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5. HQ25 - Spells, tiles, mechanics and misc

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: HQ25 - Spells, tiles, mechanics and misc

Postby Sjeng » July 2nd, 2014, 6:42 am

Teldurn wrote:TeL;DuR:n

Is that where you got your nickname from? Making long posts? :mrgreen:

Just read entire topic. Love all ideas here. Great posts KK! I read them fully (asleep)! :P
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby knightkrawler » July 2nd, 2014, 7:19 am

I'm thinking the spell set could be named "Slough Spell". Alliteration. Good. Or "Swamp Spell". Same reason.

I'm sold on the grammatical points of Teldurn and it should be "Anytime at least one black shield is rolled, the Hero loses 1 Body point, whether his attempt to climb out is successful or not."
To take into consideration that the more BP you have/the stronger you are, the more dice you roll, and the higher the chances are BOTH
a) that you succeed in climbing out and
b) that you lose a Body point

Imagine being stuck in a slough. The thing is that you MUST move to get out, but NOT in the wrong way, else the being pulled under happens faster. So by actually trying you risk the contrary. That being said I almost wanna imply some kind of advantage for the Elf...
For now, just editing the grammar in the original post.

Under the assumption that I constantly read that the quest pack should be as simple as possible, it does not make sense to hand out tokens to the players for such specific mechanics as the slough trap. I just don't see it.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby gootchute » July 2nd, 2014, 8:45 am

knightkrawler wrote:Under the assumption that I constantly read that the quest pack should be as simple as possible, it does not make sense to hand out tokens to the players for such specific mechanics as the slough trap. I just don't see it.


Fair enough, I did not realize you could only lose one BP a turn, my assumption was that you lost one per :blackshield: rolled.

So what about chaos Dwarf Magic? I think using the regular Chaos Spells is appropriate, or adding a select few spells. Actually; why are we making the Fimir spells into a new deck anyways? Why not just pick the best 4-5, make up another few for the Chaos Dwarves and package the whole set of 9 as generic Chaos Spells so they are more versatile? It's not as if the fire Chaos Spells have different images on the back compared to say, the command and sleep spells!
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Gold Bearer » July 2nd, 2014, 10:22 am

sajungzak wrote:
Baylor_OgreBane wrote:marsh magic

Where's the Like button?
Where's the daja vu button?
Gold Bearer wrote:
Goblin-King wrote:Current suggestions are "Swamp Magic" or "Bog Magic" - Feel free to pitch in!
Marsh Magic?
:)

gootchute wrote:So what about chaos Dwarf Magic? I think using the regular Chaos Spells is appropriate, or adding a select few spells. Actually; why are we making the Fimir spells into a new deck anyways? Why not just pick the best 4-5, make up another few for the Chaos Dwarves and package the whole set of 9 as generic Chaos Spells so they are more versatile? It's not as if the fire Chaos Spells have different images on the back compared to say, the command and sleep spells!
I think they should get their own set. They're different enough. I agree about the chaos dwarves though, they should just have chaos spells.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Teldurn » July 2nd, 2014, 3:51 pm

Sjeng wrote:
Teldurn wrote:TeL;DuR:n

Is that where you got your nickname from? Making long posts? :mrgreen:

Actually, no. But it was a happy coincidence that I noticed how well TL;DR and Teldurn go together. :)
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Goblin-King » July 2nd, 2014, 4:33 pm

Gold Bearer wrote:
gootchute wrote:So what about chaos Dwarf Magic? I think using the regular Chaos Spells is appropriate, or adding a select few spells. Actually; why are we making the Fimir spells into a new deck anyways? Why not just pick the best 4-5, make up another few for the Chaos Dwarves and package the whole set of 9 as generic Chaos Spells so they are more versatile? It's not as if the fire Chaos Spells have different images on the back compared to say, the command and sleep spells!
I think they should get their own set. They're different enough. I agree about the chaos dwarves though, they should just have chaos spells.

W... w... we agree on something?!? :o

But like KK pointed out earlier, I think we should keep the naming format "X Spell".

Swamp Spell? Yes!
Marsh Spell? Yes!
Bog Spell? Meh...

I like the first two equally. Won't mind either.


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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Teldurn » July 2nd, 2014, 4:37 pm

I vote we name it "Swamp Spell" simply because of the alliteration with the S's.
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby GimmeYerGold » July 2nd, 2014, 4:57 pm

Teldurn wrote:I vote we name it "Swamp Spell" simply because of the alliteration with the S's.


|_P Me too. Especially since there's some nice music to go with it.... Imagine a Fimir doing vocals!


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Re: HQ25 - Spells, tiles, mechanics and misc

Postby Teldurn » July 2nd, 2014, 5:00 pm

Out of curiosity, at what point do we figure we've done enough discussion about something and get around to officially voting and working on this mofo?
(This applies to all aspects of the project, HQ25 as a whole.)
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Re: HQ25 - Spells, tiles, mechanics and misc

Postby knightkrawler » July 2nd, 2014, 5:07 pm

Let's first discuss the point of no discussion.
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