• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

The Inn's Modular System for House Rules

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Do you think a Modular System of House Rules would be an advantage for us as HQ players?

Poll ended at September 21st, 2011, 2:10 pm

Yes, I like the concept and would perhaps contribute to it.
7
54%
It would certainly be an advantege and I would definitely use it myself.
1
8%
I think it's a good idea, but I'm unsure about the outcome, will wait for the result.
2
15%
I will pehaps use it sometimes.
0
No votes
I'm utterly unconcerned.
1
8%
I don't like the idea, but wait for the result until I judge.
0
No votes
I don't like the idea and won't use it, but don't mind you to go on with it. To each his own!
1
8%
I openly oppose the concept. Don't restrict the fantasys of authors!
0
No votes
Nothing of the above, but generally Yes
1
8%
Nothing of the above, but generally No
0
No votes
 
Total votes : 13

Re: Advancement - how to do it?

Postby sadkitchen » September 5th, 2011, 1:54 pm

I see where you are going with this. We would need to define how modules work outside of the other rules so that every different value/stat/idea didn't have to have "how modules work" included, but yeah this is looking good.

We should should call our rules compilation "YeOldeInnQuest: A collection of homemade rules for HeroQuest" or something fun like that. We could have the name be the first thing we argue over... I mean discuss. :D

-SadKitchen

P.S. Has anyone else notice how far off topic we have ventured?
sadkitchen

Ogre Champion
Ogre Champion
 
Posts: 175
Joined: April 10th, 2011, 3:25 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Advancement - how to do it?

Postby torilen » September 5th, 2011, 2:43 pm

Sad - hahaha - I thought of that today, too. Hmm...very far away from how to advance a character, huh?
That's okay. I think the project we are looking at will actually give me the thoughts I was looking for
anyhow - it'll just be a little longer getting them, is all.

Bene - I think I understand a little better now. For the example we're looking at.
Basic value for movement is as follows:
Barbarian = 2d6
Elf = 2d6
Dwarf = 2d6
Wizard = 2d6
This is modified in the game system as: plate mail allows only 1d6 movement.

From here - each module written by us (all the fans) could changes this. So, for those who wish to have a fixed amount of movement could do
the following:
For Movement, remove the Basic Value of 2d6 movement for each hero, and make it the following:
Barbarian = x
Elf = x
Dwarf = x
Wizard = x

Is that right?


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
torilen

Ice Gremlin
Ice Gremlin
 
Posts: 2081
Joined: October 9th, 2009, 4:18 am
Location: Virginia, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Re: Advancement - how to do it?

Postby Big Bene » September 5th, 2011, 3:30 pm

Yes, this would be a way to do it.
Although I personally rather was thinking about something like this:

Basic Value is "Movement" (abrievated as "M"), which is for the original heroes:
Barbarian: 5
Dwarf: 3
Elf: 4
Wizard: 4

A module could now define that the heroes move is determined by 1d6 + M. Another one could define it as 2 x M. A more elaborate module could state that in combat, the heroes move by 1d6 + M, whereas in turns without combat they move M + 4 (Daedalus' approach), Or else that the player may choose each turn to move M + 1d6 or M + 3 (my approach). Each of these modules could add "special" rules to take into account armor, carried load, wounds, moving silently, etc.
The original game system would therefore be a "module" that defines movement as M - M + 2d6.

Point is, if we have a Movement stat as Basic value for each hero/monster class, we could just modify this value when making new heroes or monsters, or when writing rules for armor/equipment or for advancement/experience which affect movement.
It would affect just the Movement Basic Value, and by doing so, also affect the heroes' movement in the desired way, but will still not interfere with the more elaborated houserules for movement the group may have adopted.
Let's say I want to write a module about carried load. This would be a module that fits into the Equipment category, as it wold mainly restrict the amount of equipment the hero can carry. I decide, however, that I also want it to affect combat and movement. So I define that every 20 lbs a hero carries decrease his Movement (M) by 1. The players still may use their favorite Movement module, but it now also reflects carried load.
(For the original game system, this would be M - 1 (for 20 lbs carried) - M + 2d6, resulting in 2d6 - 1, which would be the original movement rule, with a modification for carreid load, just as intended).
The values given above (Barb: 5, Dwarf:3, Elf/Wiz: 4) are of course open for discussion. But even if we agree upon them, the author of a module can modify them as he sees fitting. When he wants to dope the Elf up to Movement seven, it's up to him. But still, another module (as our "carried load" one) would affect moement singely through the Basic Value Movement, so even in it's modified form it would take the load malus of 1 by 20 lbs (still - only an example!), and by this, the whole Movement rule system would "inherit" this malus.

