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Negative Body Points

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

Re: Negative Body Points

Postby knightkrawler » May 11th, 2016, 12:16 am

Anderas wrote:Yes, i agree. There is a world of difference between a potion of healing and the Wizard's healing spell, just because it is mandatory to use the action.
* One attack or spell less in the group this round if the Wizard uses the Healing
* You can do it only on your turn

The potion, you can use it spontaneously:
* don't use an attack
* drink tens of them in a single turn if you like
* drink it during the enemy's turn

it is waaaay better.


The spell has the advantage of being worthwhile even when a hero falls to 0 body points. The spellcaster can still heal another hero with the spell at that point. The potion can't do that.
If you don't touch the original rules, then the healing measures are balanced between themselves.
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Re: Negative Body Points

Postby The Admiral » May 11th, 2016, 7:19 am

Anderas wrote:Yes, i agree. There is a world of difference between a potion of healing and the Wizard's healing spell, just because it is mandatory to use the action.
* One attack or spell less in the group this round if the Wizard uses the Healing
* You can do it only on your turn

The potion, you can use it spontaneously:
* don't use an attack
* drink tens of them in a single turn if you like
* drink it during the enemy's turn

it is waaaay better.


I mostly agree, but I would make the following points:
1) I have found that the healing spells tend to be used in the quiet moments of the quests between combat.
2) It wouldn't be a disaster during combat if the Wizard had to do a healing spell as his attacks are pretty pathetic anyway and he only has limited aggressive spells.
3) Potions, while far more flexible, and thus much better to take during combat, are one use only and then gone, while spells are back automatically for the next quest.


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Re: Negative Body Points

Postby knightkrawler » May 11th, 2016, 1:02 pm

by the way, I just love how the Wizard tends to gamble to get the most out of his spells and potions (which is 3 BP(!) if it's his own).
To me, that's an interesting advantage of the original rule.
Gives some measure, difference, strategy.
Makes a healing surge more potent if your body is stronger in the first place, which does makes sense come to think about it.

I think I'll stand by my assessment. Last token gone, your friends have one round to heal you.
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Re: Negative Body Points

Postby cynthialee » May 11th, 2016, 1:47 pm

I like the new potion card. It keeps the spirit of my healing potion concept and makes it work for a board game.

So the hero takes an action to properly tend wounds with proper first aid as opposed to just drinking the potion and getting marginal effect.

I like anything that encourages heroes heal up soon after being hit. Walking around with less than optimum Body Points is not very smart.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
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Re: Negative Body Points

Postby knightkrawler » May 11th, 2016, 2:43 pm

cynthialee wrote:Walking around with less than optimum Body Points is not very smart.


True. My players always use and gobble as soon as they've lost 4 points - provided they can.
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Re: Negative Body Points

Postby Anderas » May 12th, 2016, 2:55 am

It is here, that situation, that I like to see with my new potion of healing. They will always face the decision: do I gamble end use the potion to the max or do I waste a bit? :D


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Re: Negative Body Points

Postby slev » May 12th, 2016, 4:41 am

I've been thinking how this would work in HQR, and is a shoe-in for the advanced game. Even if I then have to order an extra deck of cards :P

So, I'd do it like this...

Calming Brew
Discard: Restore up to one red die of lost Mind Points.
Cast, Discard: Roll two red dice, and discard the lower roll. Recover lost Mind Points up to the number rolled.
Discard: Re-roll one Test of Will
Discard: Ass one white die to your Wisdom until the start of your next Activation.

Essence of Warmth
Discard: Bearer or target adjacent figure recovers up to one lost Body Points, and an additional Body Poiint if they suffered any Ice damage this turn.
Cast, discard: Bearer recovers up to two lost Body Points, and two additional Body Points if they suffered any Ice damage this turn.

Potion of Healing
Discard: Bearer or target adjacent figure recovers up to four lost Body Points
Cast, discard: Bearer recovers up to six lost Body Points

Potion of Regenration
Discard: Restore up to one red die of lost Body Points.
Cast, Discard: Roll two red dice, and discard the lower roll. Recover lost Body Points up to the number rolled.

Rejuvination Salve
Discard: Bearer or target adjacent figure recovers up to two lost Body Points
Cast, discard: Bearer recovers up to three lost Body Points.


Restoration Draught
Discard: Bearer or target adjacent figure recovers up to one lost Body Point and one lost Mind Point
Cast, discard: Bearer recovers up to two lost Body Points.
Cast, discard: Bearer recovers up to one lost Body Point and two lost Mind Points.

Revitalisation Potion
Discard: Bearer or target adjacent figure recovers up to six lost Body Points
Cast, discard: Bearer recovers up to eight lost Body Points

Tonic of Renewal
Already maxes out both, so no change

Venom Antidote:
Discard: Use only when you lose Body Points to Poison Damage. Recover up to two lost BP.
Cast, Discard: Use only when you lose Body Points to Poison Damage. Recover up to four lost BP.


I went for "cast" action as it's a single icon, is esoteric a set of acions enough to match, and also means teh Wizard is pouring his own power in in those cases he's using a bonus cast from the Rod of Recall, etc.


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Re: Negative Body Points

Postby whitebeard » May 12th, 2016, 7:00 pm

Lots of talk here about 4BP healing potions. I use only the 1 red die potions. Any one else do this?

I also don't sell them.
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Re: Negative Body Points

Postby cynthialee » May 12th, 2016, 9:18 pm

whitebeard wrote:Lots of talk here about 4BP healing potions. I use only the 1 red die potions. Any one else do this?

I also don't sell them.


:shock:

wow

why?
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: Negative Body Points

Postby whitebeard » May 12th, 2016, 9:34 pm

cynthialee wrote:
whitebeard wrote:Lots of talk here about 4BP healing potions. I use only the 1 red die potions. Any one else do this?

I also don't sell them.


:shock:

wow

why?


:lol: Cyn

I've only ever managed to permanently kill one player! So I do not think this is a problem. And yes, I took all of his equipment because no one else was around... bye, bye Orc's Bane!

I ran my dragon quest and killed three of them! But they had an Elixir of Life to bring one back. Then if you rolled snake eyes while searching the treasure hoard (multiple searches) you could find an Elixir and they found two of them!!! Two of them!!! It really is ridiculous. I swear my black shields are weighted as well!!

More recently the wizard found a "Spell Book of Efficiency" which lets him have all four spells and the elf rolls for a random spell group. So half the time they have three healing spells. If the wizard puts one in the ring, that would be four. But he usually doubles up on Tempest (that bastard!). I sometimes counter this by not having a definite "boss". While the quests have become much more difficult, healing always ends up to be more than enough for these guys.

There is no way I'm going to start selling healing potions. This is HQ not Diablo. |_P
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