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= one hit
= one hit & pushback
= cancels one hit



Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


= one hit
= one hit & pushback
= cancels one hit



= one hit
= one hit & pushback
= cancels one hit



' as it just got a bit confusing especially when some Heroes and some Monsters have shields and some don't so different people and different creatures are using different dice for hit and misses - shield just gives you an extra die in defence now, however before the traditionalists start to relax, it did get me thinking...
to the combat die and using this as the Monster defence thus halving the odds of defences for the Monsters and changing the ratio mentioned from the otherwise 1:1 to 2:1 but for the Monsters only, it works but to me it feels like a bit of a realism cheat.
for defence for all but then use the
as a
then you move from our 1:1 ratio above to a 4:3 ratio (I think) so a step in the right direction but not there yet so combine that with either;
as a critical hit causing two skulls of damage takes us to 5:2 - Pros; simple, no significant rewrites, Cons; perhaps too powerful 5:2 but could be combined with using the
as a shield in defence also giving us 5:3 however this is starting to lose simplicity with the
counting as 2 :skulls: on attack and also 1
on defence
and attacking on
and :skulls: then our maximum equipped combat would be on a 4:2 ratio.Pros: Simple and balanced, Cons: Bigger rewrite as new equipment cards / armoury, character and monster card tweaks etc
= one hit
= one hit & pushback
= cancels one hit



Bareheaded Warrior wrote:Maximum attack dice (assuming mundane - non artefact weapons only - vanilla HQ) is 4 dice, same assumptions for defence gives us 6 dice. Now bearing in mind that you have a basic 3/6 chances of rolling a skull gives an average of two skulls in attack and a basic 2/6 chance* of rolling a shield gives us an average of two white shields in defence - which cancels out nicely except, when you think about it, would you want them to cancel out?
or
to attack and
to defend". Even if you assume that the Heroes' attack buff is cancelled by the Monsters' defense buff (the math works out to slightly favor the monsters, actually), their own defenses are not improved at all compared to the base game, which leads to them taking more damage from the Monsters' improved attacks.Bareheaded Warrior wrote:b) Correct the imbalance of having a maximum of 4 attack dice but a maximum of 6 defence dice by increasing the attack dice, this resolves an issue around unarmed combat (using a single die but the US version having a dagger for 1 attack die) as a dagger could now have 2 attack dice and short swords and similar 3, broadsword 4 and battle axe 6 attack dice. Increasing the range of attack dice available from 4 to 6 also allows ranged weapons to be made a little less powerful as they always seemed too strong for me - (whole new thread to come!). In addition it resolves what to some appear to be inconsistencies within the Monster stats (like how does an Orc armed with a cleaver get 3 attack dice rather than 2?). Pros: Simple and balanced, Cons: Bigger rewrite as new equipment cards / armoury, character and monster card tweaks etc


Bareheaded Warrior wrote:Nope.
Rulebook states 14 Equipment cards and I have all fourteen;
Chain Mail
Plate armour
The Helmet
Hand axe
Crossbow
Broadsword
Tool kit
Short sword
Spear
Spear (yes two spears)
Staff
Battle axe
Cloak of Protection
Bracers
No shield!


Even if the expected value of both the attacker's dice and the defender's dice is the same, as in this case, there's always the possibility of real damage being dealt due to some of the defender's shields being wasted on rolls where the attacker doesn't get as many (or any) skulls. For a more specific example, in the 4-AD Battle Axe vs 6-DD* armor scenario, the attacker deals about 0.6 Body Points of damage per swing. Due to this imbalance of chances, attacking is inherently more powerful than defending in a way not borne out just by looking at the average number of skulls and shields rolled with any given combination of equipment.
Whenever you make changes to the fundamental mechanics of a game, you should ask yourself what the problem you are trying to solve is, and also whether or not the proposed solution actually works the way you intend it to.
= one hit
= one hit & pushback
= cancels one hit






They both have stupid rules. The US version has heroes who can drink a potion after dying and a barbarian and dwarf who can use spell scrolls, and the EU version has a dwarf who can somehow disarm any traps that he can see and heroes not being able to move on the same square more than once during their turn. If you ignore the expansions I think the US version wins for monster BPs and chaos spells but I think AtOH and WoM are a lot better than tFH and MotM.Count Mohawk wrote:Ah, EuroQuest. Being an American myself, I have a mental block towards what I consider to be the more inferior elements of the European release of Hero Quest, such as monsters only ever having 1 Body Point.
I don't see how you can both make the monsters tougher and the combats shorter, seems like a contradiction. I know you said you don't want to increase their BPs but I think this works really well. Here's the way I do it:Bareheaded Warrior wrote:My intention is to make combat shorter and more decisive without resorting to the Monster black shield defence "scam" and to make Monsters tougher without just adding additional BPs.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. With the US monster stats it would be:
3BP,
4BP. Chaos warriors move seven and attack with four in the US version, basically as good as gargoyles and gargoyles have five defence dice.Are you going to give the other heroes abilities as well? If not I think that makes the barbarian very overpowered. If you compare him to the dwarf he gets 1BP extra and a permanent extra attack dice compared the dwarf's 1MP extra and ability to disarm traps which isn't often that useful (normally you can walk round and spear traps are disarmed automatically when they're found) and when it is it helps the whole party.Bareheaded Warrior wrote:In addition I'm lowering the Battle axe statistics from the suggested increase above to 5 attack dice rather than six as I want to give the Barbarian an additional attack dice as his special ability (it may all make sense once I have finished?)
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

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