HeroQuestFrance wrote:More, since it's now the entire property of Hasbro UK and no more games workshop, it means you can edit rules without being attacked by a lawyer who claims copryright or trademark at each web page.
Source?
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HeroQuestFrance wrote:More, since it's now the entire property of Hasbro UK and no more games workshop, it means you can edit rules without being attacked by a lawyer who claims copryright or trademark at each web page.
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Daedalus wrote:HeroQuestFrance wrote:More, since it's now the entire property of Hasbro UK and no more games workshop, it means you can edit rules without being attacked by a lawyer who claims copryright or trademark at each web page.
Source?
Ragnar IronFist wrote:Does anybody cannibalize AHQ for some of the rules and gameplay as well? I agree that the simplicity of HQ is awesome. RPGs are beyond me and I am no 'game master'. Even looking at AHQ rules makes my head start to spin a little....
BUT...
I DO very much like some of the more rpg-like details. I like not knowing the dungeon in advance. Rolling/drawing for room type, traps and to populate rooms... (Some of this may change now that I splurged on some Dwarven Forge goodness).
I also like fate points and hiring some henchmen.
So how many use some of these aspects but keeps HQ combat simplicity? Or the opposite... use AHQ combat but with the pre-determined HQ dungeon board? Are there many mashers of the two games?
Ragnar IronFist wrote:Does anybody cannibalize AHQ for some of the rules and gameplay as well?...
So how many use some of these aspects but keeps HQ combat simplicity? Or the opposite... use AHQ combat but with the pre-determined HQ dungeon board? Are there many mashers of the two games?
Daedalus wrote:Another way to use a "wild die" critical hit is to count doubles on the movement dice (a 1 in 6 chance). This variant requires the movement dice to be rolled every turn, either as part of normal movement or after a successfully rolled attack without movement. A critical hit allows a Hero to reroll skull results for extra hits.
This doesn't work as well with monsters, as they don't have a movement roll and it removes the focus from the Heroes. For balance, fumbles could also be incorporated. Double 1s, 2s, and 3s could result in a fumble, while double 4s, 5s, and 6s would net a critical. A fumble forfeits a Hero's action that turn, resulting in no hits.
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