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5. HQ25 - Spells, tiles, mechanics and misc

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Wednesday October 11th, 2017 5:21pm

The optional number of spells that a download folder provides makes me want to provide nine or twelve spells for each spellcaster race. All need not be used. Here's three more spells to round out the choices:

Beastman (Wild) spell candidates:
Trample This spell may be cast on any one monster that has just successfully attacked a Hero. As part of the attack, the monster may displace that Hero to an adjacent square and move into the space that was occupied by him.
Charge This spell may be cast on any one monster on a Hero's turn. That monster may then move and attack before the Hero instead of after.
Dominance This spell may be cast on any one monster. That monster may roll one extra combat die to attack on its next turn. Conversely, any Hero rolls one less combat die to attack that monster until the spellcaster's next turn.
..
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Wednesday November 22nd, 2017 5:33pm

Here are three more Chaos Cultist spells inspired by the AtOH Chaos Sorcerer spells. #strength in numbers

Mind Lock: This spell freezes one Hero's mind. The spellcaster rolls one Combat Die for each Chaos Cultist present. For each skull rolled, the Hero loses 1 turn and may only defend with one Combat Die. The Hero rolls one red die for each of his Mind Points immediately and on future turns. The spell is shortened 1 turn for each 5 or 6 rolled.
Dominate: This spell puts one Hero under the spellcaster's control. The spellcaster rolls one Combat Die for each Chaos Cultist present while the Hero rolls one red die for each of his Mind Points. If the spellcaster's skulls exceed the Hero's 5's and 6's, Zargon may move, attack, and cast spells with the Hero for 1 turn as a monster.
Mind Blast: This spell damages the mind. The spellcaster rolls one Combat Die for each Chaos Cultist present while the Hero rolls one die for each of his Mind Points. The one with the most skulls inflicts Mind Point damage on other equal to the difference of the two rolls. A victim reduced to zero Mind Points goes into "shock."
..
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Rewards:
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Big Bene » Saturday June 9th, 2018 5:41am

[quote="Daedalus"]The last group are reworked versions of Big Bene's Kobold spells, less two.

Kobold Trickster spell candidates:
Invisibility This spell causes the caster to vanish until the end of his next turn. Remove the spellcaster figure from the gameboard. The caster can remain unseen while he moves and takes an action, so he may not be attacked or targeted by spells. When the spell ends, return the spellcaster's figure to any square he could have moved to.
Very good explanation, as opposed to the lenghthy original.
BalloonThis spell floats one Hero at shoulder height with no means to move actively. The Hero ignores both floor traps and low furniture, but he can't block movement and may only move along vertical surfaces (pulling himself along hand over hand). One other figure may instead move with a victim who is not adjacent to a wall or enemy figure. The Hero rolls one red die to move and the spell ends if a 5 or 6 is rolled.
I think the movement restirctions need alt least some explanatioin in the spell text.
Have a look ;)


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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby j_dean80 » Saturday June 9th, 2018 6:22am

Big Bene wrote:
Daedalus wrote:The last group are reworked versions of Big Bene's Kobold spells, less two.

Kobold Trickster spell candidates:
Invisibility This spell causes the caster to vanish until the end of his next turn. Remove the spellcaster figure from the gameboard. The caster can remain unseen while he moves and takes an action, so he may not be attacked or targeted by spells. When the spell ends, return the spellcaster's figure to any square he could have moved to.
Very good explanation, as opposed to the lenghthy original.
BalloonThis spell floats one Hero at shoulder height with no means to move actively. The Hero ignores both floor traps and low furniture, but he can't block movement and may only move along vertical surfaces (pulling himself along hand over hand). One other figure may instead move with a victim who is not adjacent to a wall or enemy figure. The Hero rolls one red die to move and the spell ends if a 5 or 6 is rolled.
I think the movement restirctions need alt least some explanatioin in the spell text.


