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Hero Classes

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Hero Classes

Postby Goblin-King » February 28th, 2013, 8:41 am

bastianbux wrote:Actually, maybe I'm wrong. This website http://warhammeronline.wikia.com/wiki/Colleges_of_Magic mentions that in the College of Light Magic, they are called White Wizards/Hierophants/Clerics... is that enough precedence, do you think, to call the class "Cleric" and give him a staff instead of a warhammer? Even though I can't find any other site that claims such a class exists in the Warhammer world?

Actually I would say "no"! The colleges of magic are wizards. But if you want to base your heroes on warhammer lore, why not just make a "Light Wizard"? But I would also say that a battle priest fits the role of the DnD cleric pretty good. A good mix of holy magic and fighting skills.


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Re: Hero Classes

Postby bastianbux » March 1st, 2013, 12:42 am

I wasn't really looking for something to fit the D&D cleric role. I basically just wanted a White Wizard (in the Final Fantasy style) to be the opposite of the regular Wizard. I did consider calling him the "Light Wizard" but I felt that was too distracting from the regular Wizard and stole his spotlight a bit. So I ALMOST went with Priest (since that has precedence in Warhammer) but I decided that since Warhammer mentions that they are "also called clerics" (even if no actual class is ever called "Cleric") that would probably be what HeroQuest would have done anyway. This was back in the 80s when North America would never allow religious terminology in mass market games (Nintendo, for instance, had a strict rule against any and all religious terminology). Granted, "Cleric" is still religious terminology, but it had quite a bit less recognition in the West back then, so... that's how I talked myself into doing what I really wanted to do to begin with. :P

So here is my Cleric:

Image

And here is the back of his Light Spells cards:

Image
(that's Sigmar from his book trilogy that I didn't know existed until a google search, I think I'm gonna read them!)

And so I eventually talked myself into creating a Ranger in the style that I wanted one to be. The thing is, the only other rangers mentioned in Warhammer lore that I could find are always called "Elf Rangers" so I felt like distinction allowed for a completely other kind of ranger.

Image

I just need to get these printed off at a copy shop in time for our first HeroQuest game night tomorrow! :D

EDIT: Gah! I'm just now seeing that in the Cleric card I forgot a couple words. It's supposed to read "the unique ability to Listen at closed doors", I'll have to try to find a way to squeeze all of that in. :/


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Re: Hero Classes

Postby torilen » March 1st, 2013, 10:01 am

You could always go with the Final Fantasy Tactics idea for magic (I think that is where it is from)...
White Wizard, Red Wizard, Black Wizard, etc. If you did this, though, I would certainly suggest limiting the
spell choices for each, so as not to have to much overlap on available spells...as you said, each should have their
spotlight.


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Re: Hero Classes

Postby Myriadmike » April 4th, 2013, 11:49 pm

Some of these are nice, With the way I modifying my rules I probably with have "slots"

DPS = Barb
Light Tank = Dwarf
Hybrid = Elf
Caster = Wizard

I was thinking of adding more classes but using alot of elements from the Phoenix system, but there still has to be one character from each category. That way some the rules will work out, its of course a work in progress.
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Re: Hero Classes

Postby gootchute » January 4th, 2014, 11:50 pm

Normally I would not discourage a HeroQuest player form creating their own rules, but since you seem to want to stick true to the Warhammer World I feel obligated to let you know that Sigmar hates wizards.

Warrior Priests in warhammer specialize in banishing deamons and killing witches. A light wizard would not be accepted by the Sigmar religion because of their puritanical views.

But healing spells are not uncommon for Warrior-Priests, so they can be used as is for "Cleric" character (their just a little more like a Paladin)

That said there are plenty of other religions in the warhammer world which have less combat oriented clergy. I recommend a Priestess of Shallya, the goddess of mercy and healing. Priests of Taal are also known to heal with blessed ale.

Check out this Mordheim article for more on the religions in Warhammer; http://cianty.ashtonsanders.com/mim/pdf/miracle_workers.pdf
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Re: Hero Classes

Postby bastianbux » January 6th, 2014, 4:10 pm

gootchute wrote:Normally I would not discourage a HeroQuest player form creating their own rules, but since you seem to want to stick true to the Warhammer World I feel obligated to let you know that Sigmar hates wizards.


Oh! Good to know! I wish I would have known that back then. Ah well. As luck would have it, that particular group disbanded anyway, and I've since decided to not fiddle with classes any longer since the existing Quest Packs (and Game Systems) are really only designed for the traditional four Heroes. Depending on how this current group I'm running progresses, I might revise my class tree to restrict it to those four original class types and then provide two branches for each of those, but I'll have to see if they stick it out or not before I invest time in that. What I WAS going to do with the previous group was after they've played the Game System and two of the official Quest Packs, they would each get the option between two different class progressions. And then at the end of the rest of the official Quest Packs, they'd get a further progression (no branch, though) for any unofficial stuff we played thereafter.

So, for instance, the elf would get to choose between Elf Mage (more Elf Spells) or Swordancer (two attacks per turn with light blades), and then his second advancement would be a combo of those both as a "Sword Mage". The Wizard would get to choose between Elementalist (one additional spell per element) or Fire/Water/Air/Earth Wizard with three additional spells per that element. Now that I've axed the Light Mage/Cleric from my games, I suppose I could add that as one of the Element options.

The Barbarian and Dwarf... I was stuck on. For the Barbarian I was thinking one of the options would be Berserker (if a majority of skulls is rolled on an attack, he can attack a second time) but I couldn't really decide on a second option for him except maybe "Knight" (with the ability to divide damage up among all adjacent monsters) but that sounded too generic to me and I didn't like it.
And I couldn't really think of anything for the Dwarf apart from "Trollslayer" and "Engineer"... but not sure how to implement those.


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