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The Wizard Clearing House of House Rules

Discuss new Rules for HeroQuest.

Re: The Wizard Clearing House of House Rules

Postby slev » August 20th, 2015, 2:28 am

Based on feedback & some inspiration, a second pass:

Each Spell Card is given a Mastery score, from 1 (easy) to 3 (hard). This can also be applied to spell-like artefacts. Scrolls and other such one-shots, have a Mastery score one lower than normal (minimum zero).

Things like Healing spells and the Genie’s attack are 3’s, things like Clairvoyance are 2’s, and you can even put really basic stuff, like the Genie opening a door, at 0!

To attempt a Spell, roll 1D6. If you can roll less than your current MP, but higher than the Spell's Mastery, the Spell works. If not, the Spell does nothing. Either way the card is not discarded.

Effects like the Elf potion that allows the spell to be retained after casting, instead allow you to re-roll the dice when attempting to cast a specific Spell.

The starting Wizard will mostly get 2’s to cast (just under 50% of the time, have difficulty with 3’s, and struggle with 4’s.

This also makes MP important to the Wizard beyond defence against Chaos Spells, which will have their Mastery at one point lower than the equivalent Hero Spells.

Mastery number off the top of my head. You will note that I gave a fourth spell to each group, as a variant of one of the Spells. This was to accommodate spells with multiple uses, but lead to a few ideas elsewhere, and I had to create some. I also adjusted the healing spells to allow for the fact that the Wizard especially can get them off more than once!

Tempest: 3
Swift Wind: 2
Efreet (Genie, Attack): 3
D'Jinn (Genie, Door): 0

Rock Skin: 3
World Walk (Pass Through Rock, targeting Others, but only move 1D6): 2
Pass Through Rock (targeting self, but only move 1D6): 3
Heal Body (adjacent 2BP): 3

Flame Strike (Fire of Wrath, line of Sight): 0
Fire of Wrath (no Line of Sight): 2
Ball of Flame: 1
Courage: 3

Healing Spring (Water of Healing, range 1BP): 3
Water of Healing (adjacent 2BP): 3
Sleep: 2
Veil of Mist: 2

Clairvoyance: 0
Treasure Horde (standard): 2
Find wealth (Treasure Horde, one card, Hazards have no effect): 1
Future Sight: 2

Dispel (Cancel ongoing): 2
Counter-Spell (Dispel, Cancel spell or magic trap as cast): 3
Invisibility: 3
Wall of Stone: 2

Chains of Darkness: 2
Cloak of Shadows: 3
Arrows of the Night (2 dice): 0
Soul Fire (Arrows of the Night, 4 dice): 1

And for those using my eighth “control” spell group:
Control Fiend: 3
Drain Mind: 2
Mental Fortitude (target anyone, 2MP): 2
Force of Will (Mental Fortitude, target self, 2MP, and extra cast action this turn): 3


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Re: The Wizard Clearing House of House Rules

Postby Anderas » August 20th, 2015, 4:14 am

And if you get additional MP beyond 6, what would it change?

If you add mastery and d6 roll and it has to stay below your current MP it is more consistent and more MP make it easier.

I liked the idea that casting healing spells cost MP. That way these kinds of spell as well as the talisman of lore have an effect and they get slowed down in combination with the broach of determination.


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Re: The Wizard Clearing House of House Rules

Postby slev » August 20th, 2015, 6:58 am

Anderas wrote:And if you get additional MP beyond 6, what would it change?

If you add mastery and d6 roll and it has to stay below your current MP it is more consistent and more MP make it easier.

I liked the idea that casting healing spells cost MP. That way these kinds of spell as well as the talisman of lore have an effect and they get slowed down in combination with the broach of determination.


D6 + Mastery to get equal or less than MP works just as well statistically. In fact, it's exactly the same, but easier to explain and I'm evidently too blond today :P

The MP for casting a heal could work nicely. Say 1MP for a BP heal and 1 BP for a MP restore. It's a gain overall, but it's not clear-cut and retards the usefullness of the heals. I reduced their utility based on the averages for quests anyway.

I'm now thinking that the Healing Spring should become the standard Water of Healing, while the fourth Water Spell should be something non-healing, but I'm at a loss as to what.


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Re: The Wizard Clearing House of House Rules

Postby Anderas » August 20th, 2015, 7:51 am

So i edit your idea with my ideas :D And i added my imaginary "ingame cost of casting" in brackets. Changes are marked in blue.

