by knightkrawler » November 23rd, 2014, 3:22 pm
It is important that you keep the part in italics, otherwise you can just give the Wizard three doubled spells.
It is the only way to encourage spellcasting instead of making the Wiz keep three spells more when exiting the quest.
And cynthialee, I don't get the entirety of your post.
HQ is a boardgame, and as long since established by many a discusiion and cans of worms uncounted, realistic reasoning has nothing to do with it.
I understand your suggestions as far as RPGs are concerned, but HQ is a different beast entirely.
People get bashed on when they suggest you can fire a crossbow over a goblin, as in "Keep it simple!"
GYG's card is a well-thought out rule modifier with several issues suggested in this here very thread in mind, which are all accounted for.
sajugzak, I've never thought that far. You never know how and who encounters a group of heroes playing for years and playing self-written quests in a level of difficulty unheard of. I think, even more modifiers on artefacts could be a theme for a Wizard quest pack.
On a sidenote, I see every special rule, every additional card should be written along with a theme in mind, that is, a quest or quest pack.
When I started re-writing the rules, I used to include everything from the existing quest packs and put it into one volume.
Now, I go at it very differently. I first modify the game system, then I modify KK, then RotWL, and so on.
I don't know if y'all know what I mean here and why I do this, but it's my way of keeping the whole beast HQ as simple as possible, and yet put my handwriting into every piece.