This floating one, I did not understand fully.
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Big Bene » Saturday June 9th, 2018 7:17am

Well, think of the hero magically changed into a helium filled balloon. Or placed in an environment without gravity, (but still with a down-directoni). His feet don't touch the ground, so he can't walk and all his movements are very hard to controll. He can take hold of some fixed object, he can pull himself in one direction. To simplifiy things, we assume that dungeon walls have enough protruding parts (ornaments, stones, candelabres, holes...) to move along a wall.
Have a look ;)


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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby j_dean80 » Saturday June 9th, 2018 4:31pm

Big Bene wrote:Well, think of the hero magically changed into a helium filled balloon. Or placed in an environment without gravity, (but still with a down-directoni). His feet don't touch the ground, so he can't walk and all his movements are very hard to controll. He can take hold of some fixed object, he can pull himself in one direction. To simplifiy things, we assume that dungeon walls have enough protruding parts (ornaments, stones, candelabres, holes...) to move along a wall.


I understand the theory/concept. Just not sure how it would play out in a Quest.
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Big Bene » Sunday June 10th, 2018 5:25am

The Hero ignores both floor traps and low furnitur

Should be self-explanatory
but he can't block movement

Other figures can move through the same square even if the heroe's player doesn't allow it.
and may only move along vertical surfaces

He can move as long as he is in touch of a wall, door or furniture.
One other figure may instead move with a victim who is not adjacent to a wall or enemy figure

Alternatively, another hero can pull the floating hero along (the floating hero stays in the adjactant square and moves "with" the pulling hero in the movement phase of the latter).
The Hero rolls one red die to move and the spell ends if a 5 or 6 is rolled.

This of course refers to the hero moving by his own along walls.

This also implies that the floating hero cannot leave the "vertical surfaces" by his own, but can be pulled away from the wall or to the wall by another hero.

I think the wording is quite clear except for the part with the other figure.
Have a look ;)


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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby j_dean80 » Sunday June 10th, 2018 7:31am

There should be an attack/defend variable too. How can you swing a sword with momentum if you are floating...
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Sunday June 10th, 2018 8:15pm

j_dean80 wrote:
Big Bene wrote:
Daedalus wrote:The last group are reworked versions of Big Bene's Kobold spells, less two.

Kobold Trickster spell candidates:
Invisibility This spell causes the caster to vanish until the end of his next turn. Remove the spellcaster figure from the gameboard. The caster can remain unseen while he moves and takes an action, so he may not be attacked or targeted by spells. When the spell ends, return the spellcaster's figure to any square he could have moved to.
Very good explanation, as opposed to the lenghthy original.
BalloonThis spell floats one Hero at shoulder height with no means to move actively. The Hero ignores both floor traps and low furniture, but he can't block movement and may only move along vertical surfaces (pulling himself along hand over hand). One other figure may instead move with a victim who is not adjacent to a wall or enemy figure. The Hero rolls one red die to move and the spell ends if a 5 or 6 is rolled.
I think the movement restirctions need alt least some explanatioin in the spell text.


This floating one, I did not understand fully.


It's great to get some feedback. I like the Invisibility spell too--I'd say it's the essential Kobold spell. It just occurred to me that it could use a unique name to differentiate it from existing spells. Perhaps Vanish or Out of Sight.

Getting Balloon to fit in a Spell Card format with all of the exceptions and specifics was a struggle, so I'm not surprised it needs further work. How about this:

Balloon
.
This spell floats one Hero at shoulder height without means to move normally. The Hero ignores both floor traps and low furniture, but he can't block movement and may only move hand over hand along vertical surfaces. One other figure may instead move with him if the victim is not adjacent to a wall or enemy figure. The Hero rolls one red die to move and the
spell ends if a 5 or 6 is rolled.
.

j_dean80 wrote:There should be an attack/defend variable too. How can you swing a sword with momentum if you are floating...

You have a good point there, the restriction is sorta like fighting in a pit trap. I personally feel the spell already has a lot going on as already presented. One aspect Big Bene didn't mention is a monster may also move the victim, including the spellcaster. A Kobold Trickster could drag an unattended Hero into a lot of trouble with a Knock-knock spell.
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
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!
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby j_dean80 » Sunday June 10th, 2018 9:38pm

"One other figure may move the affected Hero if that Hero is not adjacent to a wall or monster."
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