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Kurgan wrote:"Playing the quest as a series." Does this mean you get the special healing potions only if you don't visit the Armory/Alchemist shops in between quests? (the UK edition didn't have an Alchemist shop and the Armory was a series of equipment cards, but meaning "buy things")?
Kurgan wrote:Do these big potions need to restore lost mind points also? Does it mean without them you don't heal between quests? What is the difference then between playing "as a series" or not?
Kurgan wrote:Ogres can't be passed through by anyone normally. Does this mean other Ogres can pass through Ogres or not? What about if you use Veil of Mist magic or Dust of Disapearance?
Kurgan wrote:I think there are a few places where the heroes risk getting "trapped" in a room by a falling block trap because there is no way to "fix" such a trap after it has been triggered/sprung. So either force the hero back out of the room automatically or provide a way to escape the room (scroll of pass through rock hidden as treasure in the room, or a secret door hidden). Sometimes there is a monster to fight in the room but usually they are just stuck there forever unless Zargon politely forces them back to safety when the block falls on their head.
The way Falling Block traps land is slightly different so more of a consideration within conversion process....
Kurgan wrote:The body point trackers are a cool idea but not used in the North American versions and the developers of Barbarian Quest pack, etc. back in 1992 called them "stupid." How best to handle variable body point monsters or just convert to fixed body points? Optional rule?
Kurgan wrote:Also, what does "forever" mean in this game? Does it mean until death, or that character can never be used again? (See spoilers on the second to last quest).
Kurgan wrote:Ogres are mentioned as mercenaries but no rules are provided for hiring them.
Kurgan wrote:Good points and forgive my laziness not re-checking the "as a series" text to see it wasn't quite as unclear as I thought!
I guess there's a bit of vagueness about what a hero under the command of evil can do. Clearly the intention in the Game System was that they can "attack other heroes" while "moving as a monster." So they don't trigger or be harmed by traps, presumably they still roll white shields for defense (I suppose that's a given, would they convert to black shields?) and still roll dice to move instead of having fixed movement (their full movement?). "Attack" means they could attack, but what about spells, do they have full use of them or just "attack" spells converted to attack heroes instead of monsters? (so you could use Ball of Flame against your friends, but maybe not heal yourself). If the bad guy is killed does he revive with a potion and remain evil? Can he use Pass through Rock to deliberately put himself into solid rock and die, losing all of his gear in the process? Zargon's prerogative, but it makes a big difference what he thinks he can do. The most "fun" option is that anything the hero could do, Zargon can make him do, but he just switched teams. Sucks to be that player! (much like the hero who falls into the bottomless crevasse in Frozen Horror).
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