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burglekut house rules

Discuss new Rules for HeroQuest.

burglekut house rules

Postby burglekutt » November 22nd, 2020, 12:39 pm

Monk=
3Att- Halberd, 2Att- 2square extended reach.
No Battle Axe.
3 Defense maximum, since he has a Heal Spell.
Thief=
4Att- BackStab. 2Att- Thrown Daggers.
No - Battle Axe.
4 Defense maximum.
Elf=
3Att Bow or 2Att & 2Att (two shots).
No Battle Axe.
4 Defense maximum, since he has a Heal Spell.

BOWS/CROSSBOWS:
Bow: 2Att & 1Att (two shots)
Crossbow: 3Att this round, 2Att next round, 3Att next round, 2Att next round etc, etc.
We only want the Elf to consistently fire a 3Att missile weapon each round.

SWITCHING EQUIPMENT:
Minus -1 Att or Def when Reloading or trading out any equipment.This is why the Crossbow is occasionally only 2Att.

WEAPONS RACK:
Roll 1D6. This weapon belongs to the nearest town & you return it at the end of the quest. These are meant to be a small treat for the quest.
1 = Halbard 2Att adjacent. 2square reach.
2 = Recurve Bow 2Att & 2Att (two shots).
3 = Claymore 4Att diagonal.
4,5,6 = Dagger.

ARMOR: "Non Metal" armor gives half a DefendDie ie roll 1 on a 1d6 to defend along with your normal DefendDice.
Wooden Buckler $50 :roll1:+Shield $75 = :whiteshield: .
Leather Cap $60 :roll1:+Helmet $90 = :whiteshield:
Gambeson $200 :roll1:+Chain Mail $300 = :whiteshield:
Gambeson $200 :roll1:+Plate Mail $650 = :whiteshield: :whiteshield:

SUPRISE:
Roll a single CombatDie when you see a monster/s around a corner or when entering a room, hopefully your armor isn't to noisy & gain plus +1Att for your first swing because the closest monster to you has his back turned. This is to motivate weaker heroes to get in on the action.This also counts as initiative?
Plate armor- :blackshield: Gain plus +1Att.
Metal armor - :whiteshield: Gain plus +1Att.
Leather/cloth- :whiteshield: & :blackshield: plus +1Att. Wizard, Monk.
Leather/cloth- :skull: & :blackshield: plus +1Att Hobbit, +2Att Thief.

TOOLKIT: $10 single time use.
Dwarf/Thief - Don't roll a :whiteshield:
With ToolKit - Dont roll a :blackshield:.
All other Heros- Dont roll a :skull:.
With TooKit - Dont roll a :whiteshield:.

MAGIC:
All magic are automatic hits!
Monsters roll Defense, but Heros use MindPoints. Both need a single :blackshield: to resist most spells.
Examples:
Hero's "Ball of Flame" does TWO automatic hits & the enemy needs a :blackshield: with Defense to minimize the damage by 1pt.

EW casts "Lightning Bolt" & all Heros roll MPoints & ONE :blackshield: reduces the damage by 1pt .

This is way better than a wizard firing a spell that can not only miss, but also be defended?!


"PUSH BACK" ENEMY:
Roll a :blackshield: when attacking to move an enemy back, left or right one square out of your way or trade places with him. Monsters have the same ability and both use their extra defense to negate it.
EXAMPLE:
Goblin attacks with :skull: :blackshield:
Wizard defends with :whiteshield: :whiteshield:
The Wizard has defended against being hit and being moved.


LISTENING:
Roll :whiteshield:'s with MindPoints to hear/discern ONE of the weakest monsters behind a door ( :goblin: )
TWO :whiteshield: :whiteshield:'s reveals one of the weakest :goblin: & one of the next strongest :skeleton: etc,etc.
But never tells you how many of each are in there & never shows the Boss or furniture.

MOVEMENT:
Roll a 10 & MAM.
Roll a 11 gain said benefits or the ability to reroll a single Attack Die.
Roll a 12 & gain said benifits or reroll two Attack Dice.

HAND2HAND(Brawl):
Each BodyPoint can take four :skull: damage before the BPoint is lost. When all BPoints are lost, you are unconscious till the end of quest or unless a spell or potion helps you.
Gargoyle/ Chaos Warrior = Roll 4Combat Dice.
Barbarian,Dwarf/ Fimir, Mummy = Roll 3CD.
Elf/ Orc, Zombie = Roll 2CD.
Wizard/ Skeleton, Goblin = Roll 1CD.


STAMINA/FOCUS points are disposable Body & Mind tokens (Red Stamina, Yellow Focus) that you use throughout a quest, basically wherever & are retroactive. They are refilled with potions/ magic or certain "in town" activities to determine how things went for your hero's between quests, if you're into that...
STAMINA(body)tokens
1# Reroll your melee Attack or Defense.
2# Move Attack Move (MAM).
3# Gain +5 to movement.
4# Trade out or reload equipment instantly.
FOCUS(mind)tokens
1# You feign & enemy rerolls HIS attack.
2# Reroll to Resist Magic/ Disarm Trap.
3# Don't roll a :skull: to dodge Hazards or Traps.
4# +2 automatic :skull: with any missile weapon.

ARTIFACTS
"Talisman of Lore" - gives +1 Focus token.