Ruleset
Each Spell Card is given a Mastery score, from 1 (easy) to open end. 3 is hard, 4 is very hard, but more is also possible. :D :shock:

This can also be applied to spell-like artefacts. Scrolls and other such one-shots, have a Mastery score one lower than normal (minimum zero).
To attempt a Spell, roll 1D6 and add the mastery score. If the result is less than your current MP, the Spell works. If not, the Spell does nothing. Either way the card is normally not discarded, except if the card states otherwise.
Effects like the Elf potion that allows the spell to be retained after casting, instead allow you to re-roll the dice when attempting to cast a specific Spell.



Wind Spells wrote:Tempest (Cast Action): 3
Swift Wind (Cast Action): 2
Efreet (Genie, Attack)(Cast Action, 1MP): 4 To have a reason to sometimes use the fire spells instead
D'Jinn (Genie, Door)(Cast Action): 0


Earth Spells wrote:Rock Skin (Cast Action): 3
World Walk (Pass Through Rock, targeting Others, but only move 1D6): 2
Pass Through Rock (targeting self)(Cast Action): 3 (removed 1d6)
Heal Body (adjacent 2BP): 3


Fire Spells wrote:Flame Strike (Fire of Wrath, line of Sight)(Cast Action): 0
Fire of Wrath (no Line of Sight)(Cast Action, 1 MP): 2 (no line of sight? that costs at least 1MP)
Ball of Flame (Cast Action): 1
Courage (Cast Action): 3


Water Spells wrote:Water of Healing (adjacent 2BP)(Cast Action, 1 MP): 3
Sleep (Cast Action, 1MP): 3
---> Why difficulty 3 and 1 MP? To prevent Game-blocking eternal sleeps. Difficulty +1 each subsequent sleep?
Veil of Mist (Cast Action): 2
short idea: Icy Rain (Cast Action): 2 ---> Target a room or a corridor section in line of sight. The floor gets frozen. Effect is like frozen floor of the Barbarian Quest Pack.


Detection Spells wrote:Clairvoyance (Cast Action): 0
Treasure Horde (standard)(Cast Action): 2
Find wealth (Treasure Horde, one card, Hazards have no effect)(Cast Action): 1
Future Sight (Cast Action): 2


Protection Spells wrote:Dispel (Cancel ongoing)(Cast Action): 2
Counter-Spell (Dispel, Cancel spell or magic trap as cast)(1MP - add an MP roll off duel to make it happen?): 3
Invisibility (Cast Action): 3
Wall of Stone (Cast Action): 2


Darkness Spells wrote:Chains of Darkness (Cast Action, 1MP): 3 (Same problem as with Sleep)
Cloak of Shadows (Cast Action): 3
Arrows of the Night (2 dice) (Cast Action): 0
Soul Fire (Arrows of the Night, 4 dice)(Cast Action, 1MP): 1



Slev's Control wrote:Control Fiend (Cast Action, 1MP): 3 (Same problem as with Sleep)
Drain Mind (Cast Action): 2
Mental Fortitude (target anyone, Cast Action 2MP): 2
Force of Will (Mental Fortitude, target self, 2MP, and extra cast action this turn): 3



I like most that one can add a school of sorcery or a single spell to a wizard's inventory now.
Imagine the quest for "stop undead army", cost: 9MP, difficulty 13.
Then you search for "Combine Mind Points" Cost "Cast Action" effect "Cast this spell on an adjacent and voluntary target. For the next spell, you can use his Mind Points as well as your own."
Then you search for the "Scroll of Mastery levels" "If you use this scroll, the next spell you cast has a difficulty 5 lower than normal.
Then you do the quest for the right place to cast this group of spells. Then you try the spell and you find out that you have to sacrifice either the Wizard or the Elf to get this quest to a happy end.


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Re: The Wizard Clearing House of House Rules

Postby slev » August 20th, 2015, 10:47 am

For "eternal [effect]", you can also rule that the Spell cannot be recast while it's effects are ongoing.

Given your changes, you'd want to strip the targeting limit from World Walk.

I'm not sure that Icy Rain is useful. Even the Detection Sells are better!


