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Making the Wizard better

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

Making the Wizard better

Postby Ryno » August 9th, 2010, 6:58 pm

I GM'd my first real adult game ever the other night with 6 heroes on board. Two of them were Wizards, their first ever HeroQuest quest (and yes, they both had their standard 9 spells each) and didn't have very much fun, here's why:

1. Their attack is pathetic.

2. They were holding out to use their spells until the boss and HATED that they couldn't re-use what few attack spells they had.

3. All they have to look forward to gaining treasure for is one measly item, the wizard's staff.

4. Oh wait, there are potions (after you're a champion of course) which aren't even enticing either.

One of the wizards was having more fun doodling on her character sheet and passed on her turns often because she didn't have much to do anyway (and she usually LOVES these kinds of games) and the other wizard was complaining about bad game balance and was pretty much frustrated the whole time.

The boss battle was great though, the wizards really stepped up and came up with a great strategy with the other players. Verag even died too soon.

They really want to be wizards, so much so that they don't want to play as anything else, but they want them to be better wizards. What have you done to make your wizards better and make those players really crave the next time you setup a game? I have some ideas, but I would like to hear yours too.
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Re: Making the Wizard better

Postby drathe » August 10th, 2010, 12:59 am

Ryno wrote:2. They were holding out to use their spells until the boss and HATED that they couldn't re-use what few attack spells they had.

3. All they have to look forward to gaining treasure for is one measly item, the wizard's staff.


#2 Often a problem. Especially if the Quest has no boss. The best Wizards are the ones who aren't afraid to join in the attacks and use some spells along the way. Saving spells make the Boss fights easier for all, but honestly, the rest of the Heroes can take down a Boss with little problem should the Wizard be lacking useful spells by then. If the Wizard takes out a couple Orcs, or uses a Genie on a Chaos Warrior along the way, the rest of the party will have more BP come boss time.

#3. There is the Wizard's Cloak, Wand of Magic and Spell Ring as well.

I suggest taking a look at the Imperial Academy by Phoenix for Hero Advancement rules. There's a great section for Wizards.
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Re: Making the Wizard better

Postby Tott » August 10th, 2010, 4:11 am

This was the problem i always noted with the wizard (and to some extent the elf too) so i, my priest thread i came up with this:

Alternative Magic System

All cards remain the same (with the exception of Water of Healing, see below) however there are now 4 copies of each card.
The Wizard draws 1 set, the elf draws 1 set and the wizard takes the two remaining sets.

The wizard shuffles his 36 cards and places them face down next to him, he draws the top 9 cards for his hand.
The elf shuffles his 12 cards and places them face down next to him, he draws the top 3 cards into his hand.
After casting a spell the wizard and elf place that card at the bottom of their deck and then draw a new card.

All fire and earth spells cost 1 mind point to cast. All air and water spells restore 1 lost mind point when cast.
certain spells removing and restoring mind points should also balance the use of spells (no casting four fireballs then four fire of wrath's in a row)
and encourage the use of all spells evenly rather than a mage just using two or three over and over.
it also should add a more tactical use of spells as a mage has to plan in advance what spells he will use to avoid dropping to 0 mind points and falling unconcious.

Water of Healing.
Should be changed to read
‘This spell may be cast on any one player. It will restore up four body points OR four mind points that have been lost. The spell is then discarded’
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Re: Making the Wizard better

Postby Ethica » August 10th, 2010, 2:12 pm

I agree that the wizard is a bit lame, he's always the one to die first and no one wants to be him because his attack is so weak, he only has 4 BP and the spells aren't really that much cop. However, once he has Borins Armour, the bracers, the cloak of protection and the spirit blade, he's become quite good.


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Re: Making the Wizard better

Postby drathe » August 10th, 2010, 3:24 pm

In the North American version, Borin's Armour and the Spirit Blade may not be used by the Wizard. Orc's Bane too, for that matter. Add to that the fact that some Monsters have multiple Body Points and the Wizard isn't as well balanced in the North American version as the Character is in the European version.
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Re: Making the Wizard better

Postby el_flesh » August 10th, 2010, 9:12 pm

So make some suitable equipment for the wizard, and hide it in suitable furniture. Add a room with an alchemist bench or wizard table or cabinets. Make a cloak that only the wizard can wear which adds +1 defense and +1 to all mind save rolls or something like that. You could even make a special 'cloak of darkness' that sends out a chill of death in the room, making all un-undead enemies lose one attack dice when attacking YOU. More cool that way.
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Re: Making the Wizard better

Postby Ryno » August 11th, 2010, 1:06 am

Yeah, I don't want the wizard to be the bass guitar in Rockband so-to-speak, or the fat kid in a neighborhood game of ball. I want people to fight over him.

1) I'm going to start by getting much better minis, because as he is now, he is just one big douche-bag lame looking guy, sorry but it's true.

2) Arcane bolt, the wizard may at any turn he wishes, attack with 1 attack die at any monster he can see (except adjacent and diagonal to) with an arcane bolt generated from his bare hands. Monsters defend normally.

3) Potions available in the Alchemist's Shop for re-use of spells. (I have to find the right price point for this so he can't stock up too heavily on them).

4) After he becomes a champion, he may buy The Staff of the White Wizard (for a hefty fee, to be determined) that still has 1 attack, diagonal, but increases the power of arcane bolt to 2 dice.

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Of course, I'll need to beta test this so he's not too good over other heroes. I love the ideas of cloaks and other items mentioned above.
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Re: Making the Wizard better

Postby joec » August 11th, 2010, 8:23 am

In my game, when the Heroes complete a questbook, they can add a body or mind point.


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Re: Making the Wizard better

Postby torilen » August 11th, 2010, 1:54 pm

I forget who came up with the idea - but someone in another post stated the idea of using the
spell cards in such a way so as to create a wait time - you keep a certain amount of cards in your
hand as being "in-play" - when you use a spell, you put it at the bottom of the out-of-play pile and
draw a new one. This way, you will eventually get back to the spell you used before, you have to
wait, though, until you get back to it.

I would say, if you were going to do this - you don't simply shuffle the cards - the wizard should have
say over what order the spells are used.


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Re: Making the Wizard better

Postby Ethica » August 11th, 2010, 2:25 pm

joec wrote:In my game, when the Heroes complete a questbook, they can add a body or mind point.


I like that alot.


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