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HQ EUS Version

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

Re: HQ EUS Version

Postby knightkrawler » April 27th, 2016, 5:41 am

Does the cost of an equipment piece have to make sense?
I mean I get there should be some relation between what it does and what you have to pay,
but can't there be a level of "Is that really worth it to me?" going on in a player's mind?

We live in a real world and with price structures that work that way, and the background world of HQ wouldn't work differently, I bet.
For example, a sword (as a weapon template made and offered for sale by a smith) would be more common than, say, a battle axe, so the longsword could be cheaper than you would think it would be for the 3 attack dice and diagonal attack...

I am strongly against overthinking price structures and quest difficulties and all that, especially in terms of my own rule system, and I just want to present this idea here for going about certain things...
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Re: HQ EUS Version

Postby slev » April 27th, 2016, 7:01 am

The problem is that if the prices DON'T make sense, it prevents there even being a point in certain armoury items existing, since nobody will buy them.

Looking at the origial UK equipment cards, the Hand Axe and Spear are so close in cost that there's little point picking up the Hand Axe if there's a Spear available. It becomes a non-option.

Sure, they don't have to be ballenced to the gold pice, but something approaching a ballence is needed for the design to make sense.


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Re: HQ EUS Version

Postby TMU » April 27th, 2016, 8:03 am

Gold Bearer wrote:
TMU wrote:
Gold Bearer wrote:
TMU wrote:Yeah this has been thought about, but eventually it can never really be done since some prefer this and some prefer that. That said, most of us have started their own rulesets for personal use.
Why can't it be done? It's just a common base for everyone to work from rather than having at least four (EU1, EU2, US, Japanese) versions. People can then alter it as they like for their own needs.
Because of that one prefers EU monsters as you prefer US monsters. And of course it goes with everything else as well. I mean you can do this, no problem, but I just feel that if someone feels a need to rewrite the rules, they will do it from scratch :P
I think you're missing the point of doing this. It's not to rewrite the rules. It's to create a more useable base than any of the individual versions to make custom rules simpler to implement because it's closer to most people custom rules to start with.

Well carry on then. :mrgreen:
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Re: HQ EUS Version

Postby Gold Bearer » April 27th, 2016, 10:46 am

slev wrote:The problem is that if the prices DON'T make sense, it prevents there even being a point in certain armoury items existing, since nobody will buy them.

Looking at the origial UK equipment cards, the Hand Axe and Spear are so close in cost that there's little point picking up the Hand Axe if there's a Spear available. It becomes a non-option.

Sure, they don't have to be ballenced to the gold pice, but something approaching a ballence is needed for the design to make sense.
Precisely :!: With that in mind the crossbow can actually go back to 350gp now that it's two handed.

Just for reference, for the original UK equipment you could only have one piece of equipment per card so there wasn't actually any useless equipment but it doesn't make sense for equipment to be limited like that. The prices have to change if they're unlimited.

Edit:
It should be the Euro men-at-arms rules or the tool kit becomes even more redundant when you can higher a scout much cheaper. I've also clarified that crossbows can't be used against diagonally adjacent targets.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: HQ EUS Version

Postby slev » April 27th, 2016, 11:44 am

Gold Bearer wrote:
slev wrote:The problem is that if the prices DON'T make sense, it prevents there even being a point in certain armoury items existing, since nobody will buy them.

Looking at the origial UK equipment cards, the Hand Axe and Spear are so close in cost that there's little point picking up the Hand Axe if there's a Spear available. It becomes a non-option.

Sure, they don't have to be ballenced to the gold pice, but something approaching a ballence is needed for the design to make sense.
Precisely :!: With that in mind the crossbow can actually go back to 350gp now that it's two handed.

Just for reference, for the original UK equipment you could only have one piece of equipment per card so there wasn't actually any useless equipment but it doesn't make sense for equipment to be limited like that. The prices have to change if they're unlimited.


Exactly my point.