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Re: The Wizard Clearing House of House Rules

Postby Lemmeron » August 21st, 2015, 8:52 am

You will also need to include a mp cost on veil of mist and invisible. Otherwise same issue as eternal sleep


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Re: The Wizard Clearing House of House Rules

Postby Anderas » August 21st, 2015, 11:06 am

Changed by feedback
For Water, i added the option to cast Water of Healing with discarding it for 4 BP. Otherwise there would be nearly only MP costing spells. I added Wall of Ice to replace the icy rain bad idea. :)
I still don't know if it is a good idea to allow 2BP healing per turn? (Combination: Healing Spell + Slev's Broach of determination + Wand of Magic)
--> Yes i count Slev's lower Wizard equipment in, because i think they are good options and i want to use them!

What would you think about fire damage spells that you could make stronger by spending additional MP and/or BP?

Ruleset
Each Spell Card is given a Mastery score, from 1 (easy) to open end. 3 is hard, 4 is very hard, but more is also possible. :D :shock:

This can also be applied to spell-like artefacts. Scrolls and other such one-shots, have a Mastery score one lower than normal (minimum zero).
To attempt a Spell, roll 1D6 and add the mastery score. If the result is less than your current MP, the Spell works. If not, the Spell does nothing. Either way the card is normally not discarded, except if the card states otherwise.
Effects like the Elf potion that allows the spell to be retained after casting, instead allow you to re-roll the dice when attempting to cast a specific Spell.



Wind Spells wrote:Tempest (Cast Action, 1 MP): 3
Swift Wind (Cast Action): 2
Efreet (Genie, Attack)(Cast Action, 1MP): 4
D'Jinn (Genie, Door)(Cast Action): 0


Earth Spells wrote:Rock Skin (Cast Action): 3
World Walk (Pass Through Rock, targeting anybody in line of sight, but only move 1D6): 2
Pass Through Rock (targeting self, move 2d6)(Cast Action): 3
Heal Body (adjacent 2BP) (Cast Action, 1 MP): 3


Fire Spells wrote:Flame Strike (Fire of Wrath, line of Sight)(Cast Action): 0
Fire of Wrath (no Line of Sight)(Cast Action, 1 MP): 2[/color]
Ball of Flame (Cast Action, 1 MP): 1
Courage (Cast Action): 3


Water Spells wrote:Water of Healing (adjacent 2BP)(Cast Action, 1 MP): 3
Water of Healing, 2nd option (Line of sight, 4 BP) (Cast Action, Discard spell): 2
Sleep (Cast Action, 1MP): 3
Veil of Mist (Cast Action, 1MP): 2
Wall of Ice (Cast Action): 3


Detection Spells wrote:Clairvoyance (Cast Action): 0
Treasure Horde (standard)(Cast Action): 2
Find wealth (Treasure Horde, one card, Hazards have no effect)(Cast Action): 1
Future Sight (Cast Action): 2


Protection Spells wrote:Dispel (Cancel ongoing)(Cast Action): 2
Counter-Spell (Dispel, Cancel spell or magic trap instantly)(1MP - add an MP roll off duel to make it happen?): 3
Invisibility (Cast Action, 1 MP): 3
Wall of Stone (Cast Action): 2


Darkness Spells wrote:Chains of Darkness (Cast Action, 1MP): 3
Cloak of Shadows (Cast Action): 3
Arrows of the Night (2 dice) (Cast Action): 0
Soul Fire (Arrows of the Night, 4 dice)(Cast Action, 1MP): 1



Slev's Control wrote:Control Fiend (Cast Action, 1MP): 3
Drain Mind (Cast Action): 2
Mental Fortitude (target anyone, Cast Action 2MP): 2
Force of Will (Mental Fortitude, target self, 2MP, and extra cast action this turn): 3


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Re: The Wizard Clearing House of House Rules

Postby slev » August 21st, 2015, 1:31 pm

Wall of Ice is a good idea, although I'm personally using it elsewhere.

I had considered adding to each group, an ability on one spell, allowing an increase in Mastery for an increased effect.

Example, Ball of Flame. Increase Mastery by two to add an extra two damage, rolled against as normal. (or in the case of my HQR version, two extra dice of damage).

Similarly: Soul Fire +2Mastery, +3 dice


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Re: The Wizard Clearing House of House Rules

Postby Count Mohawk » August 21st, 2015, 1:40 pm

Anderas wrote:I still don't know if it is a good idea to allow 2BP healing per turn? (Combination: Healing Spell + Slev's Broach of determination + Wand of Magic)
--> Yes i count Slev's lower Wizard equipment in, because i think they are good options and i want to use them!

