This post will be about a general sense of SCALABILITY.


After 2 decades of playing various TTRPGs, Boardgames, J-RPGs and C-RPGs, I am once again jumping into the crazy world of homebrew content. As adventurers, we are always longing for absolutely epic adventures, incredible discoveries, fantastic challenges, character progression, and the enhancement for our main hero's Power.
Veterans of HeroQuest, like me, have already seen so much. After playing 45 quests or more, the HQ board becomes mundane, repetitive, and we can all guess where the objective room is after wandering in the dungeon for a while.
Most of us end up creating homebrew content, attempting to renew the flavor, renew the excitement of HeroQuest.
Now, I am working on something, not necessarily "Level-Ups", but Advancement Points for your Stats. I am looking for the sweet spot of scalability as a system that can be implemented/improved/tweaked.


4 ATTRIBUTES TO LEVEL UP.
STRENGTH : The potential to add Attack Dice

VIGOR : The potential to add a Body Point

FINESSE : The potential to add a Defense Dice//+1 movement square

MIND : The potential to add a Mind Point

I did some tests on paper, in my notepad. It seems to work. It also enables your hero to be balanced according to your needs.
After EACH QUEST, each hero receives 2 points to distribute, in the STAT they want. However, they cannot put 2 points at once in one single STAT after the Quest. The player needs to do 1 STAT >>1 point, for 2 different STATS.
In order to RECEIVE THE BONUS mentioned above, the player needs to activate PIPS, in a THRESHOLD.
STRENGTH// OOOOO//OOOO//OOOO//OOO//
VIGOR. // OOOOO//OOOO//OOOO//OOO//
FINESSE. //OOOOO//OOOO//OOOO//OOO//
MIND. //OOOOO//OOOO//OOOO//OOO//
As you can see, the more the player will keep activating the PIPS, the faster the progression will happen, corresponding to the bonuses that the player selected.
Here is an example after 20 quests with the BARBARIAN
STRENGTH// XXXXX//XXXX//XXXX//OOO//
VIGOR. // XXXXX//XXXX//XXXX//OOO//
FINESSE. //XXXXX//XXXX//OOOO//OOO//
MIND. //XXXXX//OOOO//OOOO//OOO//
In this situation, over 20 quests, this hero gained 40 Points to distribute.
He then benefits of the following gains : ATK +3, BP+3, DD +2, MP+1, Static movement +2
I kept distributing points after this test, to mimic an extra 5 quests (total 25 quests), which would provide a grand total
of 50 Points. He got a final total of ATK +4, BP +4, DD+3, MP+1, Static movement + 3.
STRENGTH// XXXXX//XXXX//XXXX//XXX//
VIGOR. // XXXXX//XXXX//XXXX//XXX//
FINESSE. //XXXXX//XXXX//XXXX//OOO//
MIND. //XXXXX//OOOO//OOOO//OOO//
This actually allows the following thing with Scalability >>>>>>> it enables the heroes to eliminate very basic mobs at incredible speed and efficiency, and intermediate mobs "somewhat faster" and elite monsters and bosses prove to be a "little bit less dangerous".
The main problem I see in Action RPGs and J-RPGs, is that when we level up, it becomes significantly easier to destroy the mobs by every level. And it happens a super high speed. The basic mobs in J-RPGs are a cakewalk, but in HeroQuest they still have the potential to kill a hero if the dice are aligned.
What I don't enjoy in HEROQUEST, as is, is the fact that your progression is ABSOLUTELY DEPENDENT on your GEAR and ARTEFACTS. You have no choice regarding the advancement of your hero. So I am attempting to correct this aspect.
Additionally...STATS like STRENGTH and FINESSE could activate their very own benefits. For example, FINESSE could allow you to re-Roll the damage dealt with a Bow/Crossbow/Dagger. STRENGTH could allow you to wear a heavier armor set. MIND would allow you to resist MENTAL CONTROL/MENTAL ENFEEBLEMENT much easier.
Tell me what you think....
More to come....