And at that point, it's custom.

So, what you're effectively proposing is a fresh rendition of the game rules, and a list of all the various game cards and their costs/effects/values for that rule set, with all the options, to allow the designer to tweak them to their want.

The problem then is where custom rulings are needed to allow for things not covered in the original game:
*what order do the heroes draw Spells in if there are more to be chosen due to custom content (e.g, a maxed-out HQR group would be something like Wizard 9 groups, Elf 4 Groups, Dwarf 2 Groups, Barbarian 1 Group)
*what dice are rolled by Henchmen and/or Monsters falling into a Pit of Darkness trap?
*What Chaos Spells count when determining immunity for Sorgnirstain?

There are common solutions for some of these prolems, by they ammount to custom content, which gets beyond your project, unlesss you wamnt to just list notes of when a rules defficiency occurs so that the reaer can create their own rules as needed.


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Re: HQ EUS Version

Postby Gold Bearer » April 27th, 2016, 11:54 am

slev wrote:So, what you're effectively proposing is a fresh rendition of the game rules, and a list of all the various game cards and their costs/effects/values for that rule set, with all the options, to allow the designer to tweak them to their want.
Yea exactly, with as few custom rules as possible. Even if it's just to copy, alter and then paste, that's what I'll be doing for my pbp game.

slev wrote:The problem then is where custom rulings are needed to allow for things not covered in the original game:
*what order do the heroes draw Spells in if there are more to be chosen due to custom content (e.g, a maxed-out HQR group would be something like Wizard 9 groups, Elf 4 Groups, Dwarf 2 Groups, Barbarian 1 Group)
*what dice are rolled by Henchmen and/or Monsters falling into a Pit of Darkness trap?
*What Chaos Spells count when determining immunity for Sorgnirstain?

There are common solutions for some of these prolems, by they ammount to custom content, which gets beyond your project, unlesss you wamnt to just list notes of when a rules defficiency occurs so that the reaer can create their own rules as needed.
Yea a list of solutions to gaps in the rules is a nice idea. Sorgnirstain :? Wtf is that? :)
: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


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Re: HQ EUS Version

Postby slev » April 27th, 2016, 3:07 pm

Gold Bearer wrote:
slev wrote:So, what you're effectively proposing is a fresh rendition of the game rules, and a list of all the various game cards and their costs/effects/values for that rule set, with all the options, to allow the designer to tweak them to their want.
Yea exactly, with as few custom rules as possible. Even if it's just to copy, alter and then paste, that's what I'll be doing for my pbp game.

slev wrote:The problem then is where custom rulings are needed to allow for things not covered in the original game:
*what order do the heroes draw Spells in if there are more to be chosen due to custom content (e.g, a maxed-out HQR group would be something like Wizard 9 groups, Elf 4 Groups, Dwarf 2 Groups, Barbarian 1 Group)
*what dice are rolled by Henchmen and/or Monsters falling into a Pit of Darkness trap?
*What Chaos Spells count when determining immunity for Sorgnirstain?

There are common solutions for some of these prolems, by they ammount to custom content, which gets beyond your project, unlesss you wamnt to just list notes of when a rules defficiency occurs so that the reaer can create their own rules as needed.
Yea a list of solutions to gaps in the rules is a nice idea. Sorgnirstain :? Wtf is that? :)


It's the magical Warhammer from one of the White Dwarf Quests.


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Re: HQ EUS Version

Postby knightkrawler » April 27th, 2016, 3:49 pm

slev wrote:They don't have to be ballenced to the gold pice, but something approaching a ballence is needed for the design to make sense.


That's what I'm talking about.
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Rewards:
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Re: HQ EUS Version

Postby Gold Bearer » April 28th, 2016, 5:07 am

Updated.

slev wrote:It's the magical Warhammer from one of the White Dwarf Quests.
Kay. There's a topic somewhere that lists all of the common rule ambiguities so I'll add those soon along with that hammer.
: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


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