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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: Re: Advancement - how to do it?

Postby Fimm McCool » October 28th, 2013, 3:12 pm

Coming to this discussion late, but last year we ran an extended Heroquest campaign for which I wrote some advancement rules and added "Spirit" points to bring Chaos traits into the game. They can be found here (too many to repost on this forum!)

http://gamesorkshop.blogspot.co.uk/2013/01/heroquest-advanced-rules-pt1-equipment.html
http://gamesorkshop.blogspot.co.uk/2013/01/heroquest-advanced-rules-pt-2-skills.html
http://gamesorkshop.blogspot.co.uk/2013/01/heroquest-advanced-rules-pt-3.html
http://gamesorkshop.blogspot.co.uk/2013/01/heroquest-advance-rules-pt4-spirit.html


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Re: Advancement - how to do it?

Postby joec » October 30th, 2013, 11:15 am

My table gets 2 points (either 2 body, 2 mind, or 1 body 1 mind) for completing a questbook.


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Re: Advancement - how to do it?

Postby knightkrawler » October 30th, 2013, 11:27 am

Each hero? Or do they divide those 2 points among them?
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Re: Re: Advancement - how to do it?

Postby Thrawn » November 26th, 2013, 11:30 am

Over the last year, I had refined the advancements I'd been using with WAAAGH! and actually put the skills into trees instead of just picking from a list. That allowed me to make some skills stronger than others. I was pretty happy with those results.


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Re: Advancement - how to do it?

Postby Decipher » November 29th, 2013, 6:05 am

:2cents: HeroQuest is basic and I believe we all agree. Maybe too basic in some area's, but that is what makes it so much dang fun. Its not complicated and over ruled like D&D or Magic: The gathering. Just simple fun. I personally wouldn't change a single thing about HQ, but if I "had" to, I would have to say the body points are an issue when you get into the expansion sets or just have a real lousy night of bad rolling. Everything else in HQ is dead on for me.

Again, this is just my :2cents:. Keep in mind I play with 9 and 10 year old kids who hate rules.


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Re: Advancement - how to do it?

Postby bastianbux » January 14th, 2014, 2:48 pm

Decipher wrote:I personally wouldn't change a single thing about HQ, but if I "had" to, I would have to say the body points are an issue when you get into the expansion sets or just have a real lousy night of bad rolling. Everything else in HQ is dead on for me.


While I wholeheartedly agree (I think what makes HQ so fun is that it IS so freaking simplistic) the point of this thread isn't to debate whether or not people should choose to add mods to the game, but to define those mods that some people might choose to add. You and and can feel free to simply not add those modifications. :D


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Re: Re: Advancement - how to do it?

Postby GimmeYerGold » January 15th, 2014, 1:29 pm

Here's something I've been using for my quests, and it works alright.

"Hero Skill Advancement: Before any Quest, a Hero may draw one skill card from his matching Skill Card deck for every three Quests he has competed."

The skill card deck is shuffled beforehand, and is comprised of 4 different and unique skills for each Hero.

[Download link to my current set of custom cards, skill cards are the first 6 pages] https://drive.google.com/file/d/0B6zGYN2GANKiNzcwQXcwek9sR3c/edit?usp=sharing

Anyone have any thoughts for Spellcaster Advancement? Trying to think of a similarly simple system for that too. This is what I got so far:

"Hero Spellcaster Advancement: Before any Quest, a Hero may draw one extra spell group for every nine Quests he has competed. Heroes may choose an extra spell group from the available spell groups in the following order: first the Wizard, next the Bard, then the Monk, and finally the Elf."


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Re: Re: Advancement - how to do it?

Postby Sjeng » January 17th, 2014, 7:13 am

nice cards! some notes:

- the pied piper rat can move through closed doors? why? Now you could use it to view what's in a room without opening it... And with 12 movement, it can walk in and out of multiple rooms possibly.

- Rune Door: what's the point? why would I want to replace a regular door with a secret door, or place a secret door randomly? Odds are the adjacent room is solid rock...

- Is sneak in shadows an action?

- you have 2 Treasure Horde spells, one is a spell of darkness. And it's Treasure Hoard, not Horde.

I like how you added the WoM spells in there in the NA style. I did the same for the BQP and EQP as those were the ones EU was missing :)
You should add the missing Ogre Horde monsters and spells as well. I made cards for the spell tokens from AtOH. The chaos beastman is a nice one. Where did you get the image? It fits the style perfectly.
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Re: Re: Advancement - how to do it?

Postby GimmeYerGold » January 17th, 2014, 1:09 pm

Sjeng! You're awesome for taking a look at all of those. Thanks for the notes! Point-by-point reply incoming...

Sjeng wrote:nice cards! some notes:

- the pied piper rat can move through closed doors? why? Now you could use it to view what's in a room without opening it... And with 12 movement, it can walk in and out of multiple rooms possibly.


You're right--when the player had the rat, this is exactly what he did. I can change that to "see through doors," etc. instead.

Sjeng wrote:- Rune Door: what's the point? why would I want to replace a regular door with a secret door, or place a secret door randomly? Odds are the adjacent room is solid rock...


To make a regular door a secret door can be be used to seal up a room if there happened to be an overwhelming or scary amount of monsters, and the dwarf (or whoever opened the door) needs to wait for back up. Or if he's making an escape, and wants to hold off the monsters. In this use, it basically closes an open door, and does not allow the monster to open it. Now, to place a secret door on any wall, that works just like pass through rock--can be used as a shortcut, etc., but the door stays there for anyone to use once it's open.

Sjeng wrote:- Is sneak in shadows an action?


Yes, perhaps I need to clarify that on the card. It's basically the "disappear" elf spell.

Sjeng wrote: - you have 2 Treasure Horde spells, one is a spell of darkness. And it's Treasure Hoard, not Horde.


oops! double oops! Okay, will fix that! :)

Sjeng wrote:I like how you added the WoM spells in there in the NA style. I did the same for the BQP and EQP as those were the ones EU was missing :)
You should add the missing Ogre Horde monsters and spells as well. I made cards for the spell tokens from AtOH.


Yeah! The more spells the better. I'm thinking of dumping all the additional spells into a shuffled "Spell Library" deck that certain heroes can pull from before a quest, if they qualify for it. I'll share more about that soon...

Sjeng wrote:The chaos beastman is a nice one. Where did you get the image? It fits the style perfectly.


Yeah! Took awhile to hunt that one down. I did some outlining/photoshopping to the Beastman from page 71 of the 3rd Ed. Warhammer Armies book: http://htmlimg1.scribdassets.com/43hinxxxds10xupl/images/71-6d24c0eff3.jpg

Sjeng wrote:LOVED the cooperative creature card hahaha!


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Re: Re: Advancement - how to do it?

Postby GimmeYerGold » January 18th, 2014, 3:13 pm

I updated my armory, with a section that allows spell advancement. non-spellcasters are even allowed to dip into magic if they wish: http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2173&p=34587#p34587

The general idea of my armory with the proficiencies, etc. is to allow the player to "build" their character from the basic framework of each hero type.


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