players play everything exactly according to the rules as written these days so I think I'm in good company there.
Kurgan wrote:I like the idea of Spells that are not just identical to the potions you find in the treasure deck, but I can also see the logic of playing it that way. Certainly it was crystal clear in the EU 2nd Edition that these spells were meant to last more than one turn, potentially (if you kept seeing monsters with courage, you could keep attacking with the extra bonus, just like if you hadn't taken damage you could still keep defending with the extra bonus with Rock Skin).
Kurgan wrote:Since there exists this "controversy" and "confusion" it's probably a good idea for each Zargon/Morcar to clarify it early on, especially in a mixed group who comes from these different schools of rule thought, to keep it consistent and avoid arguments for that particular session/table.
Daedalus wrote:Courage
This spell may be cast on any
one Hero, including yourself.
The next time the Hero attacks,
he may roll two extra combat dice.
As long as the Hero scores an
unblocked hit in combat, he may
attack this way on his future turns.
The spell ends when the Hero fails
to damage a monster on his turn.
The spell can end early not only with a miss, but also a one-turn interruption. Maybe the Hero cannot move to a monster, or perhaps a boss casts Tempest on him. A fun counter would be to cast Fear onto the Hero, reducing his attack to one Combat Die. Probably sooner rather than later, the Hero's feeble efforts will miss, extinguishing the fire in his belly. Har-har!
Gold Bearer wrote: I still can't find the fraggling gargoyle!
SirRick wrote:Gold Bearer wrote: I still can't find the fraggling gargoyle!
I still don’t know how it works. I don’t even know how I got my Chaos Warlock.
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