• 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: The Inn's Modular System for House Rules

Postby Big Bene » September 24th, 2011, 12:15 pm

A sketch for the Movement Lore
This is not meant as the final version, just as a starting point.

The Lore of Movement
Sub-Lores ("Chapters, Secrets, Scrolls")
Movement can be devided into the sub-Lores of
Movement of Heroes and
Movement of Monsters.
In the original game, the two are handled in different ways.
A module might cover any one of these, or cover the whole Movement lore. In the latter case, it can still, but doesn't have to, provide different movement rules for Heroes and Monsters.

However, as the game mechanics of Heroes' and Monsters' Movement are the same, similar Basic Rules and Values apply to both subcategories.

Basic Rules
Definitioin
Movement indicates how far the Heroes and Monsters can move in a turn. It's the maximum distance a figure can move. If not stated otherwise in an individual module, movement is not mandatory, meaning the figure may move any distance between zero and the given Movement in this turn.
Steps
Movement is generally measured in Steps. If played on the original board, one Step equals one square on the board. It's strongly advised to use squares (or a similar pattern), even when making rules for outdoor quests or other areas where such patterns don't seem to come "naturally". It will make playing much more simple and enjoyable (plus, it's more HeroQuestian).
If, however, an author for some reason decide not to use a pattern, it is still required for compability that he provides a method to measure distances in discrete "steps", e. g. by using a ruler. These steps must be in a scale that still roughly equals the gameboard squares, which would be slightly more than a meter / yard in "figure space".
Even when playing on a pattern, a step must not always equal an actual square - for example, think of a rule that states that a "small action" like opening a door under your way would cost "one step". So "Steps" is the theoretical unit for movement rules, wheras "Squares" are the real distance the figure travels on the board.
Moreover, still to keep the Movement compatible with other rules, keep in Mind that in the Original rules, the Heroes' Movement is 2 to 12 Steps, and make up your rules in a way that keeps movement in roughly this range.

Basic Values
The Basic Values of Movement are the Movement Index and the Movement Result.

Movement Index
The Movement Index is a number of Steps that is added to the Movement of a figure in the given turn. It is zero by default, but can take both positive or negative values according to other rules. If negative, the appropriate number of Steps is of course subtracted from the Movement.
Moreover, the Movement Index is an attribute of the Heroes (and Monsters). Different heroes may have different Movement Indices. Still, the average for a new Hero should be zero.

The Movement Index is the "handle" for other modules of other Lores to affect movement.
For example, a module about equipment may list for every type of armor how much it hinders the movent. It just states a (negative) Movement Index value for each weapon. This will affect movement without interfering with the rest of the movement rules. As the Movement Index is a character attribute, a Module of the Heroes Lore may introduce new races with special movement abilities, giving them a personal Movement Index other than zero, or a Module of the Lore of Experience & Advancement may give the heroes the chance to increase their Movement Indices over time.

If there are more than one "other" rules affecting the Movement Index (e.g. a personal Movement Index of a hero plus a modificator for carried load), they are all added together (of course, negatives are subtacted) before adding them to the Movement.

To keep this working, it is strongly advised not to affect the Movement Index in the Movent rules themselves. Just leave it alone, treating it as a "black box" containing an unknown variable, and add it to the movement "as is".

Movement Result
The Movement Result is the maximum movement for this turn as calculated by the rules, before the figure starts moving.
So the Movement Index is already "in" the value of the Movement Result, as well as all modifiers the rules of the module may provide.
All Steps the character looses "under his way", because he is stopped by a monster or obstacle, uses up "steps" to open doors (if this is in the rules) or just decides not to go the whole distance etc, do not affect the Movement Result.

The Movement Result is a Basic Value because it can be affected by other modules. Whenever a (non-Movement) module requires to modify movement by a multiplier rather than an added fixed value, it may do so by the Movement Result.
For example, the author of an Equipment module may think a special type of armor is so heavy that it halfes the movement of a character rather than just subtracting 5 Steps. To do so, he may state "half Movement Result".
However, I would advice authors to avoid such situations and use the Movement Index whenever possible.