Of course, the same purpose could be fullfilled with a random number as Movement Basic Value, as you stated it:
Barbarian = 2d6
Elf = 2d6
Dwarf = 2d6
Wizard = 2d6
In this case, the game system would be a "module" which leaves the Basic Value unchanged (movement is defined by M x 1), and, for example, Daedalus' approach would be a module which defines Movement as M/2 + a special "class bonus" (Barb:5, Dwarf: 3, Elf/Wiz: 4).
It would be more "true" to the original, but for practical purposes I would still stay with a fixed, class-based Movement Basic Value and add the random factor in the module. It's just easier to calclate.
Have a look ;)


Rewards:
Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Encountered a menacing Chaos Warlock!
User avatar
Big Bene

Halberdier
Halberdier
 
Posts: 1401
Images: 11
Joined: September 30th, 2010, 5:23 am
Location: Siebeldingen / Germany
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Advancement - how to do it?

Postby sadkitchen » September 5th, 2011, 6:44 pm

Ok, here is a unique (I hope) idea. Lets throw out having the number of spaces moved given at all in the instructions. Instead have something like this:

Movement : The maximum number of spaces a Hero can move during a regular movement phase of his/her turn.

Movement calculators: There are three ways to determine movement; Fixed, Variable, and Mixed.
Fixed: Your Hero moves the same number of spaces every turn.
Variable: Use a formula to determine the number of spaces your Hero can move at the start of each turn.
Mixed: Your Hero will either have a choice or be forced, based on the situation, between two or more Movement Calculators.

Use one of the following 267 modules.
Core Module
Variable: Movement = 2 Red Dice.

Ethica's Module
Fixed: Movement = 7

SadKitchen's Module
Mixed: If no monsters are on the board at the beginning of your Hero's turn, Movement = 12, else Movement = 2 Red Dice.

Someone Else's Module
Mixed: At the start of your Hero's turn, choose between a fixed move of 7, and a variable move of 1d6+3. Barbarian receives and additional +1, Dwarf receives an additional -1.

Random module somewhere between 20 and 214
Mixed: If it is the 12 day of the month, Movement = the number of heads from 15 flipped pennies. If not the 12th but it is a Sunday Movement = 2. All Else movement = number of monsters on the board + 2. Barbarian's Movement will always be 6 or higher (raise lower results to 6). Dwarf's Movement can never exceed 10 (lower higher results to 10).
(Though rater unorthodox, I put this in to show how just about any rule would work, even the less sane ones)


-SadKitchen
Last edited by sadkitchen on September 7th, 2011, 1:30 am, edited 1 time in total.
sadkitchen

Ogre Champion
Ogre Champion
 
Posts: 175
Joined: April 10th, 2011, 3:25 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Advancement - how to do it?

Postby Daedalus » September 6th, 2011, 2:16 pm

Big Bene wrote:Rule sections:
We have to define a set of aspects or "chapters" of the rules, for example Movement, Combat, Searching and, to keep up with the thread topic, Advancement (I will give a more elaborate outline below).
I'm still thinking of a better name - "aspects", "chapters" and "sections" all sound lousy :p , any suggestion is welcome!
These would serve as "slots" for the modules. For example, there could be various different modules how to handle Magic, and a group would choose one of them to "fit" the Magic "slot" of their house rules.

Loretome is very HQ. Why not call our compilation The Tome of House-rules and each section a Lore?
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 5303
Images: 14
Joined: May 9th, 2011, 2:31 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Advancement - how to do it?