With a difficulty of 3, a 6-MP Wizard will only successfully cast Water of Healing (lesser) once every 3 tries on average, which would be about 0.67 BP per turn of healing. If rolling a tie also counts for success, he will instead be able to heal once every 2 tries on average, which is about 1 BP per turn. Note that this is no more efficient than just using the Broach of Mending! (1 action to transfer a Body Point and a second action to regain that Body Point)


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Re: The Wizard Clearing House of House Rules

Postby Anderas » August 22nd, 2015, 1:31 am

Yes, the system is not really fine enough.The elf is never able to get off a Mastery 3 Spell.
If I use this system, the Elf will have to stick with the Elf Spells.

With the Artifacts I know, the Wizard may have up to 7 Mind Points. That's about right for the healing spells.
What do you think about the option to spend one MP more for reducing the mastery score?

That way, in a touch and go situation, the Wizard can spend Mind Points to save his hide.

I added also the option to discard a card more often - like with the extra mind points to get a spell off, this could help in a situation of great need.
...
half an hour later, after adding it to several spells: Why not keeping the discard spell option for each and every spell? So you'll have 2 options - go the hard way and keep the spell, or take the easy way and discard the spell the old fashioned way without rolling for mastery. That way also an elf can as the Genie to attack. But only if you are really a migthy Wizard with experience, you can do it several times. I added the discard option only for the heal spells now, where it has a distinct different effect than the ongoing version.

Ruleset
Each Spell Card is given a Mastery score, from 1 (easy) to open end. 3 is hard, 4 is very hard, but more is also possible.

If you want to keep the spell, roll 1D6 and add the mastery score. If the result is less than your current MP, the Spell works. If not, the Spell does nothing. Either way you keep the card, except if the card states otherwise. Before you roll for the cast action, you can spend one Mind Point in addition to any normal cost of casting, to reduce the Mastery Level by one.

If nothing is specifically stated, you can discard the spell as well. If you choose to discard the spell, you don't need to roll for mastery. The spell effect works and the card is discarded.

If there is something noted on the card for discarding the spell, follow the notes. That may include a different effect than normal, or it might include a roll for mastery despite the discarding.



Wind Spells wrote:Tempest (Cast Action, 1 MP): 3
Swift Wind (Cast Action): 2
Efreet (Genie, Attack)(Cast Action, 1MP): 3
D'Jinn (Genie, Door)(Cast Action): 0


Earth Spells wrote:Rock Skin (Cast Action): 3
World Walk (Pass Through Rock, targeting anybody in line of sight, but only move 1D6)(Cast Action): 2
Pass Through Rock (targeting self, move 2d6)(Cast Action): 3
Heal Body (adjacent 2BP) (Cast Action, 1 MP): 3 OR Heal Body (adjacent 4BP)(Cast Action, Discard Card, Mastery 0)


Fire Spells wrote:Flame Strike (Fire of Wrath, line of Sight)(Cast Action): 1
Fire of Wrath (no Line of Sight)(Cast Action, 1 MP): 2
Ball of Flame (Cast Action, 1 MP): 1
Courage (Cast Action): 3


Water Spells wrote:Water of Healing (adjacent 2BP)(Cast Action, 1 MP): 3 OR Water of Healing, (Line of sight, 4 BP) (Cast Action, Discard Card): Mastery 0
Sleep (Cast Action, 1MP): 3
Veil of Mist (Cast Action, 1MP): 2
Wall of Ice (Cast Action): 2


Detection Spells wrote:Clairvoyance (Cast Action): 0
Treasure Horde (standard)(Cast Action): 2
Find wealth (Treasure Horde, one card, Hazards have no effect)(Cast Action): 1
Future Sight (Cast Action): 2


Protection Spells wrote:Dispel (Cancel ongoing)(Cast Action): 2
Counter-Spell (Dispel, Cancel spell or magic trap instantly)(1MP - add an MP roll off duel to make it happen?): 3
Invisibility (Cast Action, 1 MP): 3
Wall of Stone (Cast Action): 2


Darkness Spells wrote:Chains of Darkness (Cast Action, 1MP): 3
Cloak of Shadows (Cast Action): 3
Arrows of the Night (2 dice) (Cast Action): 1
Soul Fire (Arrows of the Night, 4 dice)(Cast Action, 1MP): 2



Slev's Control wrote:Control Fiend (Cast Action, 1MP): 3
Drain Mind (Cast Action): 2
Mental Fortitude (target anyone, Cast Action 2MP): 2
Force of Will (Mental Fortitude, target self, 2MP, and extra cast action this turn): 3


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