Hints on rebalancing this quest
From what I remember these 5 quests are brutal. It's been a long time though and maybe I wasn't as tactically savvy then (about 18-20 years ago) as I am now. I'm getting back into HQ and I've been brainstorming creative ways to balance this expansion, and I'm hoping some one with recent hands on experience could critique my thoughts/ideas. (I'm playing the US version HQ by the way) Here goes:
-Allow Elf/Wizard to take more sets of spells. (Eg Elf: 2 sets, Wizard 4-5 sets) maybe introduce a quest for a relic that allows this? (In fact a series of 3-4 custom quests with character specific relics would be fun)
-Re-Introduce the equipment that was taken out of the US version (bracers, cloak of protection etc) to make the Wizard more survivable
-create an 'underworld' dungeon for dead heroes to escape from, thereby reviving themselves
-buff up the men at arms (I saw this was done on the 'Wizards of Zargon' pack posted here)
-Allow Elf/Wizard to take more sets of spells. (Eg Elf: 2 sets, Wizard 4-5 sets) maybe introduce a quest for a relic that allows this? (In fact a series of 3-4 custom quests with character specific relics would be fun)
-Re-Introduce the equipment that was taken out of the US version (bracers, cloak of protection etc) to make the Wizard more survivable
-create an 'underworld' dungeon for dead heroes to escape from, thereby reviving themselves
-buff up the men at arms (I saw this was done on the 'Wizards of Zargon' pack posted here)
picks one
picks one
to count
as
in melee and
to count
to even them out. If you're playing AtHO and WoM with US monster stats they'll need the upgrades.