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Kurgan wrote:Another way you could handle it... a regular hero who casts "Courage" it lasts for only one attack. A CHAMPION hero (however defined, maybe having survived 3-5 quests) gets to use the stronger version that lasts as long as you can see monsters. Maybe an even more powerful hero (who survived say 10 or more quests) can cast a version of Courage that checks at the start of your turn and if you can't see any monsters, only then does it expire (but still works for AT LEAST one attack).
And the one you have cast it on reaps the benefits!
(or you could take it the other way... if the one it is cast UPON is a champion, it has a stronger effect, etc)
I do something like this with Rock Skin. I like the stronger version in the EU edition, so I say a Champion version of the spell is 2 defend dice, while the regular version is only 1.
Bareheaded Warrior wrote:This is interesting, I have always felt in my gut that Courage (and Rock Skin) would be better as spells with a duration but have never been able to pin down a mechanism to extend them that isn't either too complex (like checking LOS to every monster at every point on every turn) or overpowered (cast on Barbarian and sit back as he hacks his way through all the occupants of the quest room - yet again) or open-ended (like the current Rock Skin that potentially lasts from quest to quest and accumulates, so the rule I use for both is effectively the First/Original Edition [FE] as that was at least simple and clear.
Bareheaded Warrior wrote: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.
I'm now considering adopting something along these lines for both Courage and Rock Skin so that they both give you an extra combat dice in attack or defence (respectively) and last until you have a turn in which you fail to inflict a loss of at least(for Courage) or block and prevent the loss of any
(for Rock Skin). Just one question, when do they kick in, if the Wizard casts Courage on another hero, I assume that hero must inflict a loss of
on and from his next turn onwards, or the spell ends, but what if the Wizard casts it on himself, he is unlikely to be able to inflict a
loss on that same turn, so would it take effect on their next turn (and potentially end on their next turn). And for Rock Skin would it count from the first EWP turn after casting and end at that point if a
was lost or they weren't attacked, or perhaps they must have blocked an attack completely by their next turn.
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