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Anti-Heroquest....or Evilquest if you will..........

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

Re: Anti-Heroquest....or Evilquest if you will..........

Postby knightkrawler » June 4th, 2013, 7:17 am

Second that, TMU.

Putting together a band of anti-heroes should basically mean looking for miniatures/characters fitting their respective counterparts.

You need
1 - a warrior in the mold of the barbarian
2 - a ranger/scout type char for the dwarf
3 - an all-around fighter type with either a few spells or a set of "talents" or some such
4 - a spellcaster

Then you change the spells if need be
and KEEP the other stats as they are.
___________________________________________________

An example for Skaven
1 - Stormvermin for the Barbarian
2 - Clan Technicus for the Dwarf; talent: disarm traps
3 - Gutter Runner for the Elf; 3 talents usable once per quest (search in presence of enemies; poisoned throwing dagger with the rules of Ball of Flame spell and one other...)
4 - Warlock for the Wizard; change the spells as needed (there are Skaven spells downloadable at the inn)

_______________________________________________________

I came up with this group while typing and the template is useable with many other themes and motifs...
Dark Elf sabotage band; Orc raiders; Undead, even...

So much for a GROUP of heroes aiming for the same overall goal...

If you want really chaotic like the example in my earlier post (the Motley Crue) than it gets more difficult to balance it out,
but far from impossible.
And there's gonna be fun in that game with backstabbing anti-heroes/frauds/rogues/evil shits
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Re: Anti-Heroquest....or Evilquest if you will..........

Postby torilen » June 4th, 2013, 9:06 am

AD and DD might not be balanced, but the wizard has his spells to offset that difference.
The body and mind points are balanced, though...each hero has 10 total points, based on
their expertise.

Monsters would not be...a goblin would have 2 BP and 1 MP, right? (don't have the stats in front of me)
A chaos warrior would have much more in both BP and MP, as would a fimir, I think. So, even if the AD and DD
were balanced, a goblin would still stand no chance of surviving.


Something else came up in my mind last night. Setting - the game master would have to work a little harder
in working on the "dungeons" for this type of game. If the players play heroes, it is common to find goblins,
orcs, and such in caves and underground...fimir would be found in swamps, i suppose...and chaos warriors
would be found anywhere, leading those types. And of course...undead...anywhere.

The good guys, though - homes, taverns, small keeps, MAYBE fortified ruins if they are in a war-torn region.
But you won't normally find the good guys in a cave or in a hole underground.

Just a thought.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby torilen » June 4th, 2013, 9:08 am

And knightcrawler brings up a good point...playing evil/chaotic characters, you could have a lot of
backstabbing and deceiving one another.

I would say this: preface the game with the knowledge that this will happen...it is okay, and for the
players not to take it personally. If they want to gang up on each other (and even double-agent each other),
that is okay...just don't take it personally. We're all here to have fun...this is something different, for a
change of pace.

Now...let's see how bad you can be :)


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby chaoticprime » June 4th, 2013, 9:36 am

Here's something I thunk up for adversaries--the heroes, redone as monsters. The spells are merely suggestions. I took the stats for the new classes from the manual to Heroquest II on the Amiga. The way I figure, the Ranger is the 3rd Edition Talisman Ranger, the Knight is the 3rd Edition Talisman Templar, the Cleric is the female Wizard, and the Mystic is the female Elf.
Name Atk Def Body Mind Weapon Armor Spell
Barbarian 3 2 8 2 Broadsword None
Dwarf 2 2 7 3 Short Sword None
Elf 2 2 6 4 Short Sword None Disappear, Slow, Twist Wood
Wizard 1 2 4 6 Dagger None Dispel, Wall of Stone, Invisibility, Arrows of the Night, Chains of Darkness, Cloak of Shadows, Rock Skin, Heal Body, Pass Through Rock
Ranger 3 2 4 6 Broadsword None Sharpen Blades, Shield of Protection, Spirit of Vengeance
Knight 2 3 5 5 Short Sword Shield Courage
Cleric 1 2 3 7 Staff None Sleep, Water of Healing, Wall of Water, Rust, Dispel, Madness, Genie, Tempest, Swift Wind
Mystic 2 2 4 6 Short Sword None Earthquake, Lightning Bolt, Wall of Ice

Just add in equipment to gain any further additions to attack or defense. I didn't really put a lot of work into planning the spells.

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Re: Anti-Heroquest....or Evilquest if you will..........

Postby knightkrawler » June 4th, 2013, 9:50 am

And for those who haven't seen it, here's a link to a Hero generation system Ulfhednar came up with:

http://oldscratch.smackwell.com/cgi-bin/yabb/YaBB.cgi?num=1340777356

It's a guideline/value points system to balance out heroes against each other.
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Re: Anti-Heroquest....or Evilquest if you will..........

Postby chaoticprime » June 4th, 2013, 9:52 am

Heroquest heroes are not that hard to balance. They all have 10 points divided between Body and Mind.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby chaoticprime » June 4th, 2013, 9:56 am

knightkrawler wrote:And for those who haven't seen it, here's a link to a Hero generation system Ulfhednar came up with:

http://oldscratch.smackwell.com/cgi-bin/yabb/YaBB.cgi?num=1340777356

It's a guideline/value points system to balance out heroes against each other.


I love matrices like this. I don't think it would balance so good used against "heroes," though. Too powerful--though my above set was, too. I was just getting suggestions started. For instance, that matrix does not calculate movement rates per hero. The average of two d6's is 7 (3.5x2). They should vary, however.

Edit - That's the solution, actually. Take that same matrix, but charge for movement above 7, from the 16 starting points. That should lower stats enough to make them better enemies.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby bruenor » June 4th, 2013, 10:31 am

I think you guys are over complicating it all.
Just imagine a negative version of the game where the evil characters are the "heroes" and what we would class as good guys as the "monsters".
Fairly simple just find an evil related mini that closely resembles the original hero and substitute it.
No need for all the stat swapping and faffing about and do the same with the "monsters".
No need for all the buggering about "colour code" match parties and so on.

Keep it simple as the game is designed to be.
Have a Minotaur as your barbarian if you like, it's your game.

Geez talk about making things hard for yourself.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby chaoticprime » June 4th, 2013, 10:34 am

So its exactly the same, but evil-er? What, like, instead of gold we can have baby skulls?


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby knightkrawler » June 4th, 2013, 10:43 am

chaoticprime wrote:That matrix does not calculate movement rates per hero. The average of two d6's is 7 (3.5x2). They should vary, however.

Edit - That's the solution, actually. Take that same matrix, but charge for movement above 7, from the 16 starting points. That should lower stats enough to make them better enemies.


Exactly.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
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I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
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