How to make Movement rules
(by Sadkitchen, based on the discussion in the forum. Carefully adapted to the terminology given above by your's truly)
The following outline gives a fairly throughout system how to make rules for movement. It only covers movement as such, without any modficatons. Of course, module authors are not bound to do it this way - more exotic ways are surely possible, but for all normal purposes, the ideas given here will work very well. If you use them, it would be best to also use the same terminology.

Movement: The maximum number of Steps 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 Steps every turn.
Variable: Use a formula to determine the number of Steps 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.
Original HeroQuest Module
Movement of Heroes:
Variable: Movement = 2 Red Dice + Movement Index (MI).

Ethica's Module (referring to the Is 2 red dice for Hero move best? thread)
Movement of Heroes:
Fixed: Movement = 7 + MI

SadKitchen's Module (also referring to the Hero move thread)
Movement of Heroes:
Mixed: If no monsters are on the board at the beginning of your Hero's turn, Movement = 12 + MI, else Movement = 2 Red Dice + MI.

Big Bene's Module (also referring to the Hero move thread)
Mixed: At the start of your Hero's turn, choose between a fixed move of 7 + MI, and a variable move of 1d6+3 + MI.
Barbarian has a personal MI of 1, Dwarf has a personal MI of -1 (but these should be stated in a Heroes Module).

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. In all cases, add MI.
Plus, the Heroes module states Barbarian's Movement Result will always be 6 or higher (raise lower results to 6), and the Dwarf's Movement Result 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)
Last edited by Big Bene on September 26th, 2011, 4:59 am, edited 2 times in total.
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

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: The Inn's Modular System for House Rules

Postby Big Bene » September 24th, 2011, 12:58 pm

Just a word to Daedalus:
I think having the Tome as an ongoing project would be fun. Just wanted to point out the problems I see. Perhaps we could find a way to overcome these.
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: The Inn's Modular System for House Rules

Postby Big Bene » September 24th, 2011, 3:12 pm

Just had another thought - I would vote for an additional Lore.
I'd call it the Lore of Meta-Rules (perhaps someone comes up with a better name).
It would be the place for the kind of house rules that transcend the skale of the HeroQuest game. I think it won't be possible to make up coherent rules for this kind of stuff, but we could still include some advices and tipps to keep them compatible. I'm thinking about things like:
- Worlds, Backgrounds and Settings
This could both refer to fleshing out the HeroQuest world with more details, a complete new fantasy world or even a SF setting.
- Character Roleplaying
(You know, the AD&D kind of stuff)
- Randomized Modular Gameboards (like AHQ)
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: The Inn's Modular System for House Rules

Postby sadkitchen » September 25th, 2011, 2:33 pm

15d2-15 isn't a very good way to determine movement. What crazy person would put that in a movement rule.... Oh, crap that was me.

Totally awesome Big Bene.
Big Bene's Module (referring to the forum)
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.


Shouldn't the Barbarian's and the Dwarf's move modification read something like "Increase the Barbarian's Movement Index by 1, reduce the Dwarf's Movement Index by 1."? (Or should it not even be mentioned in the movement lore as it would be better covered in the race/class lore?) Or am I misunderstanding this?
(Also wouldn't this be were you would add something about reducing the Dwarf's negative movement index adjustments due to armor by 1/2? Or would that go in the armor lore rules?)

-SadKitchen
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: The Inn's Modular System for House Rules

Postby Big Bene » September 25th, 2011, 3:59 pm

Thanx you like it, and you're right about the error you poionted out. Will have to think how to put it more correctly.

Edit:
done
Last edited by Big Bene on September 26th, 2011, 5:00 am, edited 1 time in total.
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: The Inn's Modular System for House Rules

Postby Big Bene » September 25th, 2011, 4:33 pm

Big Bene wrote:At this poiont, I'd like to send drathe a PN to ask his opinion. After all, we do this as an "Inn" project.

And so I did.
drathe via PN wrote:Okay. Yes, The Tome project has the Inn's stamp of approval and may be developed as a project of Ye Olde Inn |_P . Phoenix has been really busy and hasn't visited the forum lately, but I'm sure he would also agree.

