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Corpse Looting

Discuss new Rules for HeroQuest.

Re: Corpse Looting

Postby DragonHead » June 14th, 2010, 4:50 pm

I think it would be cool if you could somehow take weapons from monsters in some way, I just have a rouph idea but the dwarf (and only the dwarf) would have a 10% chance to get the weapon of the monster.
Goblin, zombie and skeleton-short sword orc-broadsword Fimir-longsword Chaos warrior-battle axe and mummy-none

Could these weapons crumble after some turns or be unusable after the quest what do you guys think?
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Re: Corpse Looting

Postby Phoenix » June 14th, 2010, 8:19 pm

I would just make them deteriorate and crumble at the end of the quest or just roll 2d6 and make them useful for that many rounds; etc.
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Re: Corpse Looting

Postby el_flesh » June 14th, 2010, 10:12 pm

I always understood they would be inferior due to being neglected and uncared for...
so that your char wouldn't want to trade down in the first place.

Unless you find something really good, like the Spirit Blade...
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Re: Corpse Looting

Postby drathe » June 16th, 2010, 11:46 pm

Attachment updated with Bombs, Wandering Monster/Corpse Not Dead and Gold x 2 Red Dice.

Wandering Monster/Corpse Not Dead token, I used the Wandering Monster card image, so the Zargon Player can choose whether they want to use them as WM or just bring the Monster back (I recommend at ½BP rounded up).
Gold x 2 Red Die, I just have the image of two dice on it. Just have the Hero roll two Red Dice and that's the amount of gold they find on the corpse. Bomb has a bomb on it. You can either use mo123813's rule of the Hero defending a bomb explosion of two Combat Dice, or allow the Hero to find a new item, bombs. Bombs may be thrown at an enemy and have the attack strength of 4 Combat Dice, or an alternate rule would be Bombs may be thrown at an enemy and automatically does 2 BP damage. You may wish to reduce the number of any Loot Token in your token bags. It's entirely up to Zargon.
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Re: Corpse Looting

Postby mo123813 » June 17th, 2010, 6:39 pm

drathe wrote:Attachment updated with Bombs, Wandering Monster/Corpse Not Dead and Gold x 2 Red Dice.

Wandering Monster/Corpse Not Dead token, I used the Wandering Monster card image, so the Zargon Player can choose whether they want to use them as WM or just bring the Monster back (I recommend at ½BP rounded up).
Gold x 2 Red Die, I just have the image of two dice on it. Just have the Hero roll two Red Dice and that's the amount of gold they find on the corpse. Bomb has a bomb on it. You can either use mo123813's rule of the Hero defending a bomb explosion of two Combat Dice, or allow the Hero to find a new item, bombs. Bombs may be thrown at an enemy and have the attack strength of 4 Combat Dice, or an alternate rule would be Bombs may be thrown at an enemy and automatically does 2 BP damage. You may wish to reduce the number of any Loot Token in your token bags. It's entirely up to Zargon.


It looks nice! Love the x2 red dice thing :D
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Re: Corpse Looting

Postby torilen » June 18th, 2010, 9:10 am

Something I was thinking about employing - a Search Body action that characters can take once all monsters
within sight are dead.
Simply have them draw a treasure card to search the body - if it comes up with any sort of trap or hazard - it could
be that the monster wasn't all the way dead - it comes to life briefly with 1 AD, 1 DD, 1 Body and 1 Mind.
If it comes up with a wandering monster, so be it.

OR

If you wanted, you could have them roll combat dice equal to their Mind Score - if they roll at least 3 skulls,
then they can draw a treasure card (until it is beneficial).

Something like that could work.


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Re: Corpse Looting

Postby Phoenix » June 20th, 2010, 1:15 am

torilen wrote: if it comes up with any sort of trap or hazard - it could be that the monster wasn't all the way dead -


Perhaps just a twitch from the monster. Instead of "falls into shallow pit", could be that the damn thing (which is probably strong to begin with) twitched post-mortem (with weapon in hand) and inflicted damage on the Hero. Obviously not defendable as it is basically a sneak attack.

Just a thought...
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Re: Corpse Looting

Postby Phoenix » June 20th, 2010, 1:18 am

el_flesh wrote:I always understood they would be inferior due to being neglected and uncared for...
so that your char wouldn't want to trade down in the first place.


Not sure they would want to 'trade-down'; however, this little tid-bit could come in handy when the Heroes get caught and have to search the dungeon for their own weapons. A crappy assed short sword from some slimy goblin is better than hand-to-hand combat. Unless of course you're using an advancement system that has hand to hand combat training available. (gives me an idea...)
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Re: Corpse Looting

Postby el_flesh » June 20th, 2010, 9:59 am

We've already got loads of training etc in our system...which is alot more RPG and not so much HQ anymore, although we use the quests for the moment...

My Necromancer started out with 1 dice damage staff which by now is:
+1 cloak of fighting
+2 magical staff (+1 base +1 magic dmg)
+1 dmg amulet
[+1 dmg, +diagonal attack, +1def staff training]
+2 dmg +diagonal attack, +1def staff training lev 3 gold ring of staff/spear - which negates the previous Attribute Point by overpassing it.

So as of last night my Necro is now doing frikkin SIX damage with his various accoutrements on his magic staff!
(Defense is up to FOUR!)

Even still - his life points are all over the place, up down up nearlydead, up a bit....
He's still no tank!
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Re: Corpse Looting

Postby HeroQuestFrance » June 21st, 2010, 2:53 am

It's D&D rules.... or mmorpg video games.
It gives also less interest in searching treasure rooms and take a risk of bringing a wandering monster or a well hidden trap.

Take the treasure deck and to add more cards and replace some others : so more gold then and delete wandering monsters. Replace them by a not completely dead monster : he gets up and attacks you again or something like that.


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