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D&D-based Hero Advancement with Theory!

Discuss new Rules for HeroQuest.

Re: D&D-based Hero Advancement with Theory!

Postby Decipher » August 5th, 2015, 1:20 pm

@cynthialee :skull: :skull: :skull: :skull: :whiteshield: :blackshield: Think you have been slain.

@Goblin-King I don't think it was poorly written, I believe it was written for a 12 year old kid because a 12 year old typically doesn't think about all of the dynamics we adults think of when it comes to advancement over the long haul. The rules have to cover a lot of "what if's" but has to do so while streamlining the game play to keep kids interested and buying more HQ merchandise. Remember when you were 12? If you were like me, you were hyper, anxious, short attention span etc. and I think they had that in mind when they wrote the rules.


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Re: D&D-based Hero Advancement with Theory!

Postby cynthialee » August 5th, 2015, 1:52 pm

:blackshield: :skull: :blackshield:
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: D&D-based Hero Advancement with Theory!

Postby Decipher » August 5th, 2015, 2:02 pm

cynthialee wrote::blackshield: :skull: :blackshield:


:( I can't slay you. You are one of my favorite characters!


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Re: D&D-based Hero Advancement with Theory!

Postby cynthialee » August 5th, 2015, 2:15 pm

yay!!!
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: D&D-based Hero Advancement with Theory!

Postby Goblin-King » August 5th, 2015, 3:00 pm

@Decipher - You are right. When playing as a kid I didn't notice it to be particularly poorly written. But through the eyes of an adult there's really a lot of "what if's" not covered.
Still I think it would have been possible to cover the "if's" and still keeping the streamlining.


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Re: D&D-based Hero Advancement with Theory!

Postby Decipher » August 5th, 2015, 3:16 pm

Goblin-King wrote:@Decipher - You are right. When playing as a kid I didn't notice it to be particularly poorly written. But through the eyes of an adult there's really a lot of "what if's" not covered.
Still I think it would have been possible to cover the "if's" and still keeping the streamlining.


Goes back to the old Borin's Armor question, "Can I wear it over my plate mail armor, because the artifact card doesn't say?" I do agree the game rules need some clarification and tweaking but if one uses common sense on the "what ifs" and if it feels natural or doesn't unbalance the game, then the game rules speak for themselves as they are. Character advancement, experience points, levels and all that are completely unnecessary. Now, this is only my opinion in my experience playing HQ. And we all know what opinions are like...

I value a lot of what you say in your posts and usually hang on every letter so I ask, do you really believe HQ needs an experience advancement rule set or leave it like it is?


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Re: D&D-based Hero Advancement with Theory!

Postby slev » August 13th, 2015, 9:16 am

Being ASDNOD, I followed every rule of the HQ to the letter as a kid. To the point of it not making any sense at all. It was fun, but I found it silly. This is why I personally went through great lengths to re-write the rules in a ballenced, consistant, modern, style, without the silliness.

Advancement wise, I've been working on a system for some time. I had adjusted the equipment costs and treasure ammounts, so that the Heroes will NOT be maxed-out before the end of RotWL, and only then if they've done well. I'm now working on a series of "skills" and "fate", along with advanced equipment, using the coloured dice.


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Re: D&D-based Hero Advancement with Theory!

Postby Daedalus » February 29th, 2016, 3:56 pm

Jasper Akhkharu wrote:INTRO
Whenever I look at Hero Advancement, I think, “when a Hero gets stronger, he rolls more dice!”  In a dice-based game that only makes use of 2 dice – the standard D6 “Red Die” ( :roll6: ) and the unstandard-but-still-standard, not-a-D6-but-still-a-D6, Combat Die ( :skull: :whiteshield: :blackshield: ), what can you expect?  The fundamental problem with this, though, is that one can only roll so many dice before the game becomes, well, too dicey....

For high-level play against megamonsters, I have an untried suggestion that uses only the six combat dice that come with the game. Beyond 6 AD, automatic hits are added in:

    7 AD = 5 AD+1 hit
    8 AD = 6 AD+1 hit
    9 AD = 5 AD+2 hits
    10 AD = 6 AD+2 hits
    11 AD = 5 AD+3 hits
    12 AD = 6 AD+3 hits
    ...and so on
Beyond 6 DD, automatic blocks are added in. For monsters defending with black shields:

    7 DD = 1 DD+1 block
    8 DD = 2 DD+1 block
    9 DD = 3 DD+1 block
    10 DD = 4 DD+1 block
    11 DD = 5 DD+1 block
    12 DD = 6 DD+1 block
    13 DD = 1 DD+2 blocks
    14 DD = 2 DD+2 blocks
    15 DD = 3 DD+2 blocks
    16 DD = 4 DD+2 blocks
    17 DD = 5 DD+2 blocks
    18 DD = 6 DD+2 blocks
    ...and so on
For Heros defending with white shields:

    7 DD = 4 DD+1 block
    8 DD = 5 DD+1 block
    9 DD = 6 DD+1 block
    10 DD = 4 DD+2 blocks
    11 DD = 5 DD+2 blocks
    12 DD = 6 DD+2 blocks
    13 DD = 4 DD+3 blocks
    14 DD = 5 DD+3 blocks
    15 DD = 6 DD+3 blocks
    ...and so on
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