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Having a go at my on dungeon crawler - dice

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Having a go at my on dungeon crawler - dice

Postby Once was Mortimer » January 17th, 2016, 6:55 pm

Way back when was into heavily modifying HQ, adding in more roleplay elements, more standardized rules and modernizing some of the setting elements to match up with Warhammer Fantasy.

Of course what I created turned from HQ into quite a different beast, than my computer died and my files got lost, as you do.

Thinking back to it, possibly inspired by the swathe of new dungeon crawl boardgames I decided to look back on some of those ideas and see if I could create something of my own rather than just a homebrew. Yeah, I've seen one or two threads on doing HQ successors here, I was just going to throw out some of my own ideas and see what you guys thought.

The New Dice

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Hit: We all know this one, a skull representing a 'hit' in combat, two sides of a six-sided dies are 'hits' in this system

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Block: Another one familiar to us, the shield represents a 'block' when defending, two sides of the die feature this. There is no white and black shield though, everyone uses the same 'block'.

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Special: This is different, but to those who have tried the DND boardgame with its 'special' star dice maybe familiar with the idea, in certain cases a special 'exception', 'bonus' or 'penalty' happens if a special is rolled, one side of the die has the special face (the symbol maybe something different from a star later).

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Crit!: (Forgive the ugly edit of the above skull, is supposed more to be a skull exploding into shattered pieces) you may have wondered why only two sides of the die where hit above, because the last side is now the Crit! result. In combat rolling a crit has an extra bonus, depending on the kind of attack, e.g. blades and slicing weapons that roll a crit get to than roll an extra attack dice, piercing weapons that roll a crit force the opponent to roll one less defend die and bludgeoning weapons have a chance of stunning the opponent forcing them to miss their next turn.

So yes, its very much the HQ dice taken and given some added functionality. Going for 'familiar' but 'different'.
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Re: Having a go at my on dungeon crawler - dice

Postby Goblin-King » January 18th, 2016, 4:59 am

I rather like this.
Just be careful. Monsters defending on "white shields" makes a HUGE difference in monster surviveability.

Maybe I just need more info, but it seems like special and crit have some overlap. both add a special bonus.
Crit still count as a rolled skull in addition to it's bonus, right?


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Re: Having a go at my on dungeon crawler - dice

Postby Once was Mortimer » January 18th, 2016, 5:14 am

Correct.

Crit basicly means an extra good skull/hit.

Special is more a special circumstance die, in most cases it wont do much (like heroes rolling the old black shield) but certain situations might introduce exceptions to the rule (So maybe a 'Bless' spell will say, count all Special rolls as Hits when attacking and Blocks when defending). I'm hoping the monster extra defense will be countered by slightly stronger heroes as well as an experience system (E.G. I went with bumping a dagger up to 2 combat dice so I could say an unarmed hero rolled 1 combat die).
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