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, Defend Dice
, Body Points
, Mind Points
, and Movement
. BPs and MPs work as strength and intelligence/wisdom. I'd use a Hero's movement dice as a dexterity score. If you want a Thief Hero to have a better stat for dodging spell attacks, give him a reroll of failures with the red dice. A Hero in plate mail would rightly have a low dexterity, being so slowed. He could be limited to just the one red die for dodging, or be made to reroll any success.




rolled count as one success -- enough to force open a normal door, or to push wooden furniture.
rolled count as one success -- enough to jump a normal pit.
rolled count as one success -- enough to counter a negative effect on your body or heath, like getting drugged or poisoned.
rolled count as one success -- enough to brake a mind-controlling spell or figure-out a simple magic trap or puzzle.


timbrwolf wrote:That's very helpful melcadon, thanks. I had also seen the dragonstrike rules but didn't want to get into using d8s etc. wanting to add some things to heroquest but at the same time keep it simple using only combat dice and d6.
timbrwolf wrote:These will work nicely though a thought just occurred to me in regards to the the Might Test. The characters START with weapons though not armor and that base attack die is equal to whatever weapon they have. Though wasn't there a quest where the heros didn't have weapons but had to find them?
to score a hit. If you are using my system with Might Tests, you could allow for unarmed attacks to be equal to the Hero's basic Attack Dice/Might score, but with
used to hit. This would make them stronger then what the official rules would allow, but they could hold their own better, and the Barbarian could still kick ass without anything.


timbrwolf wrote:Thanks for the response, interesting how the two editions differ like that. Did the uk edition also have a quest where they started without weapons or no seeing as you said they don't start with weapons period.
.


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