Postby Daedalus » September 7th, 2011, 10:22 am

Big Bene- This thread sure is moving in a new direction. I think you should start a new one with a more appropriate title that others could easily find in the General HeroQuest Discussion section. I'd be willing to transfer the applicable posts using quote and edit functions and add them in. I could start the thread as well, but you ought to title it. Once the posts were transferred, individual posters could delete their posts in this thread and return it to torilen. What do you think?
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 5303
Images: 14
Joined: May 9th, 2011, 2:31 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Advancement - how to do it?

Postby Big Bene » September 7th, 2011, 1:46 pm

Sadkitchen wrote:Ok, here is a unique (I hope) idea. Lets throw out having the number of spaces moved given at all in the instructions. Instead have something like this...

That's a very good example of a "Basic Rule" and how modules could work with it. I even think we should use it as a start to build our final Movement Basic Rule upon.
Only objective is that I would still like to have a fixed Basic Value, that every author of other modules (ones which are not about Movement rules, but still affect Movement) can easily refer to.

Daedalus wrote:Loretome is very HQ. Why not call our compilation The Tome of House-rules and each section a Lore?
When writing a post at Monday, the name "categories" came to my mind, wich I think is already much better than "sections" etc. and would have done for me. But a "Tome of Rules" containing the Lore of Magic, the Lore of Movement and the Lore of Battle, is much better. Let's collect some suggestions and make a poll to decide.
Daedalus wrote: I think you should start a new one with a more appropriate title that others could easily find in the General HeroQuest Discussion section.

Agreed.
Daedalus wrote:I'd be willing to transfer the applicable posts using quote and edit functions and add them in.

Agreed even more - every hard work done by someone else than me is A Good Thing ™. :mrgreen:
Daedalus wrote:Once the posts were transferred, individual posters could delete their posts in this thread and return it to torilen

Wouldn't really like this. I think it's also interesting to have the history of the developement of our thought remaining visible.

OK, so I will open a new thread and start it with a poll if there is any common need for such a project at all.
Have a look ;)


Rewards:
Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Encountered a menacing Chaos Warlock!
User avatar
Big Bene

Halberdier
Halberdier
 
Posts: 1401
Images: 11
Joined: September 30th, 2010, 5:23 am
Location: Siebeldingen / Germany
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Advancement - how to do it?

Postby torilen » September 7th, 2011, 2:06 pm

I'm fine with leaving the posts here as a history of how the whole thing got started. I've gotten some good advice
already, and this new project will hopefully provide to us all a good deal of advice and thoughts on advancement...
as well as other topics.

By the way - I like the use of Tome of Rules, with using Lore of ______ - I like that a lot. Very HQ-ish.
(is that a word)


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
torilen

Ice Gremlin
Ice Gremlin
 
Posts: 2081
Joined: October 9th, 2009, 4:18 am
Location: Virginia, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Re: Advancement - how to do it?

Postby drathe » September 7th, 2011, 2:48 pm

Daedalus wrote:I'd be willing to transfer the applicable posts using quote and edit functions and add them in.

If you would like any posts moved to the new thread, you can report the posts using the Red Exclamation Mark !. I can move the posts to the new thread the next time I'm on the forum.
Image


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
Lord
drathe
The Bastiferous!

Innkeeper
Innkeeper
 
Posts: 2935
Images: 103
Joined: August 16th, 2008, 2:55 pm
Location: Niagara Region, Ontario, Canada
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Innkeepers Group Member Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: The Inn's Modular System for House Rules

Postby LordZeke » September 7th, 2011, 6:15 pm

I would love for a way to take existing quests.. make them modular... and play them with two players, each playing two heroes... I have thought about it a little but not being a very artistic indivdual I have not really pursued it on my own.

I have tried Dungeon Plungin’ over at http://www.oversoul-games.com/index.html which is along the right path although the mechanics are less simple than heroquest.


Rewards:
Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
User avatar
LordZeke

Gargoyle
Gargoyle
 
Posts: 133
Images: 1
Joined: July 4th, 2010, 7:52 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Champion Group Member

PreviousNext

Return to General HeroQuest Discussion

Who is online

Users browsing this forum: No registered users and 7 guests