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Heroes Upgrade / Leveling System (and Villains too!)

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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » December 16th, 2024, 9:57 am

Not an upgrade per se, but more homebrew stuff I am using... Pro Wrestling rules (for the arena). See this video I made summarizing the home brew rules I'm using lately on game streams.


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » January 19th, 2025, 1:17 am

Kurgan wrote:further Brainstorming with "new" heroes:

-------------
"Bard" (Orc Pirate/Cleric)

Champion upgrade:
Rapier can use 2 black dice
Orc allies within LOS defend with Green dice

Knight upgrade:
Up to 3 black dice against any Orc.
"Healing Song" restores 3 BP
"Inspiring Tale" gives 2 dice

-------------
"Warlock" (Ranger):

Champion upgrade:
Wand substitutes 1 black die

Knight upgrade:
Wand substitutes 2 black dice
"Demonform" uses 2 dice

-------------
"Druid":
Champion upgrade:
"Shape Shift" adds 1 extra attack and 1 extra defend AND can be used at range, not just adjacent.

Knight upgrade:
"Shape Shift" uses 1 black die (for attack) and 1 green die (for defense)
"Pixie" can be used twice per quest.
-------------
"Rogue": (is he OP?)

Champion upgrade:
Dagger hits with black die (whether thrown or striking adjacent)
"Opportunistic Striker" skill attacks with two dice.

Knight upgrade:
Bandolier: always assumed to be carrying two daggers, and so two daggers can be thrown at once (2 dice ranged attack instead of 1). This stacks with Opportunistic Striker for 3 dice (2 black, 1 white).
Disarm traps like a Dwarf

-------------
"Monk": (is he OP?)

Champion upgrade:
substitute one black die when attacking unarmed
substitute one purple die when attacking with a staff or shortsword

Knight upgrade:
substitute two black dice when attacking unarmed
substitute two purple dice when attacking with any weapon he can use


I will soon need to add upgrade options for the two levels of the Berserker and Explorer heroes!
I am open to suggestions...


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » February 19th, 2025, 5:38 pm

Brainstorming Upgrades for Chaos ("Dread") Spells. I realize these are used so rarely, but at a certain level I think a more powerful group of heroes can handle a more powerful villain:

Firestorm: No change... or maybe some monsters are immune? (fire based monsters, like using the orange translucent minis of Prophecy of Telor retail)

Cloud of Chaos/Dread: See above, maybe ghostly (green translucent or clear monsters like specters) are immune?

Ball of Flame: Target must roll a 6 to defend.

Tempest: No change. Or maybe hits multiple heroes within LOS?

Lightning: Bolt leaps from one target to hit multiple targets who are within LOS of each other even if not all in a straight line. Maybe secondary and tertiary targets get to roll one (first hit) or two (second hit) defend dice against the damage.

Summon Undead/Summon Orcs: Monsters get to move and attack immediately rather than just standing around the spell caster.

Escape: No change. Unless it leaves a wandering monster behind to fight the heroes.

Fear: Puts hero into "shock" (restricts their attack to 1 die, defense to 2, and movement to 1 die). Not sure if it should be a condition they have to roll out of or "really" put them into shock requiring mind point restoration. Probably the latter is too tough.

Command: Despite what First Light says, they get full use of Artifacts, Spells, even Potions. If the hero dies (reduced to zero BP) the spell is broken. If the hero is put into shock they could no longer resist the spell but another hero could administer a mind point restoring potion to them to get them out of shock (but not the spell). Still defend like a hero from any attacks while under the spell.

Sleep: same?

Rust: Destroys any single piece of "metal" equipment (still not artifacts), which if we go by the artwork on the Armory board only leaves the staff immune.

I guess really what I'm doing is mixing in the stronger spell effects found in Wizards of Morcar...!


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » February 21st, 2025, 7:16 pm

jacerj22 wrote:3 ideas as an upgrade, for the berserker

the berserker can throw a hand axe and recover the hand axe after the monster is defeated.

black dice using an axe .

randomly recover a skill card when killing a monster that has more than berserker's current body points


Idea from Discord...

Still thinking about the Berserker and Explorer hero upgrades.


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Kurgan » September 14th, 2026, 9:10 pm

I'm thinking the Ranger's power of searching for Traps & Secret Doors simultaneously and searching the opposite square of an adjacent open door for traps is a bit too weak. I am thinking of just having them be unlimited instead of once per quest abilities. Consider it a permanent upgrade!


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Re: Heroes Upgrade System (and Villains too!)

Postby Kurgan » September 14th, 2026, 9:21 pm

New proposal for Champion Wizard's spells...

Water of Healing and Heal Body can now healing 6 BP, and if the Wizard chooses, he can divide the healing of these spells between himself and a single adjacent hero.


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Re: Heroes Upgrade / Leveling System (and Villains too!)

Postby Evil Frog Wizard » September 16th, 2026, 6:17 am

My 'level up' system I've been toying around with. I was calling them 'skills' but I'll call them 'upgrades' to match the terminology you guys are using. It should be noted I only use the 4 default heroes, so not sure if this will be compatible with everything you guys are coming up with, but maybe it'll inspire you in some way. ;)

1st upgrade can be purchased for 800 gold, second at 1,600 gold, third at 2,400 gold. Each time you complete a quest, you get a 'seal'. A seal can be exchanged to reduce 100 gold from the price of an upgrade. Ie, you could exchange 5 seals and pay 300 gold to get your first upgrade. Upgrades available for purchase is based on character played.

Note: you may only take each upgrade 1 time.

Health :barbarian: :dwarf: :elf: :wizard:
  • Gain 1 max body point.
Mind :barbarian: :dwarf: :elf: :wizard:
  • Gain 1 max mind point.
Onslaught :barbarian: :dwarf:
  • If atleast 1 skull is left over after after slaying an enemy with a melee attack you may move 1 space and that skull may be used as if a second attack against a single other enemy with a max of 1 body point that is in melee range. The enemy still defends as if it were the result of normal attack roll against them.
Superior Onslaught :barbarian: (Requires Onslaught)
  • The same as onslaught but up to two skulls can be transferred into the new attack. If still 1 skull remains after the second attack, you may move one more time and use it against yet another foe, provided they also have a maximum of 1 body point and are in melee range.
Trap Sense :dwarf:
  • As a free action, you may use this ability to attempt to detect traps. Announce you are using this ability, roll a combat die and on the roll of 'any shield' all traps are revealed as if a 'search for Traps' action had been used. This may only be used once per turn. (Optional rule: You may use this ability when monsters are on the board)
Elven Magic :elf:
  • You may now select and cast 3 'elf' spells of your choice on top of your aleady owned school of magic.
Elven Archery :elf:
  • You may 'split move' when attacking with a crossbow, or other 'missile' weapon.
Greater Fire Magic :wizard:
  • All Fire Magic are now powered up.
Greater Water Magic :wizard:
  • GAll Water Magic are now powered up.
Greater Earth Magic :wizard:
  • All Earth Magic are now powered up.
Greater Wind Magic :wizard:
  • All Wind Magic are now powered up.




As for monsters, I also have been toying around a bit:

Commanders
: A commander has no special attacks or defenses, however, as long as it is alive, all monsters of the same type (goblins and orcs count as one type) in it's line of sight will defend on white shields instead of black. The commander themselves still only defend on black shields.
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