ALCHEMISTS BENCH:
Make Potion, Roll 1D6
1,2= Health.
3,4= Focus.
5,6= Stamina.
Roll MindPoints & each :whiteshield: rolled decides the doses of the potion. Wizard&Elf both get a try.

SORCERERS TABLE:
Roll a 1D6. Wizard/ Elf only.
1= Random Chaos Spell.
2,3 = Magic Dagger
4,5,6 = Random Scroll

ENCHANT ITEM:
Roll MindPoints. Each :blackshield: gives you or another hero's weapon a +1 to your next attack, plus what ever extra modifies like Surprise.

REVIZED SPELLS: Spells are considered Scrolls now and are weaker than the origionals but multiples of them can be bought for about $50 per Scroll, per quest.

COURAGE
One Hero gains +1Att for two rounds.
ROCK SKIN
One Hero gains +1Def for two rounds.
PASS THROUGH ROCK
Move in & out through only one wall.
PASS THROUGH ROCK 2
See & attack through a wall for two rounds.

Hero Advancement
There are no permanent boost's that won't require cash to replenish. You might boost your torso armor points or find a Talisman of Lore, but the advantage is fleeting.

Armor costs $50 to repair per point.
Advancing torso armor (Gambeson, ChainM, PlateM) from 2pts to 3pts costs $100. 4pts $200 etc, etc.
Your "armor points" are essentially a reserve tank for when close to death.

Shields and Helmets never have more than 2BP each though so that there is less paper work. If ever your Shield or Helmet loss two BPoints, its destroyed.

If you don't like that, you can put a cap on how many ABP ( Armor Body Points) a blacksmith can make in between quests to only two ABP for the team. This will slow advancement down a bit.
Last edited by burglekutt on August 5th, 2026, 11:32 am, edited 847 times in total.
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Re: Josh's house rules

Postby bigmiked43 » November 24th, 2020, 10:55 pm

Very nice! What kind of random weapons might a hero find in a weapon rack?
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Re: Josh's house rules

Postby burglekutt » December 3rd, 2020, 9:41 pm

1, Halbard 3Att diagonal 2 squares.
2, Recurve Bow 3Att.
3, Claymore 4Att diagonal.
4,5,6, dagger.

These weapon belong to the town & are gone at the end of quest.
I also don't have these for sale so when the players get em it's like a treat.
Last edited by burglekutt on November 19th, 2025, 4:21 pm, edited 4 times in total.
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Re: Josh's house rules

Postby Orc26 » December 4th, 2020, 12:59 am

99% unrelated... but I don't care. :-)

This made me remember a time when playing a space fantasy (think generic star wars) game where we were breaking out of a prison. During the final fight (we could see the getaway ship) my looted gun ran out of space bullets. The game stopped completely when I said "I throw the empty gun at the last guard. What do I roll?" Short story shorter, after everyone stopped laughing, I rolled some dice and dealt 1 stamina point of damage to the guard (the not all that important of the 2 hit point pools) and now I get regularly told not to throw things in unrelated games.
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Re: Josh's house rules

Postby j_dean80 » December 4th, 2020, 6:27 am

Orc26 wrote:99% unrelated... but I don't care. :-)

This made me remember a time when playing a space fantasy (think generic star wars) game where we were breaking out of a prison. During the final fight (we could see the getaway ship) my looted gun ran out of space bullets. The game stopped completely when I said "I throw the empty gun at the last guard. What do I roll?" Short story shorter, after everyone stopped laughing, I rolled some dice and dealt 1 stamina point of damage to the guard (the not all that important of the 2 hit point pools) and now I get regularly told not to throw things in unrelated games.


Sounds like a Han Solo move.
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Re: Josh's house rules

Postby burglekutt » December 4th, 2020, 7:07 pm

Orc26 wrote:This made me remember a time when playing a space fantasy (think generic star wars) game where we were breaking out of a prison. During the final fight (we could see the getaway ship) my looted gun ran out of space bullets. The game stopped completely when I said "I throw the empty gun at the last guard. What do I roll?" Short story shorter, after everyone stopped laughing, I rolled some dice and dealt 1 stamina point of damage to the guard (the not all that important of the 2 hit point pools) and now I get regularly told not to throw things in unrelated games.
LOL I remember D&D in the mid 80's my brother would get pissed at me for asking if I could do these things.
"Can I throw my Long Sword at the rope holding the giant chandelier so it falls on all the enemies? :)
Brother: " *sigh* Yeah if you roll a fuking 20.Lol
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Re: Josh's house rules

Postby burglekutt » January 18th, 2021, 8:34 pm

I could use some criticism/ pointers about the rules I made. The one that really bothers me is Magic, not sure if my system works.

I am not interested in niceties, give me hell! Thank you!
Last edited by burglekutt on May 12th, 2023, 4:27 am, edited 1 time in total.
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Re: Josh's house rules

Postby Kurgan » January 18th, 2021, 9:57 pm

Black shields are fairly hard to roll on white dice.


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Re: Josh's house rules

Postby burglekutt » February 2nd, 2021, 7:17 pm

The Wizard almost always rolls one or two :blackshield: with his 6 MPoints. This should be enough to contend with most magic rightfully.
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Re: burglekut house rules

Postby burglekutt » November 19th, 2025, 3:50 pm

My house rules are the best & you will witness them again!
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