knightkrawler wrote:I think it's easier and makes more sense to switch storylines rather than prying new inappropriated stats onto the two brute animal monsters.
The Chaos Dwarfs are gonna be tanks, too, with at least 4 DD judging from any set of figures available, balancing out the offensive Beasts.
Upping the ante with a more powerful set of monsters appears to be the popular choice. As Hero Quest can develop problems when it gets too easy for tooled-up Heroes, I can understand why. The current leading Minotaur is equivalent to an Ogre Champion, but with an extra Body Point and an ability to boot. Since that's quite a jump in power, Quest makers would need to be aware of just how dangerous such a Minotaur would be when supported with some grunts. I wonder how much damage a Minotaur and 3 Beastmen should be expected to do against a mix of 3AD/5DD and 4AD/5DD Heroes in Quests 16-19. Shouldn't it be a lot? How about the 3DD 4BP Minotaur with 3 Beastmen? We might need an artifact to address the Beastman threat. Then again, crossbows change the game quite a bit. I may need to rethink my ability choice.
On the subject of crossbows, if a tank blocks the doorway of a standard room, other Heroes are free to snipe the monsters like shooting fish in a barrel--not fun. As a large monster, the Minotaur should get a diagonal attack to prevent this. The Large monster rule of the EQP and BQP is found in the introductory section--we should do the same with HQ25.
The vulnerability of a Minotaur (or Beastman) to a Sleep spell makes a big difference. The EU version works kind of like a super Tempest spell against a low MP Minotaur, probably removing it from combat until the other monsters are dealt with. Also, the first attack against it isn't defended. However, NA version of this spell is even more powerful as a sleeping monster doesn't wake if it is attacked. This almost guarantees a 1 MP Minotaur is neutralized and will necessitate "shield" monsters. This is a kind of design restriction.
We've agreed on a US combat default for Quest design, but we need to compromise on spells, as both editions will be used. I feel the NA Sleep spell spoils a 1 MP Minotaur, so I'd say a Minotaur should have at least 2 Mind Points to mitigate this very strong wild card.