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HeroQuest still delivers!

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

Re: HeroQuest still delivers!

Postby mitchiemasha » January 24th, 2015, 10:07 pm

Let them open doors with a 12... I'd make them wait til it was rolled or go in with less, Yes boring but then you'd get players like me who'd be like fup this *lemony goodness*, Leeroy Jenkins.


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Re: HeroQuest still delivers!

Postby Gold Bearer » January 25th, 2015, 1:28 pm

They very rarely need a twelve, they just need to wait until they can reach all the squares in the room. Lining up by the doors is annoying as well. I think random events are worth including for their own sake anyway.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

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Re: HeroQuest still delivers!

Postby whitebeard » January 25th, 2015, 2:54 pm

Rolling the dice for movement is supposed to limit lining up in a specific order at the doors. The "weaker" players should be insulted by this, and just charge in anyways. Much more fun this way. Perhaps you should ditch your group and start playing with 8-12 year olds. :). Never a dull moment there!
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Re: HeroQuest still delivers!

Postby cynthialee » January 25th, 2015, 7:30 pm

whitebeard wrote:Rolling the dice for movement is supposed to limit lining up in a specific order at the doors. The "weaker" players should be insulted by this, and just charge in anyways. Much more fun this way. Perhaps you should ditch your group and start playing with 8-12 year olds. :). Never a dull moment there!

lol
Yeah they tend to be brash, overly bold and always a sucker for an in your face challenge. Low hanging fruit for the EWP.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: HeroQuest still delivers!

Postby cornixt » January 26th, 2015, 11:04 am

mitchiemasha wrote:Let them open doors with a 12... I'd make them wait til it was rolled or go in with less, Yes boring but then you'd get players like me who'd be like fup this *lemony goodness*, Leeroy Jenkins.

+1

If someone thinks that I will get bored before them, they are mistaken!

But if this kind of thing happens enough, then you just add a rule that for every turn that goes by with nothing other than movement, a wandering monster appears on the roll of 5+


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Re: HeroQuest still delivers!

Postby Gold Bearer » January 26th, 2015, 11:39 am

whitebeard wrote:Perhaps you should ditch your group and start playing with 8-12 year olds. :). Never a dull moment there!
I don't have a gaming group, I'm going way back. You can't blame the players for taking advantage of the rules I used to do it. The rules should be tight enough to not allow anything like that.

cornixt wrote:But if this kind of thing happens enough, then you just add a rule that for every turn that goes by with nothing other than movement, a wandering monster appears on the roll of 5+
Random events is more fun. Then the heroes can find stuff as well.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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