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Kurgan wrote:Yeah, only three explicit combat spells (in terms of dealing direct damage to the enemy), so if it's going to benefit someone to be resistant to it, it makes sense that would be it.
But yes, why not a bad guy who can't be put to sleep (undead monsters are already immune, higher mind points is a kind of resistance)... or immune to Tempest or Genie? (Genie is a physical attack)
Kurgan wrote:A couple of bad guys are fire resistant, and in homebrew quests it seems natural to copy some ability from a canonical quest I guess. This Brazilian fan-mag released a quest obviously intended for that locality's version of HQ. I'm not sure what expansions (if any) were released for it by '94.
Unless you're incorporating the extra spells from other expansions (WOM for Wizard/Elf, EQP for Elf alone) then somebody will have Fire and somebody won't be able to hit that bad guy with it effectively. The NA version doesn't do this (having a ready-made set of Chaos spells cards for the evil side), but some editions even take the fire spells AWAY from the Heroes and give them to the bad guy (which makes the rest of the quest up to that point harder if you can't use them!).
As far as magic resistance for Heroes, there is fire resistance potion in WOM which only works once. Both EU based WOM and NA based EQP have magic resistance which applies to ANY damage causing chaos spell. Later on good and bad guys get spell-cancelling spells as well, but we are again talking about single-use item/abilities. Yes, there are sometimes fields in which no magic may be used, but I'm not aware of any characters that are completely immune to magic (even the WitchLord has weaknesses).
Kurgan wrote:In Dark Company, there are new enemies that are very hard (or frustrating) to kill, but are much more easily dispatched with magic in general.
Kurgan wrote:The exclusive NA fire ring protects the Hero from two chaos fire spells. So yeah, when it comes to homebrew, get creative!
When adapting this quest, all I did was try to supplement what was already done, in a rather sparse quest with a few glitches, to make it more playable and interesting, rather than just starting over from scratch.
So yeah when designing new spells, why not give him earth based attacks, or water based attacks, etc. My Mystic character uses lightning, wall of water, etc. and also flame and wind based healing spells. It's all in your imagination...!
Kurgan wrote:Even though I'm making up new homebrew stuff, my general philosophy tends to be building upon what was already done or remixing existing standards. Others may want to make something completely original and more power to them. Heroquest is a board game that encourages creativity and improvisation. But it still operates within limits. If you want to take the pieces, tiles, etc and create an entire new game out if it, you absolutely can and I'm sure some have actually done this. In the same way you can take miniatures from Dungeons and Dragons and use them in HeroQuest (not using D&D rules at all), you can do the same with this game. I like the fantasy setting and I'm nostalgic about the characters and conventions, so I tend to try to stick close to it, but I use lots of fun ideas others have come up with, like combat cards, evil wizard deck, extra potions and treasures, artifacts, and have contributed some of my own. But it's still within the general framework and very similar to what was actually released. The beauty is that if you hate some aspect of the game or are bored with it, you can do what you want. You can make the game as complex or as simple as you like. So some people want to take away rolling to move and weapon restrictions, while others want to simulate jumping up on top of furniture, wound systems, gear that wears out, and having limited range on their ranged weaponry and leveling systems for their magic, etc.
The eternal debate about what is "realistic" (and whether this is a good thing) in games will vary widely. Just like some want to have loud slapping and whooshing sounds in their kung fu battles, and others want their handguns to have unlimited ammunition and make bright sparks/explosions on impact (and hits send bodies flying backwards), some will actually want to have these goofy conventions in their game, because it simulates for them some fantasy or other (be it from tv, video games, movies, comics, books or imagination), rather than "real life" (or some theoretical extrapolation in the case of things beyond our science & experience). Each person will say at some point, "I like this aspect of realism and I'm going to use it, but this other thing I'm going to fudge for the sake of fun/balance/challenge." I may think it's silly to have a katana that cuts clean through other swords and blocks projectiles, but if you want it in your game (to simulate some fiction you like), who am I to say you can't?
In my own case, I once contemplated having the Heroes get a salary, that they would need to use to pay for upkeep on their gear, lodging, training, etc. In the end while kind of interesting I thought it detracted from the basic game of dungeon crawling, treasure hauling and monster mauling (what brought me to the party in the first place). Whatever economic concerns in the Hero's life were taken care of by the time he reached the next quest, and the gold in hand is what he has left after taxes, feeding his horse, and everything else, so no need to worry about how much he paid the blacksmith, tailor, ferryman, etc. The buying phase of the game IS fun for a lot of people I play with, so I keep it, rather than just handing out stronger equipment each game to keep pace with the difficulty and represent character growth.
But yes, back in HQ proper, if you are the Wizard and you were saving your two fire attacks for the Boss and it turns out he's immune, well, sucks to be you at that point! What the quest writer is obviously trying to do is to add to the difficulty and force the Hero players to use different tactics. Whether or not they succeeded, or just made the game less fun, is going to be a matter of opinion. We could just get rid of the wizard entirely (instead of rewriting him) and hand out spell scrolls according to some predetermined formula. There are lots of ways to address this. My attempt was to make it easier to get potions (AND scrolls), and to reward heroes that survive several quests, by improving their abilities and options. Some frustration will exist, but hopefully it makes the achievement that much more satisfying. And whether my system is better or worse than another will be a matter of personal taste.
You make great points ikarith, and it could deserve its own thread really!










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