Image
Thanks, drathe

He also agreed to make up a dedicated forum area, with appropriate sub-areas for the Lores. Of course, first we have to agree upon the basic structure. Will have to re-read Daedalu's sketch on page four ;) ). We also would have to choose a "leader" for the project (who would mainly be the mod of the forum area).
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: The Inn's Modular System for House Rules

Postby Daedalus » September 28th, 2011, 4:34 pm

Big Bene wrote:Just had another thought - I would vote for an additional Lore.
I'd call it the Lore of Meta-Rules (perhaps someone comes up with a better name).
It would be the place for the kind of house rules that transcend the skale of the HeroQuest game. I think it won't be possible to make up coherent rules for this kind of stuff, but we could still include some advices and tipps to keep them compatible. I'm thinking about things like:
- Worlds, Backgrounds and Settings
This could both refer to fleshing out the HeroQuest world with more details, a complete new fantasy world or even a SF setting.
- Character Roleplaying
(You know, the AD&D kind of stuff)
- Randomized Modular Gameboards (like AHQ)


LORE OF WHAT LIES BEYOND
..
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: 5306
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: The Inn's Modular System for House Rules

Postby Big Bene » September 29th, 2011, 4:35 pm

Nice to see you back here.
LORE OF WHAT LIES BEYOND

Ingenious, as always. For naming, ask Daedalus.

As mentioned above, drathe offered to make a dedicated forum area for the Tome, but we would first have to decide how we want it structured.

If I understand our Innkeeper correctly, he had something in mind like the individual forums and sub-forums we already know in the Inn. In this case the forum-sub-forum-structure would represent the structure of the Tome, so there would be a sub-forum for Basics and one for the Lores, which in turn would have sub-Forums (Fora?) for each Lore etc. So, first we would have to agree about the List of Lores before he can set up the Forum area.
But this is only one possible way to do it. For example, Daedalus has offered some great concepts about how to organize our work in his post on page 4.

So bring in your ideas. How should we structure "our" forum area? And, moreover, our future work in general?
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: The Inn's Modular System for House Rules

Postby Phoenix » September 29th, 2011, 9:44 pm

I've not read all of this thread, but if multiple people are on board with the project (in design/support/usage) then I'm okay with it. I would like to encourage the thought that once these (I assume each "segment" will at some point be "complete"..?) then an area (perhaps in the 'title' post) for a pdf-downloadable/printable, for those who are not always online, etc.


OTHERWISE...

**Stamp of Approval**
Image


Rewards:
Created a Hot Topic.
User avatar
The Great
Phoenix

Innkeeper
Innkeeper
 
Posts: 469
Images: 0
Joined: August 18th, 2008, 7:54 am
Location: TC, Indiana
Evil Sorcerer: Zargon
Usergroups:
Innkeepers Group Member Wizards of Zargon Group Member Adventurers' Guild Group Member Champion Group Member

Re: The Inn's Modular System for House Rules

Postby sadkitchen » September 29th, 2011, 11:05 pm

About the movement lore: We need to decide where these rules go. I think that the Dwarf and Barbarian's movement index adjustment should be in the Race/Class or Hero section, and the Plate Armor Move index adjustment should go in the Item usage/armor section. This way your rule can just be 7 or 1d6+3 (though wouldn't that even be A move index of 7 with no roll or 1d6 with a move index of 3?) BRAIN HURT.

About the Discussion on how to set up the Tome: I think that how we have it set up now is a very good starting point, but I think that poor drathe will need to be on his toes. Because we are most likely going to come up with a new Lore that we just need to have put in just the right spot right after he gets done setting everything up.

About printing each segment: We talked about that somewhere, and I think that the plan is to have the rules available individually in the different lores, and also in one big download at the tomes 'top page' when everything is done.

And finally about if the Tome will ever be finished: Of course the Tome will be finished at some point in the near future (2039 is still near, right?). But that doesn't mean that new modules wont be added once or twice a week. (Just had an idea, we could call the modules Scrolls. This naming would fit the HQ feeling way better than module and Scroll actually works when definitions are examined. It would be sort of cool, someone would say that they were running a Tome game using SadKitchen's Spell Casting Scroll and Big Bene's Movement Scroll and 12 or 13 other Scrolls that would just take too much time to list here :) )

-SadKitchen
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

PreviousNext

Return to General HeroQuest Discussion

Who is online

Users browsing this forum: No registered users and 13 guests