• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Some advice needed for introducing HQ to the next generation

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

Re: Some advice needed for introducing HQ to the next genera

Postby Bareheaded Warrior » December 3rd, 2015, 2:19 pm

I see, sorry my fault. I was just reading about the Gargoyle being underpowered and needing an extra attack due to him having an axe and a whip, elsewhere on this forum and I was still in semi-rant mode!
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1220
Joined: December 8th, 2013, 11:12 am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Re: Some advice needed for introducing HQ to the next genera

Postby slev » December 7th, 2015, 1:14 pm

1. It's there to force them to work together,. With all four Heroes it's *just* possible. A good twealk is to remocve a coupple of monsters and replace them with traps, giving the Dwarf more to do.

2. I do 50%

3. Most people let the Heroes keep thinsg quest-to-quest.

4. I changed this so when thrown, you lose it until the end of the quest. Worthwhile in a pinch, but not a regular tactic.

5. To speed it up, perhaps go back to the original die faces?

6. UK also has the Shield. Two copies in 1st ed, one in 2nd.

7. They can be short lived, but used at the right time can be very useful.


Rewards:
Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
slev

Scout
Scout
 
Posts: 1069
Images: 6
Joined: August 26th, 2014, 7:55 am
Location: Manchester
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby Bareheaded Warrior » December 7th, 2015, 3:49 pm

6. I have a copy of UK/EU second edition which I thought was complete but it hasn't got a shield card (at least I don't think it has let me recheck)
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1220
Joined: December 8th, 2013, 11:12 am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby Bareheaded Warrior » December 30th, 2015, 3:26 am

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!
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1220
Joined: December 8th, 2013, 11:12 am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby Bareheaded Warrior » December 30th, 2015, 5:03 am

Following play testing we have decided to drop the 'wielding a Shield means you can defend on a :blackshield:' 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...

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? To my mind I would expect attack to be stronger than defence (or more accurately damage stronger than protection) by a ratio of 3:2 or even 4:2, after all having Heroes strolling round a dungeon not even bothering to draw their swords whilst a rain of blows bounces off their armour isn't much fun - ok I'm exaggerating a little!

So how to tweak, there are options;

1) And this is where the earlier * comes in, I think the HQ people also came across this little issue and decided to resolve it by introducing the :blackshield: 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.

2) If you stick with :whiteshield: for defence for all but then use the :blackshield: as a :skull: 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;

a) :blackshield: 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 :blackshield: as a shield in defence also giving us 5:3 however this is starting to lose simplicity with the :blackshield: counting as 2 :skulls: on attack and also 1 :whiteshield: on defence

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?). Finally if the maximum attack dice is 6 and the maximum defence dice is 6 then with all defending on :whiteshield: and attacking on :blackshield: 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

Any thoughts (and please feel free to check my ratio calculations!)
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1220
Joined: December 8th, 2013, 11:12 am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby Count Mohawk » December 30th, 2015, 11:33 am

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?

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.
*6 dice using white shields to defend, or else six blue dice for the colored-die grognards.

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. For example, the Heroes are actually weaker in your proposed system of "use :skull: or :blackshield: to attack and :whiteshield: 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

I am actually intrigued by this option, as the math doesn't change too much compared to the base game. Widening the range of dice rolled allows for greater granularity between the different weapons. I wouldn't use the Walrus as a fourth skull, though - it's probably best used as the icon with which to defend against spells such as Sleep and Command.


Rewards:
Grin's Stone Map Created a Hot Topic. Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle!
User avatar
Marquis of Math
Count Mohawk

Elven Warrior
Elven Warrior
 
Posts: 696
Joined: July 11th, 2013, 5:18 pm
Location: New England, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby knightkrawler » December 30th, 2015, 6:10 pm

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!


Is your copy second hand? There should be a shield instead of one spear. 1st edition had two helmets and two shields, but no bracers and no cloak of protection.
I know of no other composition and am thinking that the seller just filled up the missing shield card with a spear card?
I know someone who keeps a pretty comprehensive and concies list of the different editions and print versions. Two spears/no shield would be something unheard of.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5825
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby Bareheaded Warrior » December 30th, 2015, 7:25 pm

kk - it is my original second edition but I suspect I have swapped a card with another set at some point over the years - mystery solved, thanks!

Count Mohawk,
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.


Agreed, but (and this is beyond my ability to calculate) as I am using the EU version as a base the Monsters having only 1 BP means Heroes suffer from another level of overkill when they score more than one excess hits.

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.


I agree and I did ask myself those very questions however I probably should have stated that information in my original post.

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.

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?)
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1220
Joined: December 8th, 2013, 11:12 am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby Count Mohawk » December 31st, 2015, 2:03 am

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. Apologies for the oversight.

That said, it's actually a lot simpler to calculate damage for EuroQuest, since monsters only have two states: alive and dead. Here's a table I constructed that shows the chances of monsters living through attacks of various strengths, and how long it may take to kill them on average:
Image

What you do with this information is up to you.


Rewards:
Grin's Stone Map Created a Hot Topic. Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle!
User avatar
Marquis of Math
Count Mohawk

Elven Warrior
Elven Warrior
 
Posts: 696
Joined: July 11th, 2013, 5:18 pm
Location: New England, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Some advice needed for introducing HQ to the next genera

Postby Gold Bearer » December 31st, 2015, 3:38 am

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.
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.

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.
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: :goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. With the US monster stats it would be: :chaoswarrior: 3BP, :gargoyle: 4BP. Chaos warriors move seven and attack with four in the US version, basically as good as gargoyles and gargoyles have five defence dice.

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?)
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.

A good way to give all the heroes a boost is to let the barbarian count black shields as skulls in melee, let the dwarf count black shields as white shields and include the three spell sets from wizards of Morcar. The wizard picks one set, the elf picks one, the wizard picks two, the elf picks one and the wizard gets the other two. That way it still goes 1-1-2 and the wizard still gets the last two. The wizard needs more of a boost than the others. Mix that with the increased monster BPs and it should be well balanced and the heroes and monsters will be much more distinctive.

Just my suggestions, take 'em or leave 'em.
: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!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

PreviousNext

Return to General HeroQuest Discussion

Who is online

Users browsing this forum: No registered users and 1 guest