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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
arntisdale wrote:I've been considering implementing facing rules in my HeroQuest game, haven't quite talked myself into it yet. I figured I'd throw this out, and see what folks here at the Inn think. So, what I'd like to know is everyone's thoughts on the following:
1. Do you think implementing facing rules in HeroQuest is a good/bad idea? Why do you think that?
2. Has anyone ever implemented facing rules in HeroQuest? If so, what were your rules, and how did it work out?
One thing that I thought it might bring to the table was a bit more tactical consideration in combat. I also thought it might be interesting to have different shields provide different defense dice values when being attacked from certain squares or directions. It could also make hallway combat more interesting, as you'd have to go back to back with a buddy to avoid disadvantage. A dual wielder would have to be quite strategic about their facing in order to maximize their strikes. On the other side of the coin, this will certainly add more onto the current ruleset, and if it doesn't increase gameplay enough, then the extra rules really aren't worth it.
One of my favorite games ever, Space Hulk, has facing rules, they add a lot to that game. But, HeroQuest is not Space Hulk.
Tell me what you think, folks.




Kurgan wrote:The only time I worry about "switching weapons" is when it's a case of a player wanting to have a shield AND a staff or battle axe in their character's inventory. How do you let them switch without feeling like they're cheating against this limitation that the game designers put in purposefully as a balancing measure? I let them use an action to switch on their turn. I suppose you could be super strict and force them to drop one weapon (or the shield). I hate to be that strict. Then again if they have the shield on their back, and you're using those "facing" rules, maybe the back attacker is going to hit the shield?




Costs 1 MV to turn 90 degrees (up to 180 for elf/wizard?)
Facing is not required to ‘look’, you can look in any direction
Combat– facing is important, can only attack space that you are facing, or diagonal forward spaces if using a diagonal capable weapon, spells cannot be shot at any angle behind the caster (straight left, right, or anything in between so long as can ‘see’. Ranged and thrown attacks must be made within the forward cone
Any figure attacked from rear 3 spaces suffers -1 def die (or suffers a downgrade of their highest tier defense die)
doors can only be opened when